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159 lines
7.4 KiB
159 lines
7.4 KiB
// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline |
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
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// Read online: https://github.com/ocornut/imgui/tree/master/docs |
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// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! |
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// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! |
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// !!! Nowadays, prefer using GLFW or SDL instead! |
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// On Windows, you can install Freeglut using vcpkg: |
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// git clone https://github.com/Microsoft/vcpkg |
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// cd vcpkg |
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// bootstrap - vcpkg.bat |
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// vcpkg install freeglut --triplet=x86-windows ; for win32 |
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// vcpkg install freeglut --triplet=x64-windows ; for win64 |
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// vcpkg integrate install ; register include and libs in Visual Studio |
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#include "imgui.h" |
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#include "imgui_impl_glut.h" |
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#include "imgui_impl_opengl2.h" |
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#define GL_SILENCE_DEPRECATION |
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#ifdef __APPLE__ |
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#include <GLUT/glut.h> |
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#else |
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#include <GL/freeglut.h> |
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#endif |
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#ifdef _MSC_VER |
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#pragma warning (disable: 4505) // unreferenced local function has been removed |
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#endif |
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// Forward declarations of helper functions |
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void MainLoopStep(); |
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// Our state |
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static bool show_demo_window = true; |
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static bool show_another_window = false; |
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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int main(int argc, char** argv) |
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{ |
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// Create GLUT window |
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glutInit(&argc, argv); |
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#ifdef __FREEGLUT_EXT_H__ |
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glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); |
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#endif |
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glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); |
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glutInitWindowSize(1280, 720); |
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glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example"); |
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// Setup GLUT display function |
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// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us, |
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// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves. |
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glutDisplayFunc(MainLoopStep); |
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// Setup Dear ImGui context |
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
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// Setup Dear ImGui style |
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsLight(); |
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// Setup Platform/Renderer backends |
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// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs(). |
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ImGui_ImplGLUT_Init(); |
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ImGui_ImplOpenGL2_Init(); |
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// Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.) |
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
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ImGui_ImplGLUT_InstallFuncs(); |
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// Load Fonts |
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. |
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). |
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. |
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
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// - Read 'docs/FONTS.md' for more instructions and details. |
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
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//io.Fonts->AddFontDefault(); |
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
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//IM_ASSERT(font != nullptr); |
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// Main loop |
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glutMainLoop(); |
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// Cleanup |
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ImGui_ImplOpenGL2_Shutdown(); |
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ImGui_ImplGLUT_Shutdown(); |
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ImGui::DestroyContext(); |
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return 0; |
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} |
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void MainLoopStep() |
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{ |
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// Start the Dear ImGui frame |
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ImGui_ImplOpenGL2_NewFrame(); |
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ImGui_ImplGLUT_NewFrame(); |
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). |
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if (show_demo_window) |
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ImGui::ShowDemoWindow(&show_demo_window); |
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
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{ |
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static float f = 0.0f; |
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static int counter = 0; |
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) |
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state |
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ImGui::Checkbox("Another Window", &show_another_window); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color |
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) |
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counter++; |
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ImGui::SameLine(); |
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ImGui::Text("counter = %d", counter); |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); |
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ImGui::End(); |
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} |
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// 3. Show another simple window. |
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if (show_another_window) |
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{ |
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) |
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ImGui::Text("Hello from another window!"); |
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if (ImGui::Button("Close Me")) |
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show_another_window = false; |
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ImGui::End(); |
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} |
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// Rendering |
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ImGui::Render(); |
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ImGuiIO& io = ImGui::GetIO(); |
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glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); |
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); |
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glClear(GL_COLOR_BUFFER_BIT); |
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. |
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); |
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glutSwapBuffers(); |
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glutPostRedisplay(); |
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}
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