You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
164 lines
7.8 KiB
164 lines
7.8 KiB
// Dear ImGui: standalone example application for SDL2 + SDL_Renderer |
|
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) |
|
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs |
|
|
|
// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer |
|
// because it provides a rather limited API to the end-user. We provide this backend for the sake of completeness. |
|
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. |
|
|
|
#include "imgui.h" |
|
#include "imgui_impl_sdl2.h" |
|
#include "imgui_impl_sdlrenderer.h" |
|
#include <stdio.h> |
|
#include <SDL.h> |
|
|
|
#if !SDL_VERSION_ATLEAST(2,0,17) |
|
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function |
|
#endif |
|
|
|
// Main code |
|
int main(int, char**) |
|
{ |
|
// Setup SDL |
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) |
|
{ |
|
printf("Error: %s\n", SDL_GetError()); |
|
return -1; |
|
} |
|
|
|
// From 2.0.18: Enable native IME. |
|
#ifdef SDL_HINT_IME_SHOW_UI |
|
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); |
|
#endif |
|
|
|
// Create window with SDL_Renderer graphics context |
|
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); |
|
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); |
|
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); |
|
if (renderer == nullptr) |
|
{ |
|
SDL_Log("Error creating SDL_Renderer!"); |
|
return 0; |
|
} |
|
//SDL_RendererInfo info; |
|
//SDL_GetRendererInfo(renderer, &info); |
|
//SDL_Log("Current SDL_Renderer: %s", info.name); |
|
|
|
// Setup Dear ImGui context |
|
IMGUI_CHECKVERSION(); |
|
ImGui::CreateContext(); |
|
ImGuiIO& io = ImGui::GetIO(); (void)io; |
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
|
|
|
// Setup Dear ImGui style |
|
ImGui::StyleColorsDark(); |
|
//ImGui::StyleColorsLight(); |
|
|
|
// Setup Platform/Renderer backends |
|
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer); |
|
ImGui_ImplSDLRenderer_Init(renderer); |
|
|
|
// Load Fonts |
|
// - 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. |
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
|
// - 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). |
|
// - 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. |
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
|
// - Read 'docs/FONTS.md' for more instructions and details. |
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
|
//io.Fonts->AddFontDefault(); |
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
|
//IM_ASSERT(font != nullptr); |
|
|
|
// Our state |
|
bool show_demo_window = true; |
|
bool show_another_window = false; |
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
|
|
|
// Main loop |
|
bool done = false; |
|
while (!done) |
|
{ |
|
// Poll and handle events (inputs, window resize, etc.) |
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
|
SDL_Event event; |
|
while (SDL_PollEvent(&event)) |
|
{ |
|
ImGui_ImplSDL2_ProcessEvent(&event); |
|
if (event.type == SDL_QUIT) |
|
done = true; |
|
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) |
|
done = true; |
|
} |
|
|
|
// Start the Dear ImGui frame |
|
ImGui_ImplSDLRenderer_NewFrame(); |
|
ImGui_ImplSDL2_NewFrame(); |
|
ImGui::NewFrame(); |
|
|
|
// 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!). |
|
if (show_demo_window) |
|
ImGui::ShowDemoWindow(&show_demo_window); |
|
|
|
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
|
{ |
|
static float f = 0.0f; |
|
static int counter = 0; |
|
|
|
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
|
|
|
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) |
|
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state |
|
ImGui::Checkbox("Another Window", &show_another_window); |
|
|
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
|
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color |
|
|
|
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) |
|
counter++; |
|
ImGui::SameLine(); |
|
ImGui::Text("counter = %d", counter); |
|
|
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); |
|
ImGui::End(); |
|
} |
|
|
|
// 3. Show another simple window. |
|
if (show_another_window) |
|
{ |
|
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) |
|
ImGui::Text("Hello from another window!"); |
|
if (ImGui::Button("Close Me")) |
|
show_another_window = false; |
|
ImGui::End(); |
|
} |
|
|
|
// Rendering |
|
ImGui::Render(); |
|
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); |
|
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); |
|
SDL_RenderClear(renderer); |
|
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData()); |
|
SDL_RenderPresent(renderer); |
|
} |
|
|
|
// Cleanup |
|
ImGui_ImplSDLRenderer_Shutdown(); |
|
ImGui_ImplSDL2_Shutdown(); |
|
ImGui::DestroyContext(); |
|
|
|
SDL_DestroyRenderer(renderer); |
|
SDL_DestroyWindow(window); |
|
SDL_Quit(); |
|
|
|
return 0; |
|
}
|
|
|