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128 lines
6.5 KiB
128 lines
6.5 KiB
// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline |
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
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// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) |
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#include "imgui.h" |
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#include "imgui_impl_glfw_gl3.h" |
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#include <stdio.h> |
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#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. |
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#include <GLFW/glfw3.h> |
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static void glfw_error_callback(int error, const char* description) |
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{ |
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fprintf(stderr, "Error %d: %s\n", error, description); |
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} |
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int main(int, char**) |
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{ |
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// Setup window |
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glfwSetErrorCallback(glfw_error_callback); |
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if (!glfwInit()) |
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return 1; |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); |
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
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#if __APPLE__ |
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); |
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#endif |
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GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL3 example", NULL, NULL); |
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glfwMakeContextCurrent(window); |
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glfwSwapInterval(1); // Enable vsync |
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gl3wInit(); |
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// Setup ImGui binding |
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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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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
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ImGui_ImplGlfwGL3_Init(window, true); |
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// Setup style |
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsClassic(); |
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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 NULL. 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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// - Read 'misc/fonts/README.txt' 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("../../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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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); |
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); |
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//IM_ASSERT(font != NULL); |
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bool show_demo_window = true; |
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bool show_another_window = false; |
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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// Main loop |
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while (!glfwWindowShouldClose(window)) |
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{ |
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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. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
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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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glfwPollEvents(); |
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ImGui_ImplGlfwGL3_NewFrame(); |
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// 1. Show a simple window. |
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". |
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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::Text("Hello, world!"); // Display some text (you can use a format string too) |
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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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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state |
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ImGui::Checkbox("Another Window", &show_another_window); |
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if (ImGui::Button("Button")) // Buttons return true when clicked (NB: 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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
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} |
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. |
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if (show_another_window) |
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{ |
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ImGui::Begin("Another Window", &show_another_window); |
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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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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! |
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if (show_demo_window) |
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{ |
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! |
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ImGui::ShowDemoWindow(&show_demo_window); |
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} |
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// Rendering |
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int display_w, display_h; |
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glfwGetFramebufferSize(window, &display_w, &display_h); |
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glViewport(0, 0, display_w, display_h); |
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
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glClear(GL_COLOR_BUFFER_BIT); |
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ImGui::Render(); |
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ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData()); |
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glfwSwapBuffers(window); |
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} |
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// Cleanup |
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ImGui_ImplGlfwGL3_Shutdown(); |
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ImGui::DestroyContext(); |
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glfwTerminate(); |
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return 0; |
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}
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