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							181 lines
						
					
					
						
							8.7 KiB
						
					
					
				| // Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline | |
| // (GLFW 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 | |
|  | |
| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** | |
| // **Prefer using the code in the example_glfw_opengl2/ folder** | |
| // See imgui_impl_glfw.cpp for details. | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_glfw.h" | |
| #include "imgui_impl_opengl2.h" | |
| #include <stdio.h> | |
| #ifdef __APPLE__ | |
| #define GL_SILENCE_DEPRECATION | |
| #endif | |
| #include <GLFW/glfw3.h> | |
|  | |
| // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. | |
| // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. | |
| // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. | |
| #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) | |
| #pragma comment(lib, "legacy_stdio_definitions") | |
| #endif | |
|  | |
| static void glfw_error_callback(int error, const char* description) | |
| { | |
|     fprintf(stderr, "Glfw Error %d: %s\n", error, description); | |
| } | |
| 
 | |
| int main(int, char**) | |
| { | |
|     // Setup window | |
|     glfwSetErrorCallback(glfw_error_callback); | |
|     if (!glfwInit()) | |
|         return 1; | |
|     GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL); | |
|     if (window == NULL) | |
|         return 1; | |
|     glfwMakeContextCurrent(window); | |
|     glfwSwapInterval(1); // Enable vsync | |
|  | |
|     // 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 | |
|     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking | |
|     io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows | |
|     //io.ConfigViewportsNoAutoMerge = true; | |
|     //io.ConfigViewportsNoTaskBarIcon = true; | |
|  | |
|     // Setup Dear ImGui style | |
|     ImGui::StyleColorsDark(); | |
|     //ImGui::StyleColorsClassic(); | |
|  | |
|     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. | |
|     ImGuiStyle& style = ImGui::GetStyle(); | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|     { | |
|         style.WindowRounding = 0.0f; | |
|         style.Colors[ImGuiCol_WindowBg].w = 1.0f; | |
|     } | |
| 
 | |
|     // Setup Platform/Renderer backends | |
|     ImGui_ImplGlfw_InitForOpenGL(window, true); | |
|     ImGui_ImplOpenGL2_Init(); | |
| 
 | |
|     // 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 NULL. 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. | |
|     // - 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | |
|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | |
|     //IM_ASSERT(font != NULL); | |
|  | |
|     // 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 | |
|     while (!glfwWindowShouldClose(window)) | |
|     { | |
|         // 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. | |
|         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | |
|         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
|         glfwPollEvents(); | |
| 
 | |
|         // Start the Dear ImGui frame | |
|         ImGui_ImplOpenGL2_NewFrame(); | |
|         ImGui_ImplGlfw_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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(); | |
|         int display_w, display_h; | |
|         glfwGetFramebufferSize(window, &display_w, &display_h); | |
|         glViewport(0, 0, display_w, display_h); | |
|         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); | |
|         glClear(GL_COLOR_BUFFER_BIT); | |
| 
 | |
|         // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), | |
|         // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. | |
|         //GLint last_program; | |
|         //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | |
|         //glUseProgram(0); | |
|         ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); | |
|         //glUseProgram(last_program); | |
|  | |
|         // Update and Render additional Platform Windows | |
|         // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. | |
|         //  For this specific demo app we could also call glfwMakeContextCurrent(window) directly) | |
|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|         { | |
|             GLFWwindow* backup_current_context = glfwGetCurrentContext(); | |
|             ImGui::UpdatePlatformWindows(); | |
|             ImGui::RenderPlatformWindowsDefault(); | |
|             glfwMakeContextCurrent(backup_current_context); | |
|         } | |
| 
 | |
|         glfwSwapBuffers(window); | |
|     } | |
| 
 | |
|     // Cleanup | |
|     ImGui_ImplOpenGL2_Shutdown(); | |
|     ImGui_ImplGlfw_Shutdown(); | |
|     ImGui::DestroyContext(); | |
| 
 | |
|     glfwDestroyWindow(window); | |
|     glfwTerminate(); | |
| 
 | |
|     return 0; | |
| }
 | |
| 
 |