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							148 lines
						
					
					
						
							6.6 KiB
						
					
					
				| // Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline | |
| // 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 | |
|  | |
| // !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! | |
| // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! | |
| // !!! Nowadays, prefer using GLFW or SDL instead! | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_glut.h" | |
| #include "imgui_impl_opengl2.h" | |
| #ifdef __APPLE__ | |
|     #include <GLUT/glut.h> | |
| #else | |
|     #include <GL/freeglut.h> | |
| #endif | |
|  | |
| #ifdef _MSC_VER | |
| #pragma warning (disable: 4505) // unreferenced local function has been removed | |
| #endif | |
|  | |
| // Our state | |
| static bool show_demo_window = true; | |
| static bool show_another_window = false; | |
| static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
| 
 | |
| void my_display_code() | |
| { | |
|     // 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(); | |
|     } | |
| } | |
| 
 | |
| void glut_display_func() | |
| { | |
|     // Start the Dear ImGui frame | |
|     ImGui_ImplOpenGL2_NewFrame(); | |
|     ImGui_ImplGLUT_NewFrame(); | |
| 
 | |
|     my_display_code(); | |
| 
 | |
|     // Rendering | |
|     ImGui::Render(); | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); | |
|     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); | |
|     //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. | |
|     ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); | |
| 
 | |
|     glutSwapBuffers(); | |
|     glutPostRedisplay(); | |
| } | |
| 
 | |
| // 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. | |
|  | |
| int main(int argc, char** argv) | |
| { | |
|     // Create GLUT window | |
|     glutInit(&argc, argv); | |
| #ifdef __FREEGLUT_EXT_H__ | |
|     glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); | |
| #endif | |
|     glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); | |
|     glutInitWindowSize(1280, 720); | |
|     glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example"); | |
| 
 | |
|     // Setup GLUT display function | |
|     // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us, | |
|     // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves. | |
|     glutDisplayFunc(glut_display_func); | |
| 
 | |
|     // Setup Dear ImGui context | |
|     IMGUI_CHECKVERSION(); | |
|     ImGui::CreateContext(); | |
|     ImGuiIO& io = ImGui::GetIO(); (void)io; | |
|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls | |
|     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking | |
|  | |
|     // Setup Dear ImGui style | |
|     ImGui::StyleColorsDark(); | |
|     //ImGui::StyleColorsClassic(); | |
|  | |
|     // Setup Platform/Renderer backends | |
|     ImGui_ImplGLUT_Init(); | |
|     ImGui_ImplGLUT_InstallFuncs(); | |
|     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); | |
|  | |
|     glutMainLoop(); | |
| 
 | |
|     // Cleanup | |
|     ImGui_ImplOpenGL2_Shutdown(); | |
|     ImGui_ImplGLUT_Shutdown(); | |
|     ImGui::DestroyContext(); | |
| 
 | |
|     return 0; | |
| }
 | |
| 
 |