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103 lines
4.5 KiB
103 lines
4.5 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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#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 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(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, 3); |
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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 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_ImplGlfwGL3_Init(window, true); |
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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 'extra_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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//ImGuiIO& io = ImGui::GetIO(); |
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//io.Fonts->AddFontDefault(); |
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); |
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../extra_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_test_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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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 appears in a window automatically called "Debug" |
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{ |
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static float f = 0.0f; |
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ImGui::Text("Hello, world!"); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
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ImGui::ColorEdit3("clear color", (float*)&clear_color); |
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if (ImGui::Button("Test Window")) show_test_window ^= 1; |
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if (ImGui::Button("Another Window")) show_another_window ^= 1; |
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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, this time using an explicit Begin/End pair |
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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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ImGui::End(); |
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} |
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() |
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if (show_test_window) |
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{ |
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); |
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ImGui::ShowTestWindow(&show_test_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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glfwSwapBuffers(window); |
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} |
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// Cleanup |
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ImGui_ImplGlfwGL3_Shutdown(); |
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glfwTerminate(); |
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return 0; |
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}
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