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							103 lines
						
					
					
						
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							103 lines
						
					
					
						
							3.9 KiB
						
					
					
				// ImGui - standalone example application for SDL2 + OpenGL | 
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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_sdl.h" | 
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#include <stdio.h> | 
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#include <SDL.h> | 
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#include <SDL_opengl.h> | 
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 | 
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int main(int, char**) | 
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{ | 
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    // Setup SDL | 
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    if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) | 
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    { | 
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        printf("Error: %s\n", SDL_GetError()); | 
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        return -1; | 
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    } | 
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 | 
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    // Setup window | 
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    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | 
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    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | 
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    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | 
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); | 
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); | 
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    SDL_DisplayMode current; | 
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    SDL_GetCurrentDisplayMode(0, ¤t); | 
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    SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); | 
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    SDL_GLContext glcontext = SDL_GL_CreateContext(window); | 
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 | 
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    // Setup ImGui binding | 
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    ImGui_ImplSdlGL2_Init(window); | 
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 | 
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    // Load Fonts | 
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    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) | 
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    //ImGuiIO& io = ImGui::GetIO(); | 
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    //io.Fonts->AddFontDefault(); | 
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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/Roboto-Medium.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); | 
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    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | 
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 | 
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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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 | 
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    // Main loop | 
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    bool done = false; | 
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    while (!done) | 
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    { | 
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        SDL_Event event; | 
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        while (SDL_PollEvent(&event)) | 
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        { | 
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            ImGui_ImplSdlGL2_ProcessEvent(&event); | 
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            if (event.type == SDL_QUIT) | 
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                done = true; | 
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        } | 
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        ImGui_ImplSdlGL2_NewFrame(window); | 
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 | 
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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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 | 
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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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 | 
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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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 | 
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        // Rendering | 
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        glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); | 
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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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        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound | 
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        ImGui::Render(); | 
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        SDL_GL_SwapWindow(window); | 
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    } | 
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 | 
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    // Cleanup | 
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    ImGui_ImplSdlGL2_Shutdown(); | 
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    SDL_GL_DeleteContext(glcontext); | 
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    SDL_DestroyWindow(window); | 
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    SDL_Quit(); | 
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 | 
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    return 0; | 
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}
 | 
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