2020-10-14 12:22:53 +02:00
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
2020-02-10 15:13:29 +01:00
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
2020-10-14 12:22:53 +02:00
// 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
2017-10-28 19:28:22 +02:00
2017-11-24 09:23:17 +01:00
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
2018-06-10 16:14:43 +02:00
// **Prefer using the code in the example_glfw_opengl2/ folder**
2017-10-28 19:28:22 +02:00
// See imgui_impl_glfw.cpp for details.
2014-12-03 19:29:46 +01:00
2018-01-29 14:38:46 +01:00
# include "imgui.h"
2018-06-08 19:37:33 +02:00
# include "imgui_impl_glfw.h"
# include "imgui_impl_opengl2.h"
2015-01-09 00:35:01 +01:00
# include <stdio.h>
2019-02-11 19:09:54 +01:00
# ifdef __APPLE__
# define GL_SILENCE_DEPRECATION
# endif
2014-09-25 15:54:19 +02:00
# include <GLFW/glfw3.h>
2014-09-30 10:57:44 +02:00
2018-11-05 17:26:12 +01:00
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
2019-01-20 17:56:17 +01:00
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
2018-11-05 17:26:12 +01:00
// 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
2018-03-12 14:43:37 +01:00
static void glfw_error_callback ( int error , const char * description )
2014-08-10 23:02:33 +02:00
{
2018-06-08 19:37:33 +02:00
fprintf ( stderr , " Glfw Error %d: %s \n " , error , description ) ;
2014-08-10 23:02:33 +02:00
}
2015-03-14 11:41:42 +01:00
int main ( int , char * * )
2014-08-10 23:02:33 +02:00
{
2015-03-09 14:02:32 +01:00
// Setup window
2018-03-12 14:43:37 +01:00
glfwSetErrorCallback ( glfw_error_callback ) ;
2014-08-19 13:09:13 +02:00
if ( ! glfwInit ( ) )
2015-11-13 17:08:54 +01:00
return 1 ;
2018-07-23 17:31:13 +02:00
GLFWwindow * window = glfwCreateWindow ( 1280 , 720 , " Dear ImGui GLFW+OpenGL2 example " , NULL , NULL ) ;
2018-07-10 18:29:57 +02:00
if ( window = = NULL )
return 1 ;
2014-08-19 13:09:13 +02:00
glfwMakeContextCurrent ( window ) ;
2017-07-23 10:13:17 +02:00
glfwSwapInterval ( 1 ) ; // Enable vsync
2014-08-11 16:02:33 +02:00
2018-11-08 16:06:22 +01:00
// Setup Dear ImGui context
2018-04-25 22:07:14 +02:00
IMGUI_CHECKVERSION ( ) ;
2018-01-21 20:09:30 +01:00
ImGui : : CreateContext ( ) ;
2018-02-06 19:58:23 +01:00
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
2019-06-06 16:13:30 +02:00
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
2018-06-08 19:37:33 +02:00
2018-12-20 22:58:34 +01:00
// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
2022-07-06 20:58:20 +02:00
//ImGui::StyleColorsLight();
2018-12-20 22:58:34 +01:00
2020-10-12 17:34:22 +02:00
// Setup Platform/Renderer backends
2018-06-08 19:37:33 +02:00
ImGui_ImplGlfw_InitForOpenGL ( window , true ) ;
ImGui_ImplOpenGL2_Init ( ) ;
2015-07-15 17:05:17 +02:00
// Load Fonts
2019-01-20 17:56:17 +01:00
// - 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.
2017-10-28 18:21:44 +02:00
// - 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.
2020-06-09 16:29:00 +02:00
// - Read 'docs/FONTS.md' for more instructions and details.
2017-10-28 18:21:44 +02:00
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
2015-07-15 15:05:34 +02:00
//io.Fonts->AddFontDefault();
2018-01-31 16:00:07 +01:00
//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);
2017-10-28 18:21:44 +02:00
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
2014-08-19 13:09:13 +02:00
2019-06-18 11:28:26 +02:00
// Our state
2017-12-24 18:16:22 +01:00
bool show_demo_window = true ;
2015-01-15 10:59:18 +01:00
bool show_another_window = false ;
2017-09-27 15:47:08 +02:00
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
2015-01-15 10:59:18 +01:00
2015-03-09 14:02:32 +01:00
// Main loop
2014-08-19 13:09:13 +02:00
while ( ! glfwWindowShouldClose ( window ) )
{
2018-06-08 19:37:33 +02:00
// Poll and handle events (inputs, window resize, etc.)
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
2017-11-01 14:24:09 +01:00
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
2022-02-28 20:50:58 +01:00
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
2017-11-01 14:24:09 +01:00
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
2014-08-19 13:09:13 +02:00
glfwPollEvents ( ) ;
2018-06-08 19:37:33 +02:00
2018-07-16 22:17:34 +02:00
// Start the Dear ImGui frame
2018-06-08 19:37:33 +02:00
ImGui_ImplOpenGL2_NewFrame ( ) ;
ImGui_ImplGlfw_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
2014-08-19 13:09:13 +02:00
2018-07-16 22:17:34 +02:00
// 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 ) ;
2022-09-14 18:19:50 +02:00
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
2014-08-19 13:09:13 +02:00
{
2015-04-03 13:11:41 +02:00
static float f = 0.0f ;
2018-01-31 00:15:47 +01:00
static int counter = 0 ;
2018-07-16 22:17:34 +02:00
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
2018-01-31 00:15:47 +01:00
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
2019-01-20 17:56:17 +01:00
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
2018-07-16 22:17:34 +02:00
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)
2018-01-31 00:15:47 +01:00
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
2015-02-11 19:28:17 +01:00
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
2018-07-16 22:17:34 +02:00
ImGui : : End ( ) ;
2014-08-19 13:09:13 +02:00
}
2018-07-16 22:17:34 +02:00
// 3. Show another simple window.
2014-08-19 13:09:13 +02:00
if ( show_another_window )
{
2018-07-16 22:17:34 +02:00
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)
2017-09-01 17:06:26 +02:00
ImGui : : Text ( " Hello from another window! " ) ;
2018-01-31 00:15:47 +01:00
if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
2014-08-19 13:09:13 +02:00
ImGui : : End ( ) ;
}
// Rendering
2018-06-08 19:37:33 +02:00
ImGui : : Render ( ) ;
2015-08-27 20:51:02 +02:00
int display_w , display_h ;
glfwGetFramebufferSize ( window , & display_w , & display_h ) ;
glViewport ( 0 , 0 , display_w , display_h ) ;
2021-02-17 19:29:39 +01:00
glClearColor ( clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w ) ;
2014-08-19 13:09:13 +02:00
glClear ( GL_COLOR_BUFFER_BIT ) ;
2019-01-20 18:10:52 +01:00
2019-10-15 15:20:27 +02:00
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
2021-01-03 15:55:12 +01:00
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
2019-10-15 15:20:27 +02:00
//GLint last_program;
2019-01-20 18:10:52 +01:00
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0);
2018-06-08 19:37:33 +02:00
ImGui_ImplOpenGL2_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
2019-01-20 18:10:52 +01:00
//glUseProgram(last_program);
2018-06-08 19:37:33 +02:00
glfwMakeContextCurrent ( window ) ;
2014-08-19 13:09:13 +02:00
glfwSwapBuffers ( window ) ;
}
2014-12-03 19:46:13 +01:00
// Cleanup
2018-06-08 19:37:33 +02:00
ImGui_ImplOpenGL2_Shutdown ( ) ;
ImGui_ImplGlfw_Shutdown ( ) ;
2018-01-21 20:09:30 +01:00
ImGui : : DestroyContext ( ) ;
2018-04-09 19:16:47 +02:00
glfwDestroyWindow ( window ) ;
2014-08-19 13:09:13 +02:00
glfwTerminate ( ) ;
2014-12-03 19:40:28 +01:00
2014-12-03 19:46:13 +01:00
return 0 ;
2014-08-10 23:02:33 +02:00
}