2015-09-30 16:12:00 +02:00
// ImGui - standalone example application for SDL2 + OpenGL
2015-11-29 12:25:15 +01:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2017-10-28 19:28:22 +02:00
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
2015-09-30 16:12:00 +02:00
2018-01-29 14:38:46 +01:00
# include "imgui.h"
2018-06-10 15:45:54 +02:00
# include "imgui_impl_sdl.h"
2018-06-08 19:37:33 +02:00
# include "imgui_impl_opengl3.h"
2015-09-30 16:12:00 +02:00
# include <stdio.h>
# include <SDL.h>
2018-08-28 15:56:03 +02:00
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
# if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
# include <GL/gl3w.h> // Initialize with gl3wInit()
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
# include <GL/glew.h> // Initialize with glewInit()
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
# include <glad/glad.h> // Initialize with gladLoadGL()
# else
# include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
# endif
2018-07-09 11:32:20 +02:00
2015-09-30 16:12:00 +02:00
int main ( int , char * * )
{
// Setup SDL
2016-04-13 00:15:58 +02:00
if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER ) ! = 0 )
2016-02-15 10:56:37 +01:00
{
2015-09-30 16:12:00 +02:00
printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
return - 1 ;
2016-02-15 10:56:37 +01:00
}
2015-09-30 16:12:00 +02:00
2018-07-10 18:29:57 +02:00
// Decide GL+GLSL versions
# if __APPLE__
// GL 3.2 Core + GLSL 150
const char * glsl_version = " #version 150 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG ) ; // Always required on Mac
2016-01-05 10:23:43 +01:00
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
2018-07-10 18:29:57 +02:00
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 2 ) ;
# else
// GL 3.0 + GLSL 130
const char * glsl_version = " #version 130 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 0 ) ;
# endif
// Create window with graphics context
2016-01-05 10:23:43 +01:00
SDL_GL_SetAttribute ( SDL_GL_DOUBLEBUFFER , 1 ) ;
2016-02-15 10:56:37 +01:00
SDL_GL_SetAttribute ( SDL_GL_DEPTH_SIZE , 24 ) ;
SDL_GL_SetAttribute ( SDL_GL_STENCIL_SIZE , 8 ) ;
SDL_DisplayMode current ;
SDL_GetCurrentDisplayMode ( 0 , & current ) ;
2018-07-23 17:31:13 +02:00
SDL_Window * window = SDL_CreateWindow ( " Dear ImGui SDL2+OpenGL3 example " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , 1280 , 720 , SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE ) ;
2018-03-20 15:57:54 +01:00
SDL_GLContext gl_context = SDL_GL_CreateContext ( window ) ;
2018-02-05 22:35:29 +01:00
SDL_GL_SetSwapInterval ( 1 ) ; // Enable vsync
2018-08-28 15:56:03 +02:00
// Initialize OpenGL loader
# if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
bool err = gl3wInit ( ) ! = 0 ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
bool err = glewInit ( ) ! = GLEW_OK ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
2018-09-03 19:36:02 +02:00
bool err = gladLoadGL ( ) = = 0 ;
2018-08-28 15:56:03 +02:00
# endif
if ( err )
{
fprintf ( stderr , " Failed to initialize OpenGL loader! \n " ) ;
return 1 ;
}
2015-09-30 16:12:00 +02:00
2018-04-25 22:07:14 +02:00
// Setup Dear ImGui binding
IMGUI_CHECKVERSION ( ) ;
2018-01-21 20:09:30 +01:00
ImGui : : CreateContext ( ) ;
2018-02-05 23:16:40 +01:00
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
2018-02-28 18:51:40 +01:00
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
2018-06-08 19:37:33 +02:00
ImGui_ImplSDL2_InitForOpenGL ( window , gl_context ) ;
2018-07-10 18:29:57 +02:00
ImGui_ImplOpenGL3_Init ( glsl_version ) ;
2015-09-30 16:12:00 +02:00
2017-12-24 18:45:11 +01:00
// Setup style
2018-01-31 00:15:47 +01:00
ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
2017-12-24 18:45:11 +01:00
2015-09-30 16:12:00 +02:00
// Load Fonts
2017-10-28 18:21:44 +02:00
// - 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.
// - 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.
2018-01-31 16:00:07 +01:00
// - Read 'misc/fonts/README.txt' 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 \\ !
2015-09-30 16:12:00 +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);
2015-09-30 16:12:00 +02:00
2017-12-24 18:16:22 +01:00
bool show_demo_window = true ;
2015-09-30 16:12:00 +02:00
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 ) ;
2015-09-30 16:12:00 +02:00
// Main loop
2016-02-15 10:56:37 +01:00
bool done = false ;
2015-09-30 16:12:00 +02:00
while ( ! done )
{
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.
// - 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.
2015-09-30 16:12:00 +02:00
SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
2018-06-08 19:37:33 +02:00
ImGui_ImplSDL2_ProcessEvent ( & event ) ;
2015-09-30 16:12:00 +02:00
if ( event . type = = SDL_QUIT )
done = true ;
2018-06-08 19:37:33 +02:00
if ( event . type = = SDL_WINDOWEVENT & & event . window . event = = SDL_WINDOWEVENT_CLOSE & & event . window . windowID = = SDL_GetWindowID ( window ) )
done = true ;
2015-09-30 16:12:00 +02:00
}
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_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplSDL2_NewFrame ( window ) ;
ImGui : : NewFrame ( ) ;
2015-09-30 16:12:00 +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 ) ;
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
2015-09-30 16:12:00 +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 ) ;
2018-07-16 22:17:34 +02:00
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)
2018-01-31 00:15:47 +01:00
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
2015-09-30 16:12:00 +02:00
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 ( ) ;
2015-09-30 16:12:00 +02:00
}
2018-07-16 22:17:34 +02:00
// 3. Show another simple window.
2015-09-30 16:12:00 +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 ;
2015-09-30 16:12:00 +02:00
ImGui : : End ( ) ;
}
// Rendering
2018-06-08 19:37:33 +02:00
ImGui : : Render ( ) ;
SDL_GL_MakeCurrent ( window , gl_context ) ;
glViewport ( 0 , 0 , ( int ) io . DisplaySize . x , ( int ) io . DisplaySize . y ) ;
2015-09-30 16:12:00 +02:00
glClearColor ( clear_color . x , clear_color . y , clear_color . z , clear_color . w ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
2018-06-08 19:37:33 +02:00
ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
2015-09-30 16:12:00 +02:00
SDL_GL_SwapWindow ( window ) ;
}
// Cleanup
2018-06-08 19:37:33 +02:00
ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
2018-01-21 20:09:30 +01:00
ImGui : : DestroyContext ( ) ;
2018-03-20 15:57:54 +01:00
SDL_GL_DeleteContext ( gl_context ) ;
2016-02-15 10:56:37 +01:00
SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
2015-09-30 16:12:00 +02:00
return 0 ;
}