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// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// 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
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// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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# include "imgui.h"
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# include "imgui_impl_sdl2.h"
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# include "imgui_impl_sdlrenderer2.h"
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# include <stdio.h>
# include <SDL.h>
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# if !SDL_VERSION_ATLEAST(2,0,17)
# error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
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# endif
// Main code
int main ( int , char * * )
{
// Setup SDL
if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER ) ! = 0 )
{
printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
return - 1 ;
}
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// From 2.0.18: Enable native IME.
# ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint ( SDL_HINT_IME_SHOW_UI , " 1 " ) ;
# endif
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// Create window with SDL_Renderer graphics context
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SDL_WindowFlags window_flags = ( SDL_WindowFlags ) ( SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI ) ;
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SDL_Window * window = SDL_CreateWindow ( " Dear ImGui SDL2+SDL_Renderer example " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , 1280 , 720 , window_flags ) ;
SDL_Renderer * renderer = SDL_CreateRenderer ( window , - 1 , SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED ) ;
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if ( renderer = = nullptr )
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{
SDL_Log ( " Error creating SDL_Renderer! " ) ;
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return 0 ;
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}
//SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &info);
//SDL_Log("Current SDL_Renderer: %s", info.name);
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// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags | = ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForSDLRenderer ( window , renderer ) ;
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ImGui_ImplSDLRenderer2_Init ( renderer ) ;
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// 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.
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// - If the file cannot be loaded, the function will return a nullptr. 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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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - 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();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
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// Our state
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
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bool done = false ;
while ( ! done )
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{
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// Poll and handle events (inputs, window resize, etc.)
// 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, 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.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
ImGui_ImplSDL2_ProcessEvent ( & event ) ;
if ( event . type = = SDL_QUIT )
done = true ;
if ( event . type = = SDL_WINDOWEVENT & & event . window . event = = SDL_WINDOWEVENT_CLOSE & & event . window . windowID = = SDL_GetWindowID ( window ) )
done = true ;
}
// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer2_NewFrame ( ) ;
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ImGui_ImplSDL2_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
// 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 create 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 ) ;
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ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / io . Framerate , io . Framerate ) ;
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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 ( ) ;
}
// Rendering
ImGui : : Render ( ) ;
SDL_RenderSetScale ( renderer , io . DisplayFramebufferScale . x , io . DisplayFramebufferScale . y ) ;
SDL_SetRenderDrawColor ( renderer , ( Uint8 ) ( clear_color . x * 255 ) , ( Uint8 ) ( clear_color . y * 255 ) , ( Uint8 ) ( clear_color . z * 255 ) , ( Uint8 ) ( clear_color . w * 255 ) ) ;
SDL_RenderClear ( renderer ) ;
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ImGui_ImplSDLRenderer2_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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SDL_RenderPresent ( renderer ) ;
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}
// Cleanup
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ImGui_ImplSDLRenderer2_Shutdown ( ) ;
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ImGui_ImplSDL2_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
SDL_DestroyRenderer ( renderer ) ;
SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
return 0 ;
}