2020-10-14 12:22:53 +02:00
// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
2023-09-11 13:47:08 +02:00
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
2019-03-26 12:14:17 +01:00
2021-01-03 14:59:32 +01:00
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
2019-06-12 16:15:08 +02:00
// !!! Nowadays, prefer using GLFW or SDL instead!
2018-06-11 19:27:11 +02:00
2021-06-08 15:20:47 +02:00
// On Windows, you can install Freeglut using vcpkg:
// git clone https://github.com/Microsoft/vcpkg
// cd vcpkg
// bootstrap - vcpkg.bat
// vcpkg install freeglut --triplet=x86-windows ; for win32
// vcpkg install freeglut --triplet=x64-windows ; for win64
// vcpkg integrate install ; register include and libs in Visual Studio
2018-06-11 19:27:11 +02:00
# include "imgui.h"
2020-01-27 12:11:29 +01:00
# include "imgui_impl_glut.h"
# include "imgui_impl_opengl2.h"
2022-09-27 22:21:47 +02:00
# define GL_SILENCE_DEPRECATION
2019-04-02 13:47:14 +02:00
# ifdef __APPLE__
2023-02-02 16:27:33 +01:00
# include <GLUT/glut.h>
2019-04-02 13:47:14 +02:00
# else
2023-02-02 16:27:33 +01:00
# include <GL/freeglut.h>
2019-04-02 13:47:14 +02:00
# endif
2018-06-11 19:27:11 +02:00
# ifdef _MSC_VER
# pragma warning (disable: 4505) // unreferenced local function has been removed
# endif
2023-02-02 16:27:33 +01:00
// Forward declarations of helper functions
void MainLoopStep ( ) ;
2019-06-18 11:28:26 +02:00
// Our state
2018-06-11 19:27:11 +02:00
static bool show_demo_window = true ;
static bool show_another_window = false ;
static ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
int main ( int argc , char * * argv )
2019-01-20 17:56:17 +01:00
{
2018-06-11 19:27:11 +02:00
// Create GLUT window
glutInit ( & argc , argv ) ;
2019-04-02 17:07:28 +02:00
# ifdef __FREEGLUT_EXT_H__
2018-06-11 19:27:11 +02:00
glutSetOption ( GLUT_ACTION_ON_WINDOW_CLOSE , GLUT_ACTION_GLUTMAINLOOP_RETURNS ) ;
2019-04-02 13:47:14 +02:00
# endif
2018-06-11 19:27:11 +02:00
glutInitDisplayMode ( GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE ) ;
glutInitWindowSize ( 1280 , 720 ) ;
2019-04-03 15:53:11 +02:00
glutCreateWindow ( " Dear ImGui GLUT+OpenGL2 Example " ) ;
2018-06-11 19:27:11 +02:00
// Setup GLUT display function
2019-04-03 15:53:11 +02:00
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
2023-02-02 16:27:33 +01:00
glutDisplayFunc ( MainLoopStep ) ;
2018-06-11 19:27:11 +02:00
2018-11-08 16:06:22 +01:00
// Setup Dear ImGui context
2019-06-18 11:28:26 +02:00
IMGUI_CHECKVERSION ( ) ;
2018-06-11 19:27:11 +02:00
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
2023-03-10 18:35:03 +01:00
io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
2018-06-11 19:27:11 +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
2022-02-28 20:50:58 +01:00
// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
2019-04-03 15:53:11 +02:00
ImGui_ImplGLUT_Init ( ) ;
2018-06-11 19:27:11 +02:00
ImGui_ImplOpenGL2_Init ( ) ;
2023-02-02 16:27:33 +01:00
// Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() 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.
ImGui_ImplGLUT_InstallFuncs ( ) ;
2018-06-11 19:27:11 +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.
2023-04-11 11:25:14 +02:00
// - 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).
2018-06-11 19:27:11 +02:00
// - 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.
2022-09-19 17:45:05 +02:00
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
2020-06-09 16:29:00 +02:00
// - Read 'docs/FONTS.md' for more instructions and details.
2018-06-11 19:27:11 +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 \\ !
//io.Fonts->AddFontDefault();
2022-09-19 17:45:05 +02:00
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
2018-06-11 19:27:11 +02:00
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
2023-04-11 11:25:14 +02:00
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
2018-06-11 19:27:11 +02:00
2023-02-02 16:27:33 +01:00
// Main loop
2018-06-11 19:27:11 +02:00
glutMainLoop ( ) ;
// Cleanup
ImGui_ImplOpenGL2_Shutdown ( ) ;
2019-04-03 15:53:11 +02:00
ImGui_ImplGLUT_Shutdown ( ) ;
2018-06-11 19:27:11 +02:00
ImGui : : DestroyContext ( ) ;
return 0 ;
}
2023-02-02 16:27:33 +01:00
void MainLoopStep ( )
{
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame ( ) ;
ImGui_ImplGLUT_NewFrame ( ) ;
2023-04-16 00:45:21 +02:00
ImGui : : NewFrame ( ) ;
2023-04-23 10:39:13 +02:00
ImGuiIO & io = ImGui : : GetIO ( ) ;
2023-02-02 16:27:33 +01:00
// 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 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 ) ;
2023-03-10 18:35:03 +01:00
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / io . Framerate , io . Framerate ) ;
2023-02-02 16:27:33 +01:00
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 ( ) ;
glViewport ( 0 , 0 , ( GLsizei ) io . DisplaySize . x , ( GLsizei ) io . DisplaySize . y ) ;
glClearColor ( clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
ImGui_ImplOpenGL2_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
glutSwapBuffers ( ) ;
glutPostRedisplay ( ) ;
}