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// Dear ImGui: standalone example application for Win32 + OpenGL 3
// 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
// This is provided for completeness, however it is strogly recommended you use OpenGL with SDL or GLFW.
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# include "imgui.h"
# include "imgui_impl_opengl3.h"
# include "imgui_impl_win32.h"
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# ifndef WIN32_LEAN_AND_MEAN
# define WIN32_LEAN_AND_MEAN
# endif
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# include <windows.h>
# include <GL/GL.h>
# include <tchar.h>
// Data stored per platform window
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struct WGL_WindowData { HDC hDC ; } ;
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// Data
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static HGLRC g_hRC ;
static WGL_WindowData g_MainWindow ;
static int g_Width ;
static int g_Height ;
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// Forward declarations of helper functions
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bool CreateDeviceWGL ( HWND hWnd , WGL_WindowData * data ) ;
void CleanupDeviceWGL ( HWND hWnd , WGL_WindowData * data ) ;
void ResetDeviceWGL ( ) ;
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LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
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// Support function for multi-viewports
// Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL.
// We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32().
static void Hook_Renderer_CreateWindow ( ImGuiViewport * viewport )
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{
assert ( viewport - > RendererUserData = = NULL ) ;
WGL_WindowData * data = IM_NEW ( WGL_WindowData ) ;
CreateDeviceWGL ( ( HWND ) viewport - > PlatformHandle , data ) ;
viewport - > RendererUserData = data ;
}
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static void Hook_Renderer_DestroyWindow ( ImGuiViewport * viewport )
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{
if ( viewport - > RendererUserData ! = NULL )
{
WGL_WindowData * data = ( WGL_WindowData * ) viewport - > RendererUserData ;
CleanupDeviceWGL ( ( HWND ) viewport - > PlatformHandle , data ) ;
IM_DELETE ( data ) ;
viewport - > RendererUserData = NULL ;
}
}
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static void Hook_Platform_RenderWindow ( ImGuiViewport * viewport , void * )
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{
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// Activate the platform window DC in the OpenGL rendering context
if ( WGL_WindowData * data = ( WGL_WindowData * ) viewport - > RendererUserData )
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wglMakeCurrent ( data - > hDC , g_hRC ) ;
}
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static void Hook_Renderer_SwapBuffers ( ImGuiViewport * viewport , void * )
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{
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if ( WGL_WindowData * data = ( WGL_WindowData * ) viewport - > RendererUserData )
: : SwapBuffers ( data - > hDC ) ;
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}
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// Main code
int main ( int , char * * )
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof ( wc ) , CS_OWNDC , WndProc , 0L , 0L , GetModuleHandle ( NULL ) , NULL , NULL , NULL , NULL , L " ImGui Example " , NULL } ;
: : RegisterClassExW ( & wc ) ;
HWND hwnd = : : CreateWindowW ( wc . lpszClassName , L " Dear ImGui Win32+OpenGL3 Example " , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , NULL , NULL , wc . hInstance , NULL ) ;
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// Initialize OpenGL
if ( ! CreateDeviceWGL ( hwnd , & g_MainWindow ) )
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{
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CleanupDeviceWGL ( hwnd , & g_MainWindow ) ;
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: : DestroyWindow ( hwnd ) ;
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: : UnregisterClassW ( wc . lpszClassName , wc . hInstance ) ;
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return 1 ;
}
wglMakeCurrent ( g_MainWindow . hDC , g_hRC ) ;
// Show the window
: : ShowWindow ( hwnd , SW_SHOWDEFAULT ) ;
: : UpdateWindow ( hwnd ) ;
// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags | = ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
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io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ; // Enable Multi-Viewport / Platform Windows
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle & style = ImGui : : GetStyle ( ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
style . WindowRounding = 0.0f ;
style . Colors [ ImGuiCol_WindowBg ] . w = 1.0f ;
}
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_InitForOpenGL ( hwnd ) ;
ImGui_ImplOpenGL3_Init ( ) ;
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// Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api.
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if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
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IM_ASSERT ( platform_io . Renderer_CreateWindow = = NULL ) ;
IM_ASSERT ( platform_io . Renderer_DestroyWindow = = NULL ) ;
IM_ASSERT ( platform_io . Renderer_SwapBuffers = = NULL ) ;
IM_ASSERT ( platform_io . Platform_RenderWindow = = NULL ) ;
platform_io . Renderer_CreateWindow = Hook_Renderer_CreateWindow ;
platform_io . Renderer_DestroyWindow = Hook_Renderer_DestroyWindow ;
platform_io . Renderer_SwapBuffers = Hook_Renderer_SwapBuffers ;
platform_io . Platform_RenderWindow = Hook_Platform_RenderWindow ;
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}
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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.
// - 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.
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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);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
// Main loop
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bool done = false ;
while ( ! done )
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{
// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg ;
while ( : : PeekMessage ( & msg , NULL , 0U , 0U , PM_REMOVE ) )
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{
: : TranslateMessage ( & msg ) ;
: : DispatchMessage ( & msg ) ;
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if ( msg . message = = WM_QUIT )
done = true ;
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}
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if ( done )
break ;
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// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplWin32_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 ) ;
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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 ( ) ;
glViewport ( 0 , 0 , g_Width , g_Height ) ;
glClearColor ( clear_color . x , clear_color . y , clear_color . z , clear_color . w ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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// Update and Render additional Platform Windows
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
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// Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
wglMakeCurrent ( g_MainWindow . hDC , g_hRC ) ;
}
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// Present
: : SwapBuffers ( g_MainWindow . hDC ) ;
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}
ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplWin32_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
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CleanupDeviceWGL ( hwnd , & g_MainWindow ) ;
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wglDeleteContext ( g_hRC ) ;
: : DestroyWindow ( hwnd ) ;
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: : UnregisterClassW ( wc . lpszClassName , wc . hInstance ) ;
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return 0 ;
}
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// Helper functions
bool CreateDeviceWGL ( HWND hWnd , WGL_WindowData * data )
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{
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HDC hDc = : : GetDC ( hWnd ) ;
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PIXELFORMATDESCRIPTOR pfd = { 0 } ;
pfd . nSize = sizeof ( pfd ) ;
pfd . nVersion = 1 ;
pfd . dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER ;
pfd . iPixelType = PFD_TYPE_RGBA ;
pfd . cColorBits = 32 ;
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const int pf = : : ChoosePixelFormat ( hDc , & pfd ) ;
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if ( pf = = 0 )
return false ;
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if ( : : SetPixelFormat ( hDc , pf , & pfd ) = = FALSE )
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return false ;
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: : ReleaseDC ( hWnd , hDc ) ;
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data - > hDC = : : GetDC ( hWnd ) ;
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if ( ! g_hRC )
g_hRC = wglCreateContext ( data - > hDC ) ;
return true ;
}
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void CleanupDeviceWGL ( HWND hWnd , WGL_WindowData * data )
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{
wglMakeCurrent ( NULL , NULL ) ;
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: : ReleaseDC ( hWnd , data - > hDC ) ;
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}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
// Win32 message handler
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// 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.
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LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
if ( ImGui_ImplWin32_WndProcHandler ( hWnd , msg , wParam , lParam ) )
return true ;
switch ( msg )
{
case WM_SIZE :
if ( wParam ! = SIZE_MINIMIZED )
{
g_Width = LOWORD ( lParam ) ;
g_Height = HIWORD ( lParam ) ;
}
return 0 ;
case WM_SYSCOMMAND :
if ( ( wParam & 0xfff0 ) = = SC_KEYMENU ) // Disable ALT application menu
return 0 ;
break ;
case WM_DESTROY :
: : PostQuitMessage ( 0 ) ;
return 0 ;
}
return : : DefWindowProc ( hWnd , msg , wParam , lParam ) ;
}