mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-14 19:17:48 +01:00
02a0967243
The header is called "SDL_opengl.h" - case matters on Linux. The main() function must indeed be called main(), on Windows it'll be renamed to SDL_main (for SDL2main.lib) by #define in SDL_main.h (which is included by SDL.h) I added an entry to the example's README that describes how to build it on Linux.
106 lines
4.0 KiB
C++
106 lines
4.0 KiB
C++
// ImGui - standalone example application for SDL2 + OpenGL
|
|
|
|
#include <imgui.h>
|
|
#include "imgui_impl_sdl.h"
|
|
#include <stdio.h>
|
|
#include <SDL.h>
|
|
#include <SDL_opengl.h>
|
|
|
|
int main(int, char**)
|
|
{
|
|
// Setup SDL
|
|
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
|
|
return -1;
|
|
|
|
// Setup window
|
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
|
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
|
SDL_DisplayMode current;
|
|
SDL_GetCurrentDisplayMode(0, ¤t);
|
|
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
|
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
|
|
|
// Setup ImGui binding
|
|
ImGui_ImplSdl_Init(window);
|
|
|
|
// Load Fonts
|
|
// (see extra_fonts/README.txt for more details)
|
|
//ImGuiIO& io = ImGui::GetIO();
|
|
//io.Fonts->AddFontDefault();
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
|
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
|
|
|
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
|
|
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
|
|
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
|
|
|
|
bool show_test_window = true;
|
|
bool show_another_window = false;
|
|
ImVec4 clear_color = ImColor(114, 144, 154);
|
|
|
|
// Main loop
|
|
bool done = false;
|
|
while (!done)
|
|
{
|
|
SDL_Event event;
|
|
while (SDL_PollEvent(&event))
|
|
{
|
|
ImGui_ImplSdl_ProcessEvent(&event);
|
|
if (event.type == SDL_QUIT)
|
|
done = true;
|
|
}
|
|
ImGui_ImplSdl_NewFrame(window);
|
|
|
|
// 1. Show a simple window
|
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
|
{
|
|
static float f = 0.0f;
|
|
ImGui::Text("Hello, world!");
|
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
|
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
|
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
|
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
|
}
|
|
|
|
// 2. Show another simple window, this time using an explicit Begin/End pair
|
|
if (show_another_window)
|
|
{
|
|
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
|
|
ImGui::Begin("Another Window", &show_another_window);
|
|
ImGui::Text("Hello");
|
|
ImGui::End();
|
|
}
|
|
|
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
|
if (show_test_window)
|
|
{
|
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
|
|
ImGui::ShowTestWindow(&show_test_window);
|
|
}
|
|
|
|
// Rendering
|
|
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
|
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
ImGui::Render();
|
|
SDL_GL_SwapWindow(window);
|
|
}
|
|
|
|
// Cleanup
|
|
ImGui_ImplSdl_Shutdown();
|
|
SDL_GL_DeleteContext(glcontext);
|
|
SDL_DestroyWindow(window);
|
|
SDL_Quit();
|
|
|
|
return 0;
|
|
}
|