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https://github.com/ocornut/imgui.git
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e1bc0dd7d5
Clarifies the lifetime requirements for the ranges parameter for AddFont* functions.
95 lines
3.6 KiB
C++
95 lines
3.6 KiB
C++
// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline
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#include <imgui.h>
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#include "imgui_impl_glfw.h"
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error %d: %s\n", error, description);
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}
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int main(int, char**)
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{
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// Setup window
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(1);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
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glfwMakeContextCurrent(window);
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// Setup ImGui binding
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ImGui_ImplGlfw_Init(window, true);
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// Load Fonts
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// (see extra_fonts/README.txt for more details)
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//ImGuiIO& io = ImGui::GetIO();
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
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//static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
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//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
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bool show_test_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImColor(114, 144, 154);
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// Main loop
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while (!glfwWindowShouldClose(window))
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{
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glfwPollEvents();
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ImGui_ImplGlfw_NewFrame();
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// 1. Show a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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{
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Test Window")) show_test_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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// 2. Show another simple window, this time using an explicit Begin/End pair
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if (show_another_window)
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{
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ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
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ImGui::Begin("Another Window", &show_another_window);
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ImGui::Text("Hello");
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ImGui::End();
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}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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if (show_test_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
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ImGui::ShowTestWindow(&show_test_window);
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}
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// Rendering
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui::Render();
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplGlfw_Shutdown();
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glfwTerminate();
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return 0;
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}
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