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// ImGui - standalone example application for SDL2 + OpenGL
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
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# include "imgui.h"
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# include "../imgui_impl_sdl2.h"
# include "../imgui_impl_opengl3.h"
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# include <stdio.h>
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# include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
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# include <SDL.h>
int main ( int , char * * )
{
// Setup SDL
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if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER ) ! = 0 )
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{
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printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
return - 1 ;
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}
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// Setup window
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SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
SDL_GL_SetAttribute ( SDL_GL_DOUBLEBUFFER , 1 ) ;
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SDL_GL_SetAttribute ( SDL_GL_DEPTH_SIZE , 24 ) ;
SDL_GL_SetAttribute ( SDL_GL_STENCIL_SIZE , 8 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 2 ) ;
SDL_DisplayMode current ;
SDL_GetCurrentDisplayMode ( 0 , & current ) ;
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SDL_Window * window = SDL_CreateWindow ( " ImGui SDL2+OpenGL3 example " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , 1280 , 720 , SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE ) ;
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SDL_GLContext gl_context = SDL_GL_CreateContext ( window ) ;
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SDL_GL_SetSwapInterval ( 1 ) ; // Enable vsync
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gl3wInit ( ) ;
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// Setup Dear ImGui binding
IMGUI_CHECKVERSION ( ) ;
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ImGui : : CreateContext ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ;
io . ConfigFlags | = ImGuiConfigFlags_ViewportsNoTaskBarIcons ;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplSDL2_Init ( window , gl_context ) ;
ImGui_ImplOpenGL3_Init ( ) ;
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// Setup style
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ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
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// Load Fonts
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// - 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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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
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bool show_demo_window = true ;
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bool show_another_window = false ;
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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 ;
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while ( ! done )
{
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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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.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// 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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SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
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ImGui_ImplSDL2_ProcessEvent ( & event ) ;
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if ( event . type = = SDL_QUIT )
done = true ;
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if ( event . type = = SDL_WINDOWEVENT & & event . window . event = = SDL_WINDOWEVENT_CLOSE & & event . window . windowID = = SDL_GetWindowID ( window ) )
done = true ;
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}
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ImGui_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplSDL2_NewFrame ( window ) ;
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Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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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 automatically appears in a window called "Debug".
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{
static float f = 0.0f ;
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static int counter = 0 ;
ImGui : : Text ( " Hello, world! " ) ; // Display some text (you can use a format string too)
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
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our windows open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (NB: 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 / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
}
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window ) ;
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ImGui : : Text ( " Hello from another window! " ) ;
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if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
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ImGui : : End ( ) ;
}
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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if ( show_demo_window )
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{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ; // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui : : ShowDemoWindow ( & show_demo_window ) ;
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}
// Rendering
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ImGui : : Render ( ) ;
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SDL_GL_MakeCurrent ( window , gl_context ) ;
glViewport ( 0 , 0 , ( int ) io . DisplaySize . x , ( int ) io . DisplaySize . y ) ;
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glClearColor ( clear_color . x , clear_color . y , clear_color . z , clear_color . w ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
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ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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// Update and Render additional Platform Windows
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if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
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{
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
}
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SDL_GL_MakeCurrent ( window , gl_context ) ;
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SDL_GL_SwapWindow ( window ) ;
}
// Cleanup
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ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
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ImGui : : DestroyContext ( ) ;
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SDL_GL_DeleteContext ( gl_context ) ;
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SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
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return 0 ;
}