2015-09-30 14:12:00 +00:00
// ImGui - standalone example application for SDL2 + OpenGL
2015-11-29 11:25:15 +00:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2017-10-28 17:28:22 +00:00
// (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.)
2015-09-30 14:12:00 +00:00
# include <imgui.h>
2015-11-16 21:05:22 +00:00
# include "imgui_impl_sdl_gl3.h"
2015-09-30 14:12:00 +00:00
# include <stdio.h>
2016-11-12 11:48:33 +00:00
# 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.
2015-09-30 14:12:00 +00:00
# include <SDL.h>
int main ( int , char * * )
{
// Setup SDL
2016-04-12 22:15:58 +00:00
if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER ) ! = 0 )
2016-02-15 09:56:37 +00:00
{
2015-09-30 14:12:00 +00:00
printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
return - 1 ;
2016-02-15 09:56:37 +00:00
}
2015-09-30 14:12:00 +00:00
// Setup window
2016-01-05 09:23:43 +00:00
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 ) ;
2016-02-15 09:56:37 +00:00
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 ) ;
SDL_Window * window = SDL_CreateWindow ( " ImGui SDL2+OpenGL3 example " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , 1280 , 720 , SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE ) ;
SDL_GLContext glcontext = SDL_GL_CreateContext ( window ) ;
2015-11-16 21:05:22 +00:00
gl3wInit ( ) ;
2015-09-30 14:12:00 +00:00
// Setup ImGui binding
2015-11-16 21:05:22 +00:00
ImGui_ImplSdlGL3_Init ( window ) ;
2015-09-30 14:12:00 +00:00
// Load Fonts
2017-10-28 16:21:44 +00:00
// - 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.
// - 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.
// - Read 'extra_fonts/README.txt' 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 \\ !
2015-09-30 14:12:00 +00:00
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
2017-10-28 16:21:44 +00:00
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
2015-09-30 14:12:00 +00:00
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
2017-10-28 16:21:44 +00:00
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
2015-09-30 14:12:00 +00:00
bool show_test_window = true ;
bool show_another_window = false ;
2017-09-27 13:47:08 +00:00
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
2015-09-30 14:12:00 +00:00
// Main loop
2016-02-15 09:56:37 +00:00
bool done = false ;
2015-09-30 14:12:00 +00:00
while ( ! done )
{
SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
2015-11-16 21:05:22 +00:00
ImGui_ImplSdlGL3_ProcessEvent ( & event ) ;
2015-09-30 14:12:00 +00:00
if ( event . type = = SDL_QUIT )
done = true ;
}
2016-03-25 21:27:43 +00:00
ImGui_ImplSdlGL3_NewFrame ( window ) ;
2015-09-30 14:12:00 +00:00
// 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 : : Begin ( " Another Window " , & show_another_window ) ;
2017-09-01 15:06:26 +00:00
ImGui : : Text ( " Hello from another window! " ) ;
2015-09-30 14:12:00 +00:00
ImGui : : End ( ) ;
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if ( show_test_window )
{
2017-08-11 05:36:28 +00:00
ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ;
2015-09-30 14:12:00 +00:00
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
2015-11-16 21:05:22 +00:00
ImGui_ImplSdlGL3_Shutdown ( ) ;
2016-03-26 14:43:45 +00:00
SDL_GL_DeleteContext ( glcontext ) ;
2016-02-15 09:56:37 +00:00
SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
2015-09-30 14:12:00 +00:00
return 0 ;
}