2015-07-08 15:46:55 +00:00
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// ImGui - standalone example application for SDL2
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2015-05-25 07:40:58 +00:00
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#include <imgui.h>
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#include "imgui_impl_sdl.h"
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#include <stdio.h>
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#ifdef WIN32
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#include <Windows.h>
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#include <gl/GL.h>
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#include <gl/GLU.h>
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#endif
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#ifdef MACOSX
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#include <OpenGL/gl.h>
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#endif
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#include <SDL.h>
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2015-07-08 15:46:55 +00:00
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#include <SDL_OpenGL.h>
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2015-05-25 07:40:58 +00:00
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int SDL_main(int /*argc*/, char* /*argv*/[])
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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return -1;
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// Init OpenGL
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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// SDL window
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SDL_DisplayMode current;
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SDL_GetCurrentDisplayMode(0, ¤t);
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2015-07-08 15:46:55 +00:00
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SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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2015-05-25 07:40:58 +00:00
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// Create an OpenGL context associated with the window.
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SDL_GLContext glcontext = SDL_GL_CreateContext(window);
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// Setup ImGui binding
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ImGui_ImplSdl_Init(window);
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//ImGuiIO& io = ImGui::GetIO();
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//ImFont* my_font0 = io.Fonts->AddFontDefault();
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//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
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//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
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//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
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//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
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//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
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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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2015-07-08 15:46:55 +00:00
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bool done = false;
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while (!done)
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2015-05-25 07:40:58 +00:00
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{
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done = ImGui_ImplSdl_NewFrame(window);
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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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glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
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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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SDL_GL_SwapWindow(window);
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}
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// Cleanup
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ImGui_ImplSdl_Shutdown();
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SDL_GL_DeleteContext(glcontext);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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