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// ImGui - standalone example application for OpenGL 2, using fixed pipeline
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# ifdef _MSC_VER
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# pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
# endif
# ifdef __clang__
# pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
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# endif
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# include "../../imgui.h"
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# include <stdio.h>
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// GLFW
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# include <GLFW/glfw3.h>
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# ifdef _MSC_VER
# undef APIENTRY
# define GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WGL
# include <GLFW/glfw3native.h>
# endif
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static GLFWwindow * window ;
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static bool mousePressed [ 2 ] = { false , false } ;
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# define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImImpl_RenderDrawLists ( ImDrawList * * const cmd_lists , int cmd_lists_count )
{
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if ( cmd_lists_count = = 0 )
return ;
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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glPushAttrib ( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT ) ;
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glEnable ( GL_BLEND ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
glEnableClientState ( GL_VERTEX_ARRAY ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glEnableClientState ( GL_COLOR_ARRAY ) ;
glEnable ( GL_TEXTURE_2D ) ;
// Setup orthographic projection matrix
const float width = ImGui : : GetIO ( ) . DisplaySize . x ;
const float height = ImGui : : GetIO ( ) . DisplaySize . y ;
glMatrixMode ( GL_PROJECTION ) ;
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glPushMatrix ( ) ;
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glLoadIdentity ( ) ;
glOrtho ( 0.0f , width , height , 0.0f , - 1.0f , + 1.0f ) ;
glMatrixMode ( GL_MODELVIEW ) ;
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glPushMatrix ( ) ;
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glLoadIdentity ( ) ;
// Render command lists
for ( int n = 0 ; n < cmd_lists_count ; n + + )
{
const ImDrawList * cmd_list = cmd_lists [ n ] ;
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const unsigned char * vtx_buffer = ( const unsigned char * ) & cmd_list - > vtx_buffer . front ( ) ;
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glVertexPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ) , ( void * ) ( vtx_buffer + OFFSETOF ( ImDrawVert , pos ) ) ) ;
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ) , ( void * ) ( vtx_buffer + OFFSETOF ( ImDrawVert , uv ) ) ) ;
glColorPointer ( 4 , GL_UNSIGNED_BYTE , sizeof ( ImDrawVert ) , ( void * ) ( vtx_buffer + OFFSETOF ( ImDrawVert , col ) ) ) ;
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int vtx_offset = 0 ;
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for ( size_t cmd_i = 0 ; cmd_i < cmd_list - > commands . size ( ) ; cmd_i + + )
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{
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const ImDrawCmd * pcmd = & cmd_list - > commands [ cmd_i ] ;
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glBindTexture ( GL_TEXTURE_2D , ( GLuint ) ( intptr_t ) pcmd - > texture_id ) ;
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glScissor ( ( int ) pcmd - > clip_rect . x , ( int ) ( height - pcmd - > clip_rect . w ) , ( int ) ( pcmd - > clip_rect . z - pcmd - > clip_rect . x ) , ( int ) ( pcmd - > clip_rect . w - pcmd - > clip_rect . y ) ) ;
glDrawArrays ( GL_TRIANGLES , vtx_offset , pcmd - > vtx_count ) ;
vtx_offset + = pcmd - > vtx_count ;
}
}
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// Restore modified state
glDisableClientState ( GL_COLOR_ARRAY ) ;
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glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glDisableClientState ( GL_VERTEX_ARRAY ) ;
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glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix ( ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix ( ) ;
glPopAttrib ( ) ;
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}
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// NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
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static const char * ImImpl_GetClipboardTextFn ( )
{
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return glfwGetClipboardString ( window ) ;
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}
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static void ImImpl_SetClipboardTextFn ( const char * text )
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{
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glfwSetClipboardString ( window , text ) ;
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}
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// GLFW callbacks
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static void glfw_error_callback ( int error , const char * description )
{
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fputs ( description , stderr ) ;
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}
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static void glfw_mouse_button_callback ( GLFWwindow * window , int button , int action , int mods )
{
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if ( action = = GLFW_PRESS & & button > = 0 & & button < 2 )
mousePressed [ button ] = true ;
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}
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static void glfw_scroll_callback ( GLFWwindow * window , double xoffset , double yoffset )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . MouseWheel + = ( float ) yoffset ; // Use fractional mouse wheel, 1.0 unit 5 lines.
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}
static void glfw_key_callback ( GLFWwindow * window , int key , int scancode , int action , int mods )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
if ( action = = GLFW_PRESS )
io . KeysDown [ key ] = true ;
if ( action = = GLFW_RELEASE )
io . KeysDown [ key ] = false ;
io . KeyCtrl = ( mods & GLFW_MOD_CONTROL ) ! = 0 ;
io . KeyShift = ( mods & GLFW_MOD_SHIFT ) ! = 0 ;
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}
static void glfw_char_callback ( GLFWwindow * window , unsigned int c )
{
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if ( c > 0 & & c < 0x10000 )
ImGui : : GetIO ( ) . AddInputCharacter ( ( unsigned short ) c ) ;
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}
void InitGL ( )
{
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glfwSetErrorCallback ( glfw_error_callback ) ;
if ( ! glfwInit ( ) )
exit ( 1 ) ;
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window = glfwCreateWindow ( 1280 , 720 , " ImGui OpenGL2 example " , NULL , NULL ) ;
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glfwMakeContextCurrent ( window ) ;
glfwSetKeyCallback ( window , glfw_key_callback ) ;
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glfwSetMouseButtonCallback ( window , glfw_mouse_button_callback ) ;
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glfwSetScrollCallback ( window , glfw_scroll_callback ) ;
glfwSetCharCallback ( window , glfw_char_callback ) ;
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}
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void LoadFontsTexture ( )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//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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unsigned char * pixels ;
int width , height ;
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io . Fonts - > GetTexDataAsAlpha8 ( & pixels , & width , & height ) ;
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GLuint tex_id ;
glGenTextures ( 1 , & tex_id ) ;
glBindTexture ( GL_TEXTURE_2D , tex_id ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
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glTexImage2D ( GL_TEXTURE_2D , 0 , GL_ALPHA , width , height , 0 , GL_ALPHA , GL_UNSIGNED_BYTE , pixels ) ;
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// Store our identifier
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io . Fonts - > TexID = ( void * ) ( intptr_t ) tex_id ;
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}
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void InitImGui ( )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . DeltaTime = 1.0f / 60.0f ; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io . KeyMap [ ImGuiKey_Tab ] = GLFW_KEY_TAB ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io . KeyMap [ ImGuiKey_LeftArrow ] = GLFW_KEY_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = GLFW_KEY_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = GLFW_KEY_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = GLFW_KEY_DOWN ;
io . KeyMap [ ImGuiKey_Home ] = GLFW_KEY_HOME ;
io . KeyMap [ ImGuiKey_End ] = GLFW_KEY_END ;
io . KeyMap [ ImGuiKey_Delete ] = GLFW_KEY_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = GLFW_KEY_BACKSPACE ;
io . KeyMap [ ImGuiKey_Enter ] = GLFW_KEY_ENTER ;
io . KeyMap [ ImGuiKey_Escape ] = GLFW_KEY_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = GLFW_KEY_A ;
io . KeyMap [ ImGuiKey_C ] = GLFW_KEY_C ;
io . KeyMap [ ImGuiKey_V ] = GLFW_KEY_V ;
io . KeyMap [ ImGuiKey_X ] = GLFW_KEY_X ;
io . KeyMap [ ImGuiKey_Y ] = GLFW_KEY_Y ;
io . KeyMap [ ImGuiKey_Z ] = GLFW_KEY_Z ;
io . RenderDrawListsFn = ImImpl_RenderDrawLists ;
io . SetClipboardTextFn = ImImpl_SetClipboardTextFn ;
io . GetClipboardTextFn = ImImpl_GetClipboardTextFn ;
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# ifdef _MSC_VER
io . ImeWindowHandle = glfwGetWin32Window ( window ) ;
# endif
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LoadFontsTexture ( ) ;
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}
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void UpdateImGui ( )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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// Setup resolution (every frame to accommodate for window resizing)
int w , h ;
int display_w , display_h ;
glfwGetWindowSize ( window , & w , & h ) ;
glfwGetFramebufferSize ( window , & display_w , & display_h ) ;
io . DisplaySize = ImVec2 ( ( float ) display_w , ( float ) display_h ) ; // Display size, in pixels. For clamping windows positions.
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// Setup time step
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static double time = 0.0f ;
const double current_time = glfwGetTime ( ) ;
io . DeltaTime = ( float ) ( current_time - time ) ;
time = current_time ;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x , mouse_y ;
glfwGetCursorPos ( window , & mouse_x , & mouse_y ) ;
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mouse_x * = ( float ) display_w / w ; // Convert mouse coordinates to pixels
mouse_y * = ( float ) display_h / h ;
io . MousePos = ImVec2 ( ( float ) mouse_x , ( float ) mouse_y ) ; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io . MouseDown [ 0 ] = mousePressed [ 0 ] | | glfwGetMouseButton ( window , GLFW_MOUSE_BUTTON_LEFT ) ! = 0 ; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io . MouseDown [ 1 ] = mousePressed [ 1 ] | | glfwGetMouseButton ( window , GLFW_MOUSE_BUTTON_RIGHT ) ! = 0 ;
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// Start the frame
ImGui : : NewFrame ( ) ;
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}
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// Application code
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int main ( int argc , char * * argv )
{
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InitGL ( ) ;
InitImGui ( ) ;
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bool show_test_window = true ;
bool show_another_window = false ;
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ImVec4 clear_col = ImColor ( 114 , 144 , 154 ) ;
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while ( ! glfwWindowShouldClose ( window ) )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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mousePressed [ 0 ] = mousePressed [ 1 ] = false ;
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glfwPollEvents ( ) ;
UpdateImGui ( ) ;
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// 1. Show a simple window
// 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 ;
ImGui : : Text ( " Hello, world! " ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ;
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ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_col ) ;
if ( ImGui : : Button ( " Test Window " ) ) show_test_window ^ = 1 ;
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 )
{
ImGui : : Begin ( " Another Window " , & show_another_window , ImVec2 ( 200 , 100 ) ) ;
ImGui : : Text ( " Hello " ) ;
ImGui : : End ( ) ;
}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if ( show_test_window )
{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiSetCond_FirstUseEver ) ;
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ImGui : : ShowTestWindow ( & show_test_window ) ;
}
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// Rendering
glViewport ( 0 , 0 , ( int ) io . DisplaySize . x , ( int ) io . DisplaySize . y ) ;
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glClearColor ( clear_col . x , clear_col . y , clear_col . z , clear_col . w ) ;
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glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui : : Render ( ) ;
glfwSwapBuffers ( window ) ;
}
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// Cleanup
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ImGui : : Shutdown ( ) ;
glfwTerminate ( ) ;
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return 0 ;
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}