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// ImGui - standalone example application for GLFW + OpenGL 2, using fixed pipeline
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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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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
// See imgui_impl_glfw.cpp for details.
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# include <imgui.h>
# 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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return 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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glfwSwapInterval ( 1 ) ; // Enable vsync
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// Setup ImGui binding
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ImGui_ImplGlfwGL2_Init ( window , true ) ;
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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.
// - 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 \\ !
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//ImGuiIO& io = ImGui::GetIO();
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
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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);
//io.Fonts->AddFontFromFileTTF("../../extra_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_test_window = true ;
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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while ( ! glfwWindowShouldClose ( window ) )
{
glfwPollEvents ( ) ;
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ImGui_ImplGlfwGL2_NewFrame ( ) ;
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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 = 0.0f ;
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ImGui : : Text ( " Hello, world! " ) ;
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 ;
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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ImGui : : Begin ( " Another Window " , & show_another_window ) ;
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ImGui : : Text ( " Hello from another window! " ) ;
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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 ) , ImGuiCond_FirstUseEver ) ;
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ImGui : : ShowTestWindow ( & show_test_window ) ;
}
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// Rendering
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int display_w , display_h ;
glfwGetFramebufferSize ( window , & display_w , & display_h ) ;
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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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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ImGui : : Render ( ) ;
glfwSwapBuffers ( window ) ;
}
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// Cleanup
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ImGui_ImplGlfwGL2_Shutdown ( ) ;
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glfwTerminate ( ) ;
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return 0 ;
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}