2020-10-14 10:22:53 +00:00
// Dear ImGui: standalone example application for SDL2 + OpenGL
2020-02-10 14:13:29 +00:00
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
2020-10-14 10:22:53 +00:00
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
2015-09-30 14:12:00 +00:00
2018-01-29 13:38:46 +00:00
# include "imgui.h"
2023-02-07 10:54:50 +00:00
# include "imgui_impl_sdl2.h"
2018-06-08 17:37:33 +00:00
# include "imgui_impl_opengl3.h"
2015-09-30 14:12:00 +00:00
# include <stdio.h>
# include <SDL.h>
2021-03-20 13:46:38 +00:00
# if defined(IMGUI_IMPL_OPENGL_ES2)
2021-08-19 09:42:15 +00:00
# include <SDL_opengles2.h>
2021-08-27 19:32:36 +00:00
# else
# include <SDL_opengl.h>
2018-08-28 13:56:03 +00:00
# endif
2018-07-09 09:32:20 +00:00
2023-02-03 21:23:23 +00:00
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
# ifdef __EMSCRIPTEN__
# include "../libs/emscripten/emscripten_mainloop_stub.h"
# endif
2019-06-18 09:28:26 +00:00
// Main code
2015-09-30 14:12:00 +00:00
int main ( int , char * * )
{
// Setup SDL
2019-04-23 10:26:14 +00:00
if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER ) ! = 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
2018-07-10 16:29:57 +00:00
// Decide GL+GLSL versions
2021-03-20 13:46:38 +00:00
# if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char * glsl_version = " #version 100 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_ES ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 2 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 0 ) ;
# elif defined(__APPLE__)
2018-07-10 16:29:57 +00:00
// GL 3.2 Core + GLSL 150
const char * glsl_version = " #version 150 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG ) ; // Always required on Mac
2016-01-05 09:23:43 +00:00
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
2018-07-10 16:29:57 +00:00
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 2 ) ;
# else
// GL 3.0 + GLSL 130
const char * glsl_version = " #version 130 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 0 ) ;
# endif
2023-02-07 17:55:10 +00:00
// From 2.0.18: Enable native IME.
# ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint ( SDL_HINT_IME_SHOW_UI , " 1 " ) ;
# endif
2018-07-10 16:29:57 +00:00
// Create window with graphics context
2016-01-05 09:23:43 +00:00
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 ) ;
2019-02-11 17:45:08 +00:00
SDL_WindowFlags window_flags = ( SDL_WindowFlags ) ( SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI ) ;
SDL_Window * window = SDL_CreateWindow ( " Dear ImGui SDL2+OpenGL3 example " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , 1280 , 720 , window_flags ) ;
2018-03-20 14:57:54 +00:00
SDL_GLContext gl_context = SDL_GL_CreateContext ( window ) ;
2019-06-06 14:13:30 +00:00
SDL_GL_MakeCurrent ( window , gl_context ) ;
2018-02-05 21:35:29 +00:00
SDL_GL_SetSwapInterval ( 1 ) ; // Enable vsync
2018-08-28 13:56:03 +00:00
2018-11-08 15:06:22 +00:00
// Setup Dear ImGui context
2018-04-25 20:07:14 +00:00
IMGUI_CHECKVERSION ( ) ;
2018-01-21 19:09:30 +00:00
ImGui : : CreateContext ( ) ;
2018-02-05 22:16:40 +00:00
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
2019-06-06 14:13:30 +00:00
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
2018-06-08 17:37:33 +00:00
2018-12-20 21:58:34 +00:00
// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
2022-07-06 18:58:20 +00:00
//ImGui::StyleColorsLight();
2018-12-20 21:58:34 +00:00
2020-10-12 15:34:22 +00:00
// Setup Platform/Renderer backends
2018-06-08 17:37:33 +00:00
ImGui_ImplSDL2_InitForOpenGL ( window , gl_context ) ;
2018-07-10 16:29:57 +00:00
ImGui_ImplOpenGL3_Init ( glsl_version ) ;
2015-09-30 14:12:00 +00:00
// Load Fonts
2019-01-20 16:56:17 +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.
2017-10-28 16:21:44 +00:00
// - 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.
2022-09-19 15:45:05 +00:00
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
2020-06-09 14:29:00 +00:00
// - Read 'docs/FONTS.md' for more instructions and details.
2017-10-28 16:21:44 +00:00
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
2023-02-03 21:23:23 +00:00
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
2015-09-30 14:12:00 +00:00
//io.Fonts->AddFontDefault();
2022-09-19 15:45:05 +00:00
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
2018-01-31 15:00:07 +00:00
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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
2023-02-03 19:54:44 +00:00
// Our state
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
2015-09-30 14:12:00 +00:00
// Main loop
2023-02-03 19:54:44 +00:00
bool done = false ;
2023-02-03 21:23:23 +00:00
# ifdef __EMSCRIPTEN__
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io . IniFilename = NULL ;
EMSCRIPTEN_MAINLOOP_BEGIN
# else
2023-02-03 19:54:44 +00:00
while ( ! done )
2023-02-03 21:23:23 +00:00
# endif
2015-09-30 14:12:00 +00:00
{
2023-02-03 19:54:44 +00:00
// Poll and handle events (inputs, window resize, etc.)
// 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, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
ImGui_ImplSDL2_ProcessEvent ( & event ) ;
if ( event . type = = SDL_QUIT )
done = true ;
if ( event . type = = SDL_WINDOWEVENT & & event . window . event = = SDL_WINDOWEVENT_CLOSE & & event . window . windowID = = SDL_GetWindowID ( window ) )
done = true ;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplSDL2_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if ( show_demo_window )
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f ;
static int counter = 0 ;
ImGui : : Begin ( " Hello, world! " ) ; // Create a window called "Hello, world!" and append into it.
ImGui : : Text ( " This is some useful text. " ) ; // Display some text (you can use a format strings too)
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our window open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
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
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
ImGui : : End ( ) ;
}
// 3. Show another simple window.
if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window ) ; // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui : : Text ( " Hello from another window! " ) ;
if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
ImGui : : End ( ) ;
}
// Rendering
ImGui : : Render ( ) ;
glViewport ( 0 , 0 , ( int ) io . DisplaySize . x , ( int ) io . DisplaySize . y ) ;
glClearColor ( clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
SDL_GL_SwapWindow ( window ) ;
2015-09-30 14:12:00 +00:00
}
2023-02-03 21:23:23 +00:00
# ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END ;
# endif
2015-09-30 14:12:00 +00:00
// Cleanup
2018-06-08 17:37:33 +00:00
ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
2018-01-21 19:09:30 +00:00
ImGui : : DestroyContext ( ) ;
2018-03-20 14:57:54 +00:00
SDL_GL_DeleteContext ( gl_context ) ;
2016-02-15 09:56:37 +00:00
SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
2015-09-30 14:12:00 +00:00
return 0 ;
}