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Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
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@ -7,13 +7,14 @@
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// See imgui_impl_glfw.cpp for details.
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#include "imgui.h"
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#include "imgui_impl_glfw_gl2.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl2.h"
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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static void glfw_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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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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int main(int, char**)
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@ -31,7 +32,10 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplGlfwGL2_Init(window, true);
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL2_Init();
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// Setup style
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ImGui::StyleColorsDark();
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@ -59,12 +63,17 @@ int main(int, char**)
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// Main loop
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while (!glfwWindowShouldClose(window))
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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ImGui_ImplGlfwGL2_NewFrame();
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// Start the ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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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 automatically appears in a window called "Debug".
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@ -104,19 +113,22 @@ int main(int, char**)
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}
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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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, but prefer using the GL3+ code.
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ImGui::Render();
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ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplGlfwGL2_Shutdown();
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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