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Examples: refactor all examples with a MainLoopStep() function, to facilitate use with Emscripten. (#2492, #3699)
Aligned all examples.
This commit is contained in:
@ -19,22 +19,95 @@
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#include "imgui_impl_opengl2.h"
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#define GL_SILENCE_DEPRECATION
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#ifdef __APPLE__
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#include <GLUT/glut.h>
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#include <GLUT/glut.h>
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#else
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#include <GL/freeglut.h>
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#include <GL/freeglut.h>
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#endif
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#ifdef _MSC_VER
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#pragma warning (disable: 4505) // unreferenced local function has been removed
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#endif
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// Forward declarations of helper functions
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void MainLoopStep();
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// Our state
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static bool show_demo_window = true;
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static bool show_another_window = false;
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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void my_display_code()
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int main(int argc, char** argv)
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{
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// Create GLUT window
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glutInit(&argc, argv);
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#ifdef __FREEGLUT_EXT_H__
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glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
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#endif
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glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
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glutInitWindowSize(1280, 720);
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glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
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// Setup GLUT display function
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// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
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// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
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glutDisplayFunc(MainLoopStep);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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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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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
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ImGui_ImplGLUT_Init();
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ImGui_ImplOpenGL2_Init();
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// Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() 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, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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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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ImGui_ImplGLUT_InstallFuncs();
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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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - 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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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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// Main loop
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glutMainLoop();
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// Cleanup
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplGLUT_Shutdown();
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ImGui::DestroyContext();
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return 0;
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}
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void MainLoopStep()
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{
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplGLUT_NewFrame();
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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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@ -71,15 +144,6 @@ void my_display_code()
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show_another_window = false;
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ImGui::End();
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}
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}
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void glut_display_func()
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{
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplGLUT_NewFrame();
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my_display_code();
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// Rendering
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ImGui::Render();
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@ -93,66 +157,3 @@ void glut_display_func()
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glutSwapBuffers();
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glutPostRedisplay();
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}
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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, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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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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int main(int argc, char** argv)
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{
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// Create GLUT window
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glutInit(&argc, argv);
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#ifdef __FREEGLUT_EXT_H__
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glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
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#endif
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glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
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glutInitWindowSize(1280, 720);
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glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
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// Setup GLUT display function
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// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
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// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
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glutDisplayFunc(glut_display_func);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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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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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
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ImGui_ImplGLUT_Init();
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ImGui_ImplGLUT_InstallFuncs();
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ImGui_ImplOpenGL2_Init();
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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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - 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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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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glutMainLoop();
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// Cleanup
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplGLUT_Shutdown();
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ImGui::DestroyContext();
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return 0;
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}
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