mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-22 07:36:35 +00:00
Examples: Add Win32/Winapi + OpenGL example. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553)
Removed mulit-viewpot stuff in this commit on master, will be re-added separately.
This commit is contained in:
parent
a338b78eb9
commit
a566ecc58f
@ -114,7 +114,7 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
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}
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// Functions
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bool ImGui_ImplWin32_Init(void* hwnd)
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static bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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@ -139,6 +139,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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// Set platform dependent data in viewport
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
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IM_UNUSED(platformHasOwnDC); // Used in 'docking' branch
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// Dynamically load XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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@ -164,6 +165,17 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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return true;
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}
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IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
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{
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return ImGui_ImplWin32_Init(hwnd, false);
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}
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IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
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{
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// OpenGL needs CS_OWNDC
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return ImGui_ImplWin32_Init(hwnd, true);
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}
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void ImGui_ImplWin32_Shutdown()
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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@ -804,45 +816,3 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
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HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
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return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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}
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//---------------------------------------------------------------------------------------------------------
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// Transparency related helpers (optional)
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//--------------------------------------------------------------------------------------------------------
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#if defined(_MSC_VER)
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#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
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#endif
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// [experimental]
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// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
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// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
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void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
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{
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if (!_IsWindowsVistaOrGreater())
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return;
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BOOL composition;
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if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
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return;
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BOOL opaque;
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DWORD color;
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if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
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{
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HRGN region = ::CreateRectRgn(0, 0, -1, -1);
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DWM_BLURBEHIND bb = {};
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bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
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bb.hRgnBlur = region;
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bb.fEnable = TRUE;
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::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
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::DeleteObject(region);
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}
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else
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{
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DWM_BLURBEHIND bb = {};
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bb.dwFlags = DWM_BB_ENABLE;
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::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
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}
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}
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//---------------------------------------------------------------------------------------------------------
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@ -17,6 +17,7 @@
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#include "imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
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IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
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IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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8
examples/example_win32_opengl3/build_win32.bat
Normal file
8
examples/example_win32_opengl3/build_win32.bat
Normal file
@ -0,0 +1,8 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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@set OUT_DIR=Debug
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@set OUT_EXE=example_win32_opengl3
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@set INCLUDES=/I..\.. /I..\..\backends
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
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@set LIBS=opengl32.lib
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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172
examples/example_win32_opengl3/example_win32_opengl3.vcxproj
Normal file
172
examples/example_win32_opengl3/example_win32_opengl3.vcxproj
Normal file
@ -0,0 +1,172 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{C624E5FF-D4FE-4D35-9164-B8A91864F98E}</ProjectGuid>
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<RootNamespace>example_win32_opengl2</RootNamespace>
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<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<SubSystem>Console</SubSystem>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<SubSystem>Console</SubSystem>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<SubSystem>Console</SubSystem>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<SubSystem>Console</SubSystem>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp" />
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<ClCompile Include="..\..\imgui_demo.cpp" />
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<ClCompile Include="..\..\imgui_draw.cpp" />
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<ClCompile Include="..\..\imgui_tables.cpp" />
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<ClCompile Include="..\..\imgui_widgets.cpp" />
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<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
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<ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\imgui_internal.h" />
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<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
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<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
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<ClInclude Include="..\..\backends\imgui_impl_win32.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\misc\natvis\imgui.natvis" />
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<None Include="..\README.txt" />
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</ItemGroup>
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||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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||||
<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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@ -0,0 +1,64 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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||||
<Filter Include="sources">
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||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
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<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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</Filter>
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<Filter Include="imgui">
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<UniqueIdentifier>{a82cba23-9de0-45c2-b1e3-2eb1666702de}</UniqueIdentifier>
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</Filter>
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||||
</ItemGroup>
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||||
<ItemGroup>
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||||
<ClCompile Include="main.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="..\..\imgui.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
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||||
</ClCompile>
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||||
<ClCompile Include="..\..\imgui_draw.cpp">
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||||
<Filter>imgui</Filter>
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||||
</ClCompile>
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||||
<ClCompile Include="..\..\imgui_widgets.cpp">
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||||
<Filter>imgui</Filter>
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||||
</ClCompile>
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||||
<ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
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||||
<Filter>sources</Filter>
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||||
</ClCompile>
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<ClCompile Include="..\..\imgui_tables.cpp">
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||||
<Filter>imgui</Filter>
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||||
</ClCompile>
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||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
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||||
<Filter>sources</Filter>
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||||
</ClCompile>
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||||
</ItemGroup>
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||||
<ItemGroup>
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||||
<ClInclude Include="..\..\imconfig.h">
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<Filter>imgui</Filter>
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||||
</ClInclude>
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||||
<ClInclude Include="..\..\imgui.h">
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||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
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||||
<Filter>imgui</Filter>
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||||
</ClInclude>
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||||
<ClInclude Include="..\..\backends\imgui_impl_win32.h">
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||||
<Filter>sources</Filter>
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||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
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||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
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||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
252
examples/example_win32_opengl3/main.cpp
Normal file
252
examples/example_win32_opengl3/main.cpp
Normal file
@ -0,0 +1,252 @@
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// dear imgui: standalone example application for OpenGL3 with Winapi
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||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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||||
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||||
#include "imgui.h"
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||||
#include "imgui_impl_opengl3.h"
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||||
#include "imgui_impl_win32.h"
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||||
#include <windows.h>
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||||
#include <GL/GL.h>
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||||
#include <tchar.h>
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||||
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||||
// Data stored per platform window
|
||||
struct RendererData
|
||||
{
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||||
HDC hDC;
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||||
};
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||||
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||||
// Data
|
||||
HGLRC g_hRC;
|
||||
RendererData g_MainWindow;
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||||
static int g_Width;
|
||||
static int g_Height;
|
||||
|
||||
// Forward declarations of helper functions
|
||||
static bool CreateDeviceOpenGL3(HWND hWnd, RendererData* data);
|
||||
static void CleanupDeviceOpenGL3(HWND hWnd, RendererData* data);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
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||||
// Create application window
|
||||
//ImGui_ImplWin32_EnableDpiAwareness();
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||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
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||||
::RegisterClassEx(&wc);
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||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui Winapi+OpenGL3 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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||||
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||||
// Initialize OpenGL3
|
||||
if (!CreateDeviceOpenGL3(hwnd, &g_MainWindow))
|
||||
{
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||||
CleanupDeviceOpenGL3(hwnd, &g_MainWindow);
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
wglMakeCurrent(g_MainWindow.hDC, g_hRC);
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||||
|
||||
// Show the window
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
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||||
::UpdateWindow(hwnd);
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||||
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||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
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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||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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||||
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||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
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||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplWin32_InitForOpenGL(hwnd);
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
|
||||
// Load Fonts
|
||||
// - 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 'docs/FONTS.md' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
// Poll and handle messages (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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplWin32_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 created 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, g_Width, g_Height);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// you may need to backup/reset/restore current shader using the commented lines below.
|
||||
//GLint last_program;
|
||||
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
//glUseProgram(0);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
//glUseProgram(last_program);
|
||||
|
||||
SwapBuffers(g_MainWindow.hDC);
|
||||
}
|
||||
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceOpenGL3(hwnd, &g_MainWindow);
|
||||
wglDeleteContext(g_hRC);
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static bool ActivateOpenGL3(HWND hWnd)
|
||||
{
|
||||
HDC hDc = GetDC(hWnd);
|
||||
|
||||
PIXELFORMATDESCRIPTOR pfd = { 0 };
|
||||
|
||||
pfd.nSize = sizeof(pfd);
|
||||
pfd.nVersion = 1;
|
||||
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
|
||||
pfd.iPixelType = PFD_TYPE_RGBA;
|
||||
pfd.cColorBits = 32;
|
||||
|
||||
int pf = ChoosePixelFormat(hDc, &pfd);
|
||||
if (pf == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (SetPixelFormat(hDc, pf, &pfd) == FALSE)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ReleaseDC(hWnd, hDc);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
static bool CreateDeviceOpenGL3(HWND hWnd, RendererData* data)
|
||||
{
|
||||
if (!ActivateOpenGL3(hWnd))
|
||||
return false;
|
||||
|
||||
data->hDC = GetDC(hWnd);
|
||||
|
||||
if (!g_hRC)
|
||||
{
|
||||
g_hRC = wglCreateContext(data->hDC);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void CleanupDeviceOpenGL3(HWND hWnd, RendererData* data)
|
||||
{
|
||||
wglMakeCurrent(NULL, NULL);
|
||||
ReleaseDC(hWnd, data->hDC);
|
||||
}
|
||||
|
||||
// Forward declare message handler from imgui_impl_win32.cpp
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Win32 message handler
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
g_Width = LOWORD(lParam);
|
||||
g_Height = HIWORD(lParam);
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
@ -27,6 +27,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer",
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{C624E5FF-D4FE-4D35-9164-B8A91864F98E}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
@ -131,6 +133,14 @@ Global
|
||||
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32
|
||||
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64
|
||||
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64
|
||||
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|x64.Build.0 = Debug|x64
|
||||
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.Build.0 = Release|Win32
|
||||
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.ActiveCfg = Release|x64
|
||||
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
Loading…
Reference in New Issue
Block a user