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Examples: GLFW+GL3: Split imgui_impl_glfw_gl3 into imgui_impl_glfw and imgui_impl_gl3 (wip)
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@ -4,7 +4,8 @@
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// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
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#include "imgui.h"
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#include "imgui_impl_glfw_gl3.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
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#include <GLFW/glfw3.h>
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@ -34,7 +35,8 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGui_ImplGlfwGL3_Init(window, true);
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ImGui_ImplGlfw_Init(window, true);
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ImGui_ImplOpenGL3_Init();
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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//io.NavFlags |= ImGuiNavFlags_EnableGamepad; // Enable Gamepad Controls
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@ -69,7 +71,8 @@ int main(int, char**)
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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_ImplGlfwGL3_NewFrame();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_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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@ -115,12 +118,13 @@ int main(int, char**)
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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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ImGui::Render();
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ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplGlfwGL3_Shutdown();
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwTerminate();
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