// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline #include #include "imgui_impl_sdl.h" #include #ifdef WIN32 #include #include #include #endif #ifdef MACOSX #include #endif #include int SDL_main(int /*argc*/, char* /*argv*/[]) { // Setup SDL if (SDL_Init(SDL_INIT_EVERYTHING) != 0) return -1; // Init OpenGL SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); int width(1024), height(576); // SDL window SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); SDL_Window *window = SDL_CreateWindow( "ImGui OpenGL2/SDL2 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE ); // Create an OpenGL context associated with the window. SDL_GLContext glcontext = SDL_GL_CreateContext(window); // Setup ImGui binding ImGui_ImplSdl_Init(window); //ImGuiIO& io = ImGui::GetIO(); //ImFont* my_font0 = io.Fonts->AddFontDefault(); //ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f); //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1; //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1; //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese()); bool show_test_window = true; bool show_another_window = false; ImVec4 clear_color = ImColor(114, 144, 154); bool done(false); // Main loop while(!done) { done = ImGui_ImplSdl_NewFrame(window); // 1. Show a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" { static float f = 0.0f; ImGui::Text("Hello, world!"); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::ColorEdit3("clear color", (float*)&clear_color); if (ImGui::Button("Test Window")) show_test_window ^= 1; if (ImGui::Button("Another Window")) show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); } // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } // Rendering glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); SDL_GL_SwapWindow(window); } // Cleanup ImGui_ImplSdl_Shutdown(); SDL_GL_DeleteContext(glcontext); SDL_DestroyWindow(window); SDL_Quit(); return 0; }