// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline #include <imgui.h> #include "imgui_impl_glfw.h" #include <stdio.h> #include <GLFW/glfw3.h> static void error_callback(int error, const char* description) { fprintf(stderr, "Error %d: %s\n", error, description); } int main(int, char**) { // Setup window glfwSetErrorCallback(error_callback); if (!glfwInit()) return 1; GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL); glfwMakeContextCurrent(window); // Setup ImGui binding ImGui_ImplGlfw_Init(window, true); // Load Fonts // (see extra_fonts/README.txt for more details) //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons) //static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope. //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true; //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges); bool show_test_window = true; bool show_another_window = false; ImVec4 clear_color = ImColor(114, 144, 154); // Main loop while (!glfwWindowShouldClose(window)) { glfwPollEvents(); ImGui_ImplGlfw_NewFrame(); // 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 int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); glfwSwapBuffers(window); } // Cleanup ImGui_ImplGlfw_Shutdown(); glfwTerminate(); return 0; }