// Dear ImGui: standalone example application for Allegro 5 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // On Windows, you can install Allegro5 using vcpkg: // git clone https://github.com/Microsoft/vcpkg // cd vcpkg // bootstrap - vcpkg.bat // vcpkg install allegro5 --triplet=x86-windows ; for win32 // vcpkg install allegro5 --triplet=x64-windows ; for win64 // vcpkg integrate install ; register include and libs in Visual Studio #include #include #include #include "imgui.h" #include "imgui_impl_allegro5.h" int main(int, char**) { // Setup Allegro al_init(); al_install_keyboard(); al_install_mouse(); al_init_primitives_addon(); al_set_new_display_flags(ALLEGRO_RESIZABLE); ALLEGRO_DISPLAY* display = al_create_display(1280, 720); al_set_window_title(display, "Dear ImGui Allegro 5 example"); ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue(); al_register_event_source(queue, al_get_display_event_source(display)); al_register_event_source(queue, al_get_keyboard_event_source()); al_register_event_source(queue, al_get_mouse_event_source()); // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); // Setup Platform/Renderer backends ImGui_ImplAllegro5_Init(display); // 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); bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Main loop bool running = true; while (running) { // Poll and handle events (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, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. ALLEGRO_EVENT ev; while (al_get_next_event(queue, &ev)) { ImGui_ImplAllegro5_ProcessEvent(&ev); if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) { ImGui_ImplAllegro5_InvalidateDeviceObjects(); al_acknowledge_resize(display); ImGui_ImplAllegro5_CreateDeviceObjects(); } } // Start the Dear ImGui frame ImGui_ImplAllegro5_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(); al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w)); ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData()); al_flip_display(); } // Cleanup ImGui_ImplAllegro5_Shutdown(); ImGui::DestroyContext(); al_destroy_event_queue(queue); al_destroy_display(display); return 0; }