// dear imgui: standalone example application for OpenGL3 with Winapi // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" #include "imgui_impl_opengl3.h" #include "imgui_impl_win32.h" #include #include #include // Data stored per platform window struct RendererData { HDC hDC; }; // Data HGLRC g_hRC; RendererData g_MainWindow; 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); // Main code int main(int, char**) { // Create application window //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; ::RegisterClassEx(&wc); HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui Winapi+OpenGL3 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize OpenGL3 if (!CreateDeviceOpenGL3(hwnd, &g_MainWindow)) { CleanupDeviceOpenGL3(hwnd, &g_MainWindow); ::DestroyWindow(hwnd); ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } wglMakeCurrent(g_MainWindow.hDC, g_hRC); // Show the window ::ShowWindow(hwnd, SW_SHOWDEFAULT); ::UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); // 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); }