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130 lines
6.1 KiB
C++
130 lines
6.1 KiB
C++
// ImGui - standalone example application for Allegro 5
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include <stdint.h>
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#include <allegro5/allegro.h>
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#include <allegro5/allegro_primitives.h>
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#include "imgui.h"
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#include "imgui_impl_allegro5.h"
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int main(int, char**)
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{
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// Setup Allegro
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al_init();
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al_install_keyboard();
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al_install_mouse();
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al_init_primitives_addon();
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al_set_new_display_flags(ALLEGRO_RESIZABLE);
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ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
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al_set_window_title(display, "ImGui Allegro 5 example");
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ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
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al_register_event_source(queue, al_get_display_event_source(display));
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al_register_event_source(queue, al_get_keyboard_event_source());
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al_register_event_source(queue, al_get_mouse_event_source());
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// Setup Dear ImGui binding
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplA5_Init(display);
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// Setup style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool running = true;
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while (running)
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{
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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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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ALLEGRO_EVENT ev;
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while (al_get_next_event(queue, &ev))
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{
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ImGui_ImplA5_ProcessEvent(&ev);
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if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
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running = false;
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if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
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{
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ImGui_ImplA5_InvalidateDeviceObjects();
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al_acknowledge_resize(display);
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Imgui_ImplA5_CreateDeviceObjects();
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}
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}
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ImGui_ImplA5_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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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window);
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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if (show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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// Rendering
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al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
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ImGui::Render();
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ImGui_ImplA5_RenderDrawData(ImGui::GetDrawData());
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al_flip_display();
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}
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// Cleanup
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ImGui_ImplA5_Shutdown();
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ImGui::DestroyContext();
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al_destroy_event_queue(queue);
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al_destroy_display(display);
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return 0;
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}
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