[4e0b82b] | 1 | // ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
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| 2 | // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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| 3 | // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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| 4 |
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[c58ebc3] | 5 | #include "IMGUI/imgui.h"
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[4e0b82b] | 6 | #include "imgui_impl_glfw_gl3.h"
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| 7 | #include <stdio.h>
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[54b6d6b] | 8 |
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| 9 | #include <GL/glew.h>
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[4e0b82b] | 10 | #include <GLFW/glfw3.h>
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| 11 |
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| 12 | static void glfw_error_callback(int error, const char* description)
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| 13 | {
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| 14 | fprintf(stderr, "Error %d: %s\n", error, description);
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| 15 | }
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| 16 |
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[c1ca5b5] | 17 | int mainimgui(int, char**)
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[4e0b82b] | 18 | {
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| 19 | // Setup window
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| 20 | glfwSetErrorCallback(glfw_error_callback);
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| 21 | if (!glfwInit())
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| 22 | return 1;
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| 23 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 24 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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| 25 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 26 | #if __APPLE__
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| 27 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 28 | #endif
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| 29 | GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL3 example", NULL, NULL);
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| 30 | glfwMakeContextCurrent(window);
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| 31 | glfwSwapInterval(1); // Enable vsync
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[54b6d6b] | 32 |
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| 33 | glewExperimental = GL_TRUE;
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| 34 | glewInit();
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[4e0b82b] | 35 |
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| 36 | // Setup Dear ImGui binding
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| 37 | IMGUI_CHECKVERSION();
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| 38 | ImGui::CreateContext();
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| 39 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 40 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 41 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 42 | ImGui_ImplGlfwGL3_Init(window, true);
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| 43 |
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| 44 | // Setup style
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| 45 | ImGui::StyleColorsDark();
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| 46 | //ImGui::StyleColorsClassic();
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| 47 |
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| 48 | // Load Fonts
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| 49 | // - 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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| 50 | // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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| 51 | // - 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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| 52 | // - 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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| 53 | // - Read 'misc/fonts/README.txt' for more instructions and details.
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| 54 | // - 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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| 55 | //io.Fonts->AddFontDefault();
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| 56 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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| 57 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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| 58 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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| 59 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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| 60 | //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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| 61 | //IM_ASSERT(font != NULL);
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| 62 |
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| 63 | bool show_demo_window = true;
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| 64 | bool show_another_window = false;
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| 65 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 66 |
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| 67 | // Main loop
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| 68 | while (!glfwWindowShouldClose(window))
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| 69 | {
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| 70 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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| 71 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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| 72 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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| 73 | // 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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| 74 | glfwPollEvents();
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| 75 | ImGui_ImplGlfwGL3_NewFrame();
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| 76 |
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| 77 | // 1. Show a simple window.
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| 78 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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| 79 | {
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| 80 | static float f = 0.0f;
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| 81 | static int counter = 0;
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| 82 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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| 83 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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| 84 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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| 85 |
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| 86 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
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| 87 | ImGui::Checkbox("Another Window", &show_another_window);
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| 88 |
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| 89 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
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| 90 | counter++;
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| 91 | ImGui::SameLine();
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| 92 | ImGui::Text("counter = %d", counter);
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| 93 |
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| 94 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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| 95 | }
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| 96 |
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| 97 | // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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| 98 | if (show_another_window)
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| 99 | {
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| 100 | ImGui::Begin("Another Window", &show_another_window);
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| 101 | ImGui::Text("Hello from another window!");
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| 102 | if (ImGui::Button("Close Me"))
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| 103 | show_another_window = false;
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| 104 | ImGui::End();
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| 105 | }
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| 106 |
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| 107 | // 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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| 108 | if (show_demo_window)
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| 109 | {
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| 110 | 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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| 111 | ImGui::ShowDemoWindow(&show_demo_window);
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| 112 | }
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| 113 |
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| 114 | // Rendering
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| 115 | int display_w, display_h;
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| 116 | glfwGetFramebufferSize(window, &display_w, &display_h);
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| 117 | glViewport(0, 0, display_w, display_h);
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| 118 | glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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| 119 | glClear(GL_COLOR_BUFFER_BIT);
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| 120 | ImGui::Render();
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| 121 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
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| 122 | glfwSwapBuffers(window);
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| 123 | }
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| 124 |
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| 125 | // Cleanup
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| 126 | ImGui_ImplGlfwGL3_Shutdown();
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| 127 | ImGui::DestroyContext();
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| 128 |
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| 129 | glfwDestroyWindow(window);
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| 130 | glfwTerminate();
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| 131 |
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| 132 | return 0;
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| 133 | }
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