| // Dear ImGui: standalone example application for Win32 + OpenGL 3 |
| // 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 |
| |
| // This is provided for completeness, however it is strogly recommended you use OpenGL with SDL or GLFW. |
| |
| #include "imgui.h" |
| #include "imgui_impl_opengl3.h" |
| #include "imgui_impl_win32.h" |
| #ifndef WIN32_LEAN_AND_MEAN |
| #define WIN32_LEAN_AND_MEAN |
| #endif |
| #include <windows.h> |
| #include <GL/GL.h> |
| #include <tchar.h> |
| |
| // Data stored per platform window |
| struct WGL_WindowData { HDC hDC; }; |
| |
| // Data |
| static HGLRC g_hRC; |
| static WGL_WindowData g_MainWindow; |
| static int g_Width; |
| static int g_Height; |
| |
| // Forward declarations of helper functions |
| bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data); |
| void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data); |
| void ResetDeviceWGL(); |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| |
| // Main code |
| int main(int, char**) |
| { |
| // Create application window |
| //ImGui_ImplWin32_EnableDpiAwareness(); |
| WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL }; |
| ::RegisterClassExW(&wc); |
| HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
| |
| // Initialize OpenGL |
| if (!CreateDeviceWGL(hwnd, &g_MainWindow)) |
| { |
| CleanupDeviceWGL(hwnd, &g_MainWindow); |
| ::DestroyWindow(hwnd); |
| ::UnregisterClassW(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 backends |
| 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. |
| // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
| // - 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
| //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 |
| bool done = false; |
| while (!done) |
| { |
| // Poll and handle messages (inputs, window resize, etc.) |
| // See the WndProc() function below for our to dispatch events to the Win32 backend. |
| MSG msg; |
| while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) |
| { |
| ::TranslateMessage(&msg); |
| ::DispatchMessage(&msg); |
| if (msg.message == WM_QUIT) |
| done = true; |
| } |
| if (done) |
| break; |
| |
| // 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 create 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 / io.Framerate, io.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); |
| ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); |
| |
| // Present |
| ::SwapBuffers(g_MainWindow.hDC); |
| } |
| |
| ImGui_ImplOpenGL3_Shutdown(); |
| ImGui_ImplWin32_Shutdown(); |
| ImGui::DestroyContext(); |
| |
| CleanupDeviceWGL(hwnd, &g_MainWindow); |
| wglDeleteContext(g_hRC); |
| ::DestroyWindow(hwnd); |
| ::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
| |
| return 0; |
| } |
| |
| // Helper functions |
| bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data) |
| { |
| 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; |
| |
| const int pf = ::ChoosePixelFormat(hDc, &pfd); |
| if (pf == 0) |
| return false; |
| if (::SetPixelFormat(hDc, pf, &pfd) == FALSE) |
| return false; |
| ::ReleaseDC(hWnd, hDc); |
| |
| data->hDC = ::GetDC(hWnd); |
| if (!g_hRC) |
| g_hRC = wglCreateContext(data->hDC); |
| return true; |
| } |
| |
| void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* 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 |
| // 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. |
| 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); |
| } |