| // ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
| // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
| |
| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
| // **Prefer using the code in the opengl3_example/ folder** |
| // See imgui_impl_glfw.cpp for details. |
| |
| #include <imgui.h> |
| #include "imgui_impl_glfw.h" |
| #include <stdio.h> |
| #include <GLFW/glfw3.h> |
| |
| static void error_callback(int error, const char* description) |
| { |
| fprintf(stderr, "Error %d: %s\n", error, description); |
| } |
| |
| int main(int, char**) |
| { |
| // Setup window |
| glfwSetErrorCallback(error_callback); |
| if (!glfwInit()) |
| return 1; |
| GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL); |
| glfwMakeContextCurrent(window); |
| glfwSwapInterval(1); // Enable vsync |
| |
| // Setup ImGui binding |
| ImGui_ImplGlfwGL2_Init(window, true); |
| |
| // 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 'extra_fonts/README.txt' 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 \\ ! |
| //ImGuiIO& io = ImGui::GetIO(); |
| //io.Fonts->AddFontDefault(); |
| //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); |
| //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../extra_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_test_window = true; |
| bool show_another_window = false; |
| ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
| |
| // Main loop |
| while (!glfwWindowShouldClose(window)) |
| { |
| // 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. |
| glfwPollEvents(); |
| ImGui_ImplGlfwGL2_NewFrame(); |
| |
| // 1. Show a simple window. |
| // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". |
| { |
| static float f = 0.0f; |
| ImGui::Text("Hello, world!"); |
| ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
| ImGui::ColorEdit3("clear color", (float*)&clear_color); |
| if (ImGui::Button("Test Window")) show_test_window ^= 1; |
| if (ImGui::Button("Another Window")) show_another_window ^= 1; |
| ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
| } |
| |
| // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. |
| if (show_another_window) |
| { |
| ImGui::Begin("Another Window", &show_another_window); |
| ImGui::Text("Hello from another window!"); |
| ImGui::End(); |
| } |
| |
| // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). |
| if (show_test_window) |
| { |
| ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); |
| ImGui::ShowTestWindow(&show_test_window); |
| } |
| |
| // Rendering |
| int display_w, display_h; |
| glfwGetFramebufferSize(window, &display_w, &display_h); |
| glViewport(0, 0, display_w, display_h); |
| glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
| glClear(GL_COLOR_BUFFER_BIT); |
| //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. |
| ImGui::Render(); |
| glfwSwapBuffers(window); |
| } |
| |
| // Cleanup |
| ImGui_ImplGlfwGL2_Shutdown(); |
| glfwTerminate(); |
| |
| return 0; |
| } |