| // dear imgui: standalone example application for SDL2 + OpenGL |
| // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. |
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
| // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) |
| |
| #include "imgui.h" |
| #include "imgui_impl_sdl.h" |
| #include "imgui_impl_opengl3.h" |
| #include <stdio.h> |
| #include <SDL.h> |
| |
| // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. |
| // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. |
| // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. |
| #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) |
| #include <GL/gl3w.h> // Initialize with gl3wInit() |
| #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) |
| #include <GL/glew.h> // Initialize with glewInit() |
| #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) |
| #include <glad/glad.h> // Initialize with gladLoadGL() |
| #else |
| #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM |
| #endif |
| |
| int main(int, char**) |
| { |
| // Setup SDL |
| if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) |
| { |
| printf("Error: %s\n", SDL_GetError()); |
| return -1; |
| } |
| |
| // Decide GL+GLSL versions |
| #if __APPLE__ |
| // GL 3.2 Core + GLSL 150 |
| const char* glsl_version = "#version 150"; |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
| #else |
| // GL 3.0 + GLSL 130 |
| const char* glsl_version = "#version 130"; |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
| #endif |
| |
| // Create window with graphics context |
| SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
| SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
| SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
| SDL_DisplayMode current; |
| SDL_GetCurrentDisplayMode(0, ¤t); |
| SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); |
| SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); |
| SDL_GLContext gl_context = SDL_GL_CreateContext(window); |
| SDL_GL_SetSwapInterval(1); // Enable vsync |
| |
| // Initialize OpenGL loader |
| #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) |
| bool err = gl3wInit() != 0; |
| #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) |
| bool err = glewInit() != GLEW_OK; |
| #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) |
| bool err = gladLoadGL() == 0; |
| #else |
| bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization. |
| #endif |
| if (err) |
| { |
| fprintf(stderr, "Failed to initialize OpenGL loader!\n"); |
| return 1; |
| } |
| |
| // Setup Dear ImGui context |
| IMGUI_CHECKVERSION(); |
| ImGui::CreateContext(); |
| ImGuiIO& io = ImGui::GetIO(); (void)io; |
| //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
| |
| // Setup Dear ImGui style |
| ImGui::StyleColorsDark(); |
| //ImGui::StyleColorsClassic(); |
| |
| // Setup Platform/Renderer bindings |
| ImGui_ImplSDL2_InitForOpenGL(window, gl_context); |
| ImGui_ImplOpenGL3_Init(glsl_version); |
| |
| // 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 'misc/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 \\ ! |
| //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); |
| |
| 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 events (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. |
| SDL_Event event; |
| while (SDL_PollEvent(&event)) |
| { |
| ImGui_ImplSDL2_ProcessEvent(&event); |
| if (event.type == SDL_QUIT) |
| done = true; |
| if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) |
| done = true; |
| } |
| |
| // Start the Dear ImGui frame |
| ImGui_ImplOpenGL3_NewFrame(); |
| ImGui_ImplSDL2_NewFrame(window); |
| 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(); |
| SDL_GL_MakeCurrent(window, gl_context); |
| glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
| glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); |
| SDL_GL_SwapWindow(window); |
| } |
| |
| // Cleanup |
| ImGui_ImplOpenGL3_Shutdown(); |
| ImGui_ImplSDL2_Shutdown(); |
| ImGui::DestroyContext(); |
| |
| SDL_GL_DeleteContext(gl_context); |
| SDL_DestroyWindow(window); |
| SDL_Quit(); |
| |
| return 0; |
| } |