| #ifdef _MSC_VER |
| #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen |
| #include <Windows.h> |
| #include <Imm.h> |
| #endif |
| #define STB_IMAGE_IMPLEMENTATION |
| #include "stb_image.h" // for .png loading |
| #include "../../imgui.h" |
| |
| // glew & glfw |
| #define GLEW_STATIC |
| #include <GL/glew.h> |
| #include <GLFW/glfw3.h> |
| #ifdef _MSC_VER |
| #define GLFW_EXPOSE_NATIVE_WIN32 |
| #define GLFW_EXPOSE_NATIVE_WGL |
| #include <GLFW/glfw3native.h> |
| #endif |
| |
| static GLFWwindow* window; |
| static GLuint fontTex; |
| static bool mousePressed[2] = { false, false }; |
| static ImVec2 mousePosScale(1.0f, 1.0f); |
| |
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) |
| // If text or lines are blurry when integrating ImGui in your engine: |
| // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) |
| // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f |
| static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) |
| { |
| if (cmd_lists_count == 0) |
| return; |
| |
| // We are using the OpenGL fixed pipeline to make the example code simpler to read! |
| // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer. |
| // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| glDisable(GL_CULL_FACE); |
| glDisable(GL_DEPTH_TEST); |
| glEnable(GL_SCISSOR_TEST); |
| glEnableClientState(GL_VERTEX_ARRAY); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| glEnableClientState(GL_COLOR_ARRAY); |
| |
| // Setup texture |
| glBindTexture(GL_TEXTURE_2D, fontTex); |
| glEnable(GL_TEXTURE_2D); |
| |
| // Setup orthographic projection matrix |
| const float width = ImGui::GetIO().DisplaySize.x; |
| const float height = ImGui::GetIO().DisplaySize.y; |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| |
| // Render command lists |
| for (int n = 0; n < cmd_lists_count; n++) |
| { |
| const ImDrawList* cmd_list = cmd_lists[n]; |
| const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin(); |
| glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer)); |
| glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8)); |
| glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16)); |
| |
| int vtx_offset = 0; |
| const ImDrawCmd* pcmd_end = cmd_list->commands.end(); |
| for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) |
| { |
| glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); |
| glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); |
| vtx_offset += pcmd->vtx_count; |
| } |
| } |
| glDisable(GL_SCISSOR_TEST); |
| glDisableClientState(GL_COLOR_ARRAY); |
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| glDisableClientState(GL_VERTEX_ARRAY); |
| } |
| |
| // NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only. |
| static const char* ImImpl_GetClipboardTextFn() |
| { |
| return glfwGetClipboardString(window); |
| } |
| |
| static void ImImpl_SetClipboardTextFn(const char* text) |
| { |
| glfwSetClipboardString(window, text); |
| } |
| |
| #ifdef _MSC_VER |
| // Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed) |
| static void ImImpl_ImeSetInputScreenPosFn(int x, int y) |
| { |
| HWND hwnd = glfwGetWin32Window(window); |
| if (HIMC himc = ImmGetContext(hwnd)) |
| { |
| COMPOSITIONFORM cf; |
| cf.ptCurrentPos.x = x; |
| cf.ptCurrentPos.y = y; |
| cf.dwStyle = CFS_FORCE_POSITION; |
| ImmSetCompositionWindow(himc, &cf); |
| } |
| } |
| #endif |
| |
| // GLFW callbacks to get events |
| static void glfw_error_callback(int error, const char* description) |
| { |
| fputs(description, stderr); |
| } |
| |
| static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods) |
| { |
| if (action == GLFW_PRESS && button >= 0 && button < 2) |
| mousePressed[button] = true; |
| } |
| |
| static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1 |
| } |
| |
| static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if (action == GLFW_PRESS) |
| io.KeysDown[key] = true; |
| if (action == GLFW_RELEASE) |
| io.KeysDown[key] = false; |
| io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0; |
| io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0; |
| } |
| |
| static void glfw_char_callback(GLFWwindow* window, unsigned int c) |
| { |
| if (c > 0 && c < 0x10000) |
| ImGui::GetIO().AddInputCharacter((unsigned short)c); |
| } |
| |
| // OpenGL code based on http://open.gl tutorials |
| void InitGL() |
| { |
| glfwSetErrorCallback(glfw_error_callback); |
| |
| if (!glfwInit()) |
| exit(1); |
| |
| glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); |
| window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL); |
| glfwMakeContextCurrent(window); |
| glfwSetKeyCallback(window, glfw_key_callback); |
| glfwSetMouseButtonCallback(window, glfw_mouse_button_callback); |
| glfwSetScrollCallback(window, glfw_scroll_callback); |
| glfwSetCharCallback(window, glfw_char_callback); |
| |
| glewInit(); |
| } |
| |
| void InitImGui() |
| { |
| int w, h; |
| int fb_w, fb_h; |
| glfwGetWindowSize(window, &w, &h); |
| glfwGetFramebufferSize(window, &fb_w, &fb_h); |
| mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates. |
| mousePosScale.y = (float)fb_h / h; |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions. |
| io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable) |
| io.PixelCenterOffset = 0.0f; // Align OpenGL texels |
| io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. |
| io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; |
| io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; |
| io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; |
| io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; |
| io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; |
| io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; |
| io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; |
| io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; |
| io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; |
| io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; |
| io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; |
| io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; |
| io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; |
| io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; |
| io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; |
| io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; |
| |
| io.RenderDrawListsFn = ImImpl_RenderDrawLists; |
| io.SetClipboardTextFn = ImImpl_SetClipboardTextFn; |
| io.GetClipboardTextFn = ImImpl_GetClipboardTextFn; |
| #ifdef _MSC_VER |
| io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn; |
| #endif |
| |
| // Load font texture |
| glGenTextures(1, &fontTex); |
| glBindTexture(GL_TEXTURE_2D, fontTex); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| |
| #if 1 |
| // Default font (embedded in code) |
| const void* png_data; |
| unsigned int png_size; |
| ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); |
| int tex_x, tex_y, tex_comp; |
| void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); |
| IM_ASSERT(tex_data != NULL); |
| #else |
| // Custom font from filesystem |
| io.Font = new ImBitmapFont(); |
| io.Font->LoadFromFile("../../extra_fonts/mplus-2m-medium_18.fnt"); |
| IM_ASSERT(io.Font->IsLoaded()); |
| |
| int tex_x, tex_y, tex_comp; |
| void* tex_data = stbi_load("../../extra_fonts/mplus-2m-medium_18.png", &tex_x, &tex_y, &tex_comp, 0); |
| IM_ASSERT(tex_data != NULL); |
| |
| // Automatically find white pixel from the texture we just loaded |
| // (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects) |
| for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++) |
| if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff) |
| { |
| io.FontTexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y)); |
| break; |
| } |
| #endif |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data); |
| stbi_image_free(tex_data); |
| } |
| |
| void UpdateImGui() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Setup timestep |
| static double time = 0.0f; |
| const double current_time = glfwGetTime(); |
| io.DeltaTime = (float)(current_time - time); |
| time = current_time; |
| |
| // Setup inputs |
| // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) |
| double mouse_x, mouse_y; |
| glfwGetCursorPos(window, &mouse_x, &mouse_y); |
| io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) |
| io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. |
| io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0; |
| |
| // Start the frame |
| ImGui::NewFrame(); |
| } |
| |
| // Application code |
| int main(int argc, char** argv) |
| { |
| InitGL(); |
| InitImGui(); |
| |
| while (!glfwWindowShouldClose(window)) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| mousePressed[0] = mousePressed[1] = false; |
| io.MouseWheel = 0; |
| glfwPollEvents(); |
| UpdateImGui(); |
| |
| static bool show_test_window = true; |
| static bool show_another_window = false; |
| |
| // 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; |
| ImGui::Text("Hello, world!"); |
| ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
| show_test_window ^= ImGui::Button("Test Window"); |
| show_another_window ^= ImGui::Button("Another Window"); |
| |
| // Calculate and show framerate |
| static float ms_per_frame[120] = { 0 }; |
| static int ms_per_frame_idx = 0; |
| static float ms_per_frame_accum = 0.0f; |
| ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; |
| ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f; |
| ms_per_frame_accum += ms_per_frame[ms_per_frame_idx]; |
| ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; |
| const float ms_per_frame_avg = ms_per_frame_accum / 120; |
| ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); |
| } |
| |
| // 2. Show another simple window, this time using an explicit Begin/End pair |
| if (show_another_window) |
| { |
| ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); |
| ImGui::Text("Hello"); |
| ImGui::End(); |
| } |
| |
| // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() |
| if (show_test_window) |
| { |
| ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly! |
| ImGui::ShowTestWindow(&show_test_window); |
| } |
| |
| // Rendering |
| glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
| glClearColor(0.8f, 0.6f, 0.6f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ImGui::Render(); |
| glfwSwapBuffers(window); |
| } |
| |
| ImGui::Shutdown(); |
| glfwTerminate(); |
| return 0; |
| } |