| // ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline |
| |
| #include <imgui.h> |
| #include "imgui_impl_glfw_gl3.h" |
| #include <stdio.h> |
| #include <GL/gl3w.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()) |
| exit(1); |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); |
| glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); |
| glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
| #if __APPLE__ |
| glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); |
| #endif |
| GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL); |
| glfwMakeContextCurrent(window); |
| gl3wInit(); |
| |
| // Setup ImGui binding |
| ImGui_ImplGlfwGL3_Init(window, true); |
| |
| // Load Fonts |
| // (see extra_fonts/README.txt for more details) |
| //ImGuiIO& io = ImGui::GetIO(); |
| //io.Fonts->AddFontDefault(); |
| //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); |
| //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); |
| //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); |
| //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); |
| |
| // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons) |
| //ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; |
| //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true; |
| //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f); |
| //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges); |
| |
| bool show_test_window = true; |
| bool show_another_window = false; |
| ImVec4 clear_color = ImColor(114, 144, 154); |
| |
| // Main loop |
| while (!glfwWindowShouldClose(window)) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| glfwPollEvents(); |
| ImGui_ImplGlfwGL3_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, this time using an explicit Begin/End pair |
| if (show_another_window) |
| { |
| ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); |
| ImGui::Begin("Another Window", &show_another_window); |
| 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::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); |
| ImGui::ShowTestWindow(&show_test_window); |
| } |
| |
| // Rendering |
| 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::Render(); |
| glfwSwapBuffers(window); |
| } |
| |
| // Cleanup |
| ImGui_ImplGlfwGL3_Shutdown(); |
| glfwTerminate(); |
| |
| return 0; |
| } |