| // ImGui - standalone example application for SDL2 + OpenGL |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
| |
| #include <imgui.h> |
| #include "imgui_impl_sdl.h" |
| #include <stdio.h> |
| #include <SDL.h> |
| #include <SDL_opengl.h> |
| |
| int main(int, char**) |
| { |
| // Setup SDL |
| if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) |
| { |
| printf("Error: %s\n", SDL_GetError()); |
| return -1; |
| } |
| |
| // Setup window |
| SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
| SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
| SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
| SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
| SDL_DisplayMode current; |
| SDL_GetCurrentDisplayMode(0, ¤t); |
| SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); |
| SDL_GLContext glcontext = SDL_GL_CreateContext(window); |
| |
| // Setup ImGui binding |
| ImGui_ImplSdl_Init(window); |
| |
| // Load Fonts |
| // (there is a default font, this is only if you want to change it. 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()); |
| |
| bool show_test_window = true; |
| bool show_another_window = false; |
| ImVec4 clear_color = ImColor(114, 144, 154); |
| |
| // Main loop |
| bool done = false; |
| while (!done) |
| { |
| SDL_Event event; |
| while (SDL_PollEvent(&event)) |
| { |
| ImGui_ImplSdl_ProcessEvent(&event); |
| if (event.type == SDL_QUIT) |
| done = true; |
| } |
| ImGui_ImplSdl_NewFrame(window); |
| |
| // 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)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); |
| glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
| glClear(GL_COLOR_BUFFER_BIT); |
| ImGui::Render(); |
| SDL_GL_SwapWindow(window); |
| } |
| |
| // Cleanup |
| ImGui_ImplSdl_Shutdown(); |
| SDL_GL_DeleteContext(glcontext); |
| SDL_DestroyWindow(window); |
| SDL_Quit(); |
| |
| return 0; |
| } |