1 | // ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
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2 | // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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3 | // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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4 | // (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.)
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5 |
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6 | #include "imgui.h"
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7 | #include "imgui_impl_glfw_gl3.h"
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8 | #include <stdio.h>
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9 | #include "gl3w.h" // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
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10 | #include <GLFW/glfw3.h>
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11 |
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12 | static void glfw_error_callback(int error, const char* description)
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13 | {
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14 | fprintf(stderr, "Error %d: %s\n", error, description);
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15 | }
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16 |
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17 | int main(int, char**)
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18 | {
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19 | // Setup window
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20 | glfwSetErrorCallback(glfw_error_callback);
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21 | if (!glfwInit())
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22 | return 1;
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23 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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24 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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25 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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26 | #if __APPLE__
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27 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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28 | #endif
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29 | GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL3 example", NULL, NULL);
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30 | glfwMakeContextCurrent(window);
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31 | glfwSwapInterval(1); // Enable vsync
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32 | gl3wInit();
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33 |
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34 | // Setup Dear ImGui binding
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35 | IMGUI_CHECKVERSION();
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36 | ImGui::CreateContext();
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37 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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38 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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39 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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40 | ImGui_ImplGlfwGL3_Init(window, true);
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41 |
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42 | // Setup style
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43 | ImGui::StyleColorsDark();
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44 | //ImGui::StyleColorsClassic();
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45 |
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46 | // Load Fonts
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47 | // - 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.
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48 | // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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49 | // - 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).
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50 | // - 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.
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51 | // - Read 'misc/fonts/README.txt' for more instructions and details.
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52 | // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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53 | //io.Fonts->AddFontDefault();
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54 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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55 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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56 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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57 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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58 | //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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59 | //IM_ASSERT(font != NULL);
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60 |
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61 | bool show_demo_window = true;
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62 | bool show_another_window = false;
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63 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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64 |
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65 | // Main loop
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66 | while (!glfwWindowShouldClose(window))
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67 | {
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68 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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69 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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70 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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71 | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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72 | glfwPollEvents();
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73 | ImGui_ImplGlfwGL3_NewFrame();
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74 |
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75 | // 1. Show a simple window.
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76 | // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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77 | {
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78 | static float f = 0.0f;
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79 | static int counter = 0;
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80 | ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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81 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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82 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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83 |
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84 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
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85 | ImGui::Checkbox("Another Window", &show_another_window);
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86 |
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87 | if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
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88 | counter++;
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89 | ImGui::SameLine();
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90 | ImGui::Text("counter = %d", counter);
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91 |
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92 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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93 | }
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94 |
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95 | // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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96 | if (show_another_window)
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97 | {
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98 | ImGui::Begin("Another Window", &show_another_window);
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99 | ImGui::Text("Hello from another window!");
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100 | if (ImGui::Button("Close Me"))
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101 | show_another_window = false;
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102 | ImGui::End();
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103 | }
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104 |
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105 | // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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106 | if (show_demo_window)
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107 | {
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108 | ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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109 | ImGui::ShowDemoWindow(&show_demo_window);
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110 | }
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111 |
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112 | // Rendering
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113 | int display_w, display_h;
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114 | glfwGetFramebufferSize(window, &display_w, &display_h);
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115 | glViewport(0, 0, display_w, display_h);
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116 | glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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117 | glClear(GL_COLOR_BUFFER_BIT);
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118 | ImGui::Render();
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119 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
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120 | glfwSwapBuffers(window);
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121 | }
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122 |
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123 | // Cleanup
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124 | ImGui_ImplGlfwGL3_Shutdown();
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125 | ImGui::DestroyContext();
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126 |
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127 | glfwDestroyWindow(window);
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128 | glfwTerminate();
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129 |
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130 | return 0;
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131 | }
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