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  1. // dear imgui: standalone example application for SDL2 + OpenGL
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
  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.)
  5.  
  6. #include "imgui.h"
  7. #include "imgui_impl_sdl.h"
  8. #include "imgui_impl_opengl3.h"
  9. #include <stdio.h>
  10. #include <SDL.h>
  11.  
  12. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
  13. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
  14. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  15. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  16. #include <GL/gl3w.h>    // Initialize with gl3wInit()
  17. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  18. #include <GL/glew.h>    // Initialize with glewInit()
  19. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  20. #include <glad/glad.h>  // Initialize with gladLoadGL()
  21. #else
  22. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  23. #endif
  24.  
  25. int main(int, char**)
  26. {
  27.     // Setup SDL
  28.     if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  29.     {
  30.         printf("Error: %s\n", SDL_GetError());
  31.         return -1;
  32.     }
  33.  
  34.     // Decide GL+GLSL versions
  35. #if __APPLE__
  36.     // GL 3.2 Core + GLSL 150
  37.     const char* glsl_version = "#version 150";
  38.     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
  39.     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  40.     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  41.     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  42. #else
  43.     // GL 3.0 + GLSL 130
  44.     const char* glsl_version = "#version 130";
  45.     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  46.     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  47.     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  48.     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  49. #endif
  50.  
  51.     // Create window with graphics context
  52.     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  53.     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  54.     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  55.     SDL_DisplayMode current;
  56.     SDL_GetCurrentDisplayMode(0, &current);
  57.     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
  58.     SDL_GLContext gl_context = SDL_GL_CreateContext(window);
  59.     SDL_GL_SetSwapInterval(1); // Enable vsync
  60.  
  61.     // Initialize OpenGL loader
  62. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  63.     bool err = gl3wInit() != 0;
  64. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  65.     bool err = glewInit() != GLEW_OK;
  66. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  67.     bool err = gladLoadGL() == 0;
  68. #else
  69.     bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
  70. #endif
  71.     if (err)
  72.     {
  73.         fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  74.         return 1;
  75.     }
  76.  
  77.     // Setup Dear ImGui context
  78.     IMGUI_CHECKVERSION();
  79.     ImGui::CreateContext();
  80.     ImGuiIO& io = ImGui::GetIO(); (void)io;
  81.     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
  82.  
  83.     // Setup Dear ImGui style
  84.     ImGui::StyleColorsDark();
  85.     //ImGui::StyleColorsClassic();
  86.  
  87.     // Setup Platform/Renderer bindings
  88.     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
  89.     ImGui_ImplOpenGL3_Init(glsl_version);
  90.  
  91.     // Load Fonts
  92.     // - 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.
  93.     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  94.     // - 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).
  95.     // - 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.
  96.     // - Read 'misc/fonts/README.txt' for more instructions and details.
  97.     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  98.     //io.Fonts->AddFontDefault();
  99.     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  100.     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  101.     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  102.     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  103.     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  104.     //IM_ASSERT(font != NULL);
  105.  
  106.     bool show_demo_window = true;
  107.     bool show_another_window = false;
  108.     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  109.  
  110.     ImGui::SetNextWindowSize(ImVec2(100, 100), ImGuiCond_FirstUseEver);
  111.     ImGui::Begin("dummy");
  112.     ImGui::End();
  113.  
  114.     // Main loop
  115.     bool done = false;
  116.     while (!done)
  117.     {
  118.         // Poll and handle events (inputs, window resize, etc.)
  119.         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  120.         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  121.         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  122.         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  123.         SDL_Event event;
  124.         while (SDL_PollEvent(&event))
  125.         {
  126.             ImGui_ImplSDL2_ProcessEvent(&event);
  127.             if (event.type == SDL_QUIT)
  128.                 done = true;
  129.             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  130.                 done = true;
  131.         }
  132.  
  133.         // Start the Dear ImGui frame
  134.         ImGui_ImplOpenGL3_NewFrame();
  135.         ImGui_ImplSDL2_NewFrame(window);
  136.         ImGui::NewFrame();
  137.  
  138.         // 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!).
  139.         if (show_demo_window) {
  140.             ImGui::ShowDemoWindow(&show_demo_window);
  141.         }
  142.  
  143.         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  144.         {
  145.             static float f = 0.0f;
  146.             static int counter = 0;
  147.  
  148.             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
  149.  
  150.             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
  151.             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
  152.             ImGui::Checkbox("Another Window", &show_another_window);
  153.  
  154.             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
  155.             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  156.  
  157.             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
  158.                 counter++;
  159.             ImGui::SameLine();
  160.             ImGui::Text("counter = %d", counter);
  161.  
  162.             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  163.             ImGui::End();
  164.         }
  165.  
  166.         // 3. Show another simple window.
  167.         if (show_another_window)
  168.         {
  169.             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)
  170.             ImGui::Text("Hello from another window!");
  171.             if (ImGui::Button("Close Me"))
  172.                 show_another_window = false;
  173.             ImGui::End();
  174.         }
  175.  
  176.         // Rendering
  177.         ImGui::Render();
  178.         SDL_GL_MakeCurrent(window, gl_context);
  179.         glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  180.         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  181.         glClear(GL_COLOR_BUFFER_BIT);
  182.         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  183.         SDL_GL_SwapWindow(window);
  184.     }
  185.  
  186.     // Cleanup
  187.     ImGui_ImplOpenGL3_Shutdown();
  188.     ImGui_ImplSDL2_Shutdown();
  189.     ImGui::DestroyContext();
  190.  
  191.     SDL_GL_DeleteContext(gl_context);
  192.     SDL_DestroyWindow(window);
  193.     SDL_Quit();
  194.  
  195.     return 0;
  196. }
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