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// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
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// !!! Nowadays, prefer using GLFW or SDL instead!
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// On Windows, you can install Freeglut using vcpkg:
// git clone https://github.com/Microsoft/vcpkg
// cd vcpkg
// bootstrap - vcpkg.bat
// vcpkg install freeglut --triplet=x86-windows ; for win32
// vcpkg install freeglut --triplet=x64-windows ; for win64
// vcpkg integrate install ; register include and libs in Visual Studio
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# include "imgui.h"
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# include "imgui_impl_glut.h"
# include "imgui_impl_opengl2.h"
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# define GL_SILENCE_DEPRECATION
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# ifdef __APPLE__
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# include <GLUT/glut.h>
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# else
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# include <GL/freeglut.h>
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# endif
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# ifdef _MSC_VER
# pragma warning (disable: 4505) // unreferenced local function has been removed
# endif
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// Forward declarations of helper functions
void MainLoopStep ( ) ;
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// Our state
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static bool show_demo_window = true ;
static bool show_another_window = false ;
static ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
int main ( int argc , char * * argv )
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{
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// Create GLUT window
glutInit ( & argc , argv ) ;
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# ifdef __FREEGLUT_EXT_H__
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glutSetOption ( GLUT_ACTION_ON_WINDOW_CLOSE , GLUT_ACTION_GLUTMAINLOOP_RETURNS ) ;
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# endif
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glutInitDisplayMode ( GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE ) ;
glutInitWindowSize ( 1280 , 720 ) ;
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glutCreateWindow ( " Dear ImGui GLUT+OpenGL2 Example " ) ;
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// Setup GLUT display function
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// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
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glutDisplayFunc ( MainLoopStep ) ;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION ( ) ;
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ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
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io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
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ImGui_ImplGLUT_Init ( ) ;
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ImGui_ImplOpenGL2_Init ( ) ;
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// Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ImGui_ImplGLUT_InstallFuncs ( ) ;
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// Load Fonts
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// - 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.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - 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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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
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// Main loop
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glutMainLoop ( ) ;
// Cleanup
ImGui_ImplOpenGL2_Shutdown ( ) ;
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ImGui_ImplGLUT_Shutdown ( ) ;
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ImGui : : DestroyContext ( ) ;
return 0 ;
}
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void MainLoopStep ( )
{
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame ( ) ;
ImGui_ImplGLUT_NewFrame ( ) ;
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ImGui : : NewFrame ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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// 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!).
if ( show_demo_window )
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f ;
static int counter = 0 ;
ImGui : : Begin ( " Hello, world! " ) ; // Create a window called "Hello, world!" and append into it.
ImGui : : Text ( " This is some useful text. " ) ; // Display some text (you can use a format strings too)
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our window open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / io . Framerate , io . Framerate ) ;
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ImGui : : End ( ) ;
}
// 3. Show another simple window.
if ( show_another_window )
{
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)
ImGui : : Text ( " Hello from another window! " ) ;
if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
ImGui : : End ( ) ;
}
// Rendering
ImGui : : Render ( ) ;
glViewport ( 0 , 0 , ( GLsizei ) io . DisplaySize . x , ( GLsizei ) io . DisplaySize . y ) ;
glClearColor ( clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
ImGui_ImplOpenGL2_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
glutSwapBuffers ( ) ;
glutPostRedisplay ( ) ;
}