imgui/examples/opengl2_example/main.cpp

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// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <imgui.h>
#include "imgui_impl_glfw.h"
#include <stdio.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())
return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
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// 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();
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//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 = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
ImGui_ImplGlfwGL2_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::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
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), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, 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
ImGui::Render();
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplGlfwGL2_Shutdown();
glfwTerminate();
return 0;
}