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// ImGui - standalone example application for SDL2 + OpenGL
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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# include <imgui.h>
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# include "imgui_impl_sdl_gl3.h"
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# include <stdio.h>
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# include <GL/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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# include <SDL.h>
int main ( int , char * * )
{
// Setup SDL
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if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER ) ! = 0 )
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{
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printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
return - 1 ;
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}
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// Setup window
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SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
SDL_GL_SetAttribute ( SDL_GL_DOUBLEBUFFER , 1 ) ;
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SDL_GL_SetAttribute ( SDL_GL_DEPTH_SIZE , 24 ) ;
SDL_GL_SetAttribute ( SDL_GL_STENCIL_SIZE , 8 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 2 ) ;
SDL_DisplayMode current ;
SDL_GetCurrentDisplayMode ( 0 , & current ) ;
SDL_Window * window = SDL_CreateWindow ( " ImGui SDL2+OpenGL3 example " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , 1280 , 720 , SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE ) ;
SDL_GLContext glcontext = SDL_GL_CreateContext ( window ) ;
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gl3wInit ( ) ;
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// Setup ImGui binding
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ImGui_ImplSdlGL3_Init ( window ) ;
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// Load Fonts
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// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
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//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
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bool done = false ;
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while ( ! done )
{
SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
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ImGui_ImplSdlGL3_ProcessEvent ( & event ) ;
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if ( event . type = = SDL_QUIT )
done = true ;
}
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ImGui_ImplSdlGL3_NewFrame ( window ) ;
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// 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 ) ;
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ImGui : : Text ( " Hello from another window! " ) ;
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ImGui : : End ( ) ;
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if ( show_test_window )
{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ;
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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
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ImGui_ImplSdlGL3_Shutdown ( ) ;
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SDL_GL_DeleteContext ( glcontext ) ;
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SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
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return 0 ;
}