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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>
# include "imgui_impl_sdl.h"
# include <stdio.h>
# include <SDL.h>
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# include <SDL_opengl.h>
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int main ( int , char * * )
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{
// 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 ( ) ) ;
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return - 1 ;
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}
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// Setup window
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SDL_GL_SetAttribute ( SDL_GL_DOUBLEBUFFER , 1 ) ;
SDL_GL_SetAttribute ( SDL_GL_DEPTH_SIZE , 24 ) ;
SDL_GL_SetAttribute ( SDL_GL_STENCIL_SIZE , 8 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 2 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 2 ) ;
SDL_DisplayMode current ;
SDL_GetCurrentDisplayMode ( 0 , & current ) ;
SDL_Window * window = SDL_CreateWindow ( " ImGui SDL2+OpenGL 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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// Setup ImGui binding
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ImGui_ImplSdlGL2_Init ( window ) ;
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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.
// - 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).
// - 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.
// - Read 'extra_fonts/README.txt' for more instructions and details.
// - 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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//ImGuiIO& io = ImGui::GetIO();
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
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bool show_test_window = true ;
bool show_another_window = false ;
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ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
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bool done = false ;
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while ( ! done )
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{
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SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
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ImGui_ImplSdlGL2_ProcessEvent ( & event ) ;
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if ( event . type = = SDL_QUIT )
done = true ;
}
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ImGui_ImplSdlGL2_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 ) ;
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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ImGui : : Render ( ) ;
SDL_GL_SwapWindow ( window ) ;
}
// Cleanup
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ImGui_ImplSdlGL2_Shutdown ( ) ;
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SDL_GL_DeleteContext ( glcontext ) ;
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SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
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return 0 ;
}