2017-11-24 16:23:17 +08:00
// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
2015-11-29 19:25:15 +08:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2017-10-29 01:28:22 +08:00
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
2017-11-24 16:23:17 +08:00
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the opengl3_example/ folder**
2017-10-29 01:28:22 +08:00
// See imgui_impl_glfw.cpp for details.
2014-12-04 02:29:46 +08:00
2015-03-09 19:25:15 +08:00
# include <imgui.h>
# include "imgui_impl_glfw.h"
2015-01-09 07:35:01 +08:00
# include <stdio.h>
2014-09-25 21:54:19 +08:00
# include <GLFW/glfw3.h>
2014-09-30 16:57:44 +08:00
2015-03-09 19:25:15 +08:00
static void error_callback ( int error , const char * description )
2014-08-11 05:02:33 +08:00
{
2015-03-14 18:41:42 +08:00
fprintf ( stderr , " Error %d: %s \n " , error , description ) ;
2014-08-11 05:02:33 +08:00
}
2015-03-14 18:41:42 +08:00
int main ( int , char * * )
2014-08-11 05:02:33 +08:00
{
2015-03-09 21:02:32 +08:00
// Setup window
2015-03-09 19:25:15 +08:00
glfwSetErrorCallback ( error_callback ) ;
2014-08-19 19:09:13 +08:00
if ( ! glfwInit ( ) )
2015-11-14 00:08:54 +08:00
return 1 ;
2015-03-09 19:25:15 +08:00
GLFWwindow * window = glfwCreateWindow ( 1280 , 720 , " ImGui OpenGL2 example " , NULL , NULL ) ;
2014-08-19 19:09:13 +08:00
glfwMakeContextCurrent ( window ) ;
2017-07-23 16:13:17 +08:00
glfwSwapInterval ( 1 ) ; // Enable vsync
2014-08-11 22:02:33 +08:00
2015-03-09 21:02:32 +08:00
// Setup ImGui binding
2017-09-01 22:45:31 +08:00
ImGui_ImplGlfwGL2_Init ( window , true ) ;
2015-07-15 23:05:17 +08:00
// Load Fonts
2017-10-29 00:21:44 +08:00
// - 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 \\ !
2015-03-09 19:25:15 +08:00
//ImGuiIO& io = ImGui::GetIO();
2015-07-15 21:05:34 +08:00
//io.Fonts->AddFontDefault();
2017-10-29 00:21:44 +08:00
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
2015-07-16 04:56:29 +08:00
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
2015-07-15 21:05:34 +08:00
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
2017-10-29 00:21:44 +08:00
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
2014-08-19 19:09:13 +08:00
2015-01-15 17:59:18 +08:00
bool show_test_window = true ;
bool show_another_window = false ;
2017-09-27 21:47:08 +08:00
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
2015-01-15 17:59:18 +08:00
2015-03-09 21:02:32 +08:00
// Main loop
2014-08-19 19:09:13 +08:00
while ( ! glfwWindowShouldClose ( window ) )
{
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
2017-11-01 21:24:09 +08:00
// 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.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
2014-08-19 19:09:13 +08:00
glfwPollEvents ( ) ;
2017-09-01 22:45:31 +08:00
ImGui_ImplGlfwGL2_NewFrame ( ) ;
2014-08-19 19:09:13 +08:00
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
2017-11-01 21:24:09 +08:00
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
2014-08-19 19:09:13 +08:00
{
2015-04-03 19:11:41 +08:00
static float f = 0.0f ;
2014-09-30 17:09:44 +08:00
ImGui : : Text ( " Hello, world! " ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ;
2015-03-09 19:25:15 +08:00
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ;
2015-01-15 17:59:18 +08:00
if ( ImGui : : Button ( " Test Window " ) ) show_test_window ^ = 1 ;
if ( ImGui : : Button ( " Another Window " ) ) show_another_window ^ = 1 ;
2015-02-12 02:28:17 +08:00
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
2014-08-19 19:09:13 +08:00
}
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
2017-11-01 21:24:09 +08:00
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
2014-08-19 19:09:13 +08:00
if ( show_another_window )
{
2015-03-16 19:53:36 +08:00
ImGui : : Begin ( " Another Window " , & show_another_window ) ;
2017-09-01 23:06:26 +08:00
ImGui : : Text ( " Hello from another window! " ) ;
2014-08-19 19:09:13 +08:00
ImGui : : End ( ) ;
}
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
2017-11-01 21:24:09 +08:00
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
2014-09-30 17:09:44 +08:00
if ( show_test_window )
{
2017-08-11 13:36:28 +08:00
ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ;
2014-09-30 17:09:44 +08:00
ImGui : : ShowTestWindow ( & show_test_window ) ;
}
2014-08-19 19:09:13 +08:00
// Rendering
2015-08-28 02:51:02 +08:00
int display_w , display_h ;
glfwGetFramebufferSize ( window , & display_w , & display_h ) ;
glViewport ( 0 , 0 , display_w , display_h ) ;
2015-03-09 19:25:15 +08:00
glClearColor ( clear_color . x , clear_color . y , clear_color . z , clear_color . w ) ;
2014-08-19 19:09:13 +08:00
glClear ( GL_COLOR_BUFFER_BIT ) ;
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
2017-11-01 21:24:09 +08:00
//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.
2014-08-19 19:09:13 +08:00
ImGui : : Render ( ) ;
glfwSwapBuffers ( window ) ;
}
2014-12-04 02:46:13 +08:00
// Cleanup
2017-09-01 22:45:31 +08:00
ImGui_ImplGlfwGL2_Shutdown ( ) ;
2014-08-19 19:09:13 +08:00
glfwTerminate ( ) ;
2014-12-04 02:40:28 +08:00
2014-12-04 02:46:13 +08:00
return 0 ;
2014-08-11 05:02:33 +08:00
}