2017-10-29 01:28:22 +08:00
// ImGui - standalone example application for GLFW + OpenGL 3, using programmable 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.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
2014-12-04 02:29:46 +08:00
2018-01-29 21:38:46 +08:00
# include "imgui.h"
2018-02-17 05:01:48 +08:00
# include "../imgui_impl_glfw.h"
# include "../imgui_impl_opengl3.h"
2015-01-09 07:35:01 +08:00
# include <stdio.h>
2016-11-12 19:48:33 +08:00
# 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.
2014-12-04 02:29:46 +08:00
# include <GLFW/glfw3.h>
2014-12-04 01:37:07 +08:00
2015-03-09 19:59:23 +08:00
static void error_callback ( int error , const char * description )
2014-12-04 01:37:07 +08:00
{
2015-03-14 18:41:42 +08:00
fprintf ( stderr , " Error %d: %s \n " , error , description ) ;
2014-12-04 01:37:07 +08:00
}
2015-03-14 18:41:42 +08:00
int main ( int , char * * )
2014-12-04 01:37:07 +08:00
{
2015-03-09 21:02:32 +08:00
// Setup window
2015-03-09 19:59:23 +08:00
glfwSetErrorCallback ( error_callback ) ;
2014-12-04 01:37:07 +08:00
if ( ! glfwInit ( ) )
2015-11-14 00:08:54 +08:00
return 1 ;
2014-12-04 01:37:07 +08:00
glfwWindowHint ( GLFW_CONTEXT_VERSION_MAJOR , 3 ) ;
2018-01-08 02:06:20 +08:00
glfwWindowHint ( GLFW_CONTEXT_VERSION_MINOR , 2 ) ;
2014-12-04 02:11:23 +08:00
glfwWindowHint ( GLFW_OPENGL_PROFILE , GLFW_OPENGL_CORE_PROFILE ) ;
2015-05-19 06:26:16 +08:00
# if __APPLE__
glfwWindowHint ( GLFW_OPENGL_FORWARD_COMPAT , GL_TRUE ) ;
# endif
2015-03-09 19:59:23 +08:00
GLFWwindow * window = glfwCreateWindow ( 1280 , 720 , " ImGui OpenGL3 example " , NULL , NULL ) ;
2014-12-04 01:37:07 +08:00
glfwMakeContextCurrent ( window ) ;
2017-07-23 16:13:17 +08:00
glfwSwapInterval ( 1 ) ; // Enable vsync
2015-02-27 18:53:17 +08:00
gl3wInit ( ) ;
2014-12-04 02:11:23 +08:00
2015-03-09 21:02:32 +08:00
// Setup ImGui binding
2018-01-22 03:09:30 +08:00
ImGui : : CreateContext ( ) ;
2018-02-28 06:27:41 +08:00
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . ConfigFlags | = ImGuiConfigFlags_MultiViewports ;
2018-02-07 02:58:23 +08:00
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
//io.NavFlags |= ImGuiNavFlags_EnableGamepad; // Enable Gamepad Controls
2015-07-15 23:05:17 +08:00
2018-02-28 06:27:41 +08:00
ImGui_ImplGlfw_Init ( window , true ) ;
ImGui_ImplOpenGL3_Init ( ) ;
2017-12-25 01:45:11 +08:00
// Setup style
2018-01-31 07:15:47 +08:00
ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
2017-12-25 01:45:11 +08:00
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.
2018-01-31 23:00:07 +08:00
// - Read 'misc/fonts/README.txt' for more instructions and details.
2017-10-29 00:21:44 +08:00
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
2015-07-15 21:05:34 +08:00
//io.Fonts->AddFontDefault();
2018-01-31 23:00:07 +08:00
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/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);
2014-12-04 01:37:07 +08:00
2017-12-25 01:16:22 +08:00
bool show_demo_window = true ;
2015-01-15 17:59:18 +08:00
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
2014-12-04 01:37:07 +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.
2014-12-04 01:37:07 +08:00
glfwPollEvents ( ) ;
2018-02-17 04:38:38 +08:00
ImGui_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplGlfw_NewFrame ( ) ;
2014-12-04 01:37:07 +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.
2017-12-25 01:45:11 +08:00
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
2014-12-04 02:46:13 +08:00
{
2015-04-03 19:11:41 +08:00
static float f = 0.0f ;
2018-01-31 07:15:47 +08:00
static int counter = 0 ;
ImGui : : Text ( " Hello, world! " ) ; // Display some text (you can use a format string too)
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
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our windows open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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 ) ;
2014-12-04 02:46:13 +08:00
}
2018-01-31 07:15:47 +08:00
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
2014-12-04 02:46:13 +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! " ) ;
2018-01-31 07:15:47 +08:00
if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
2014-12-04 02:46:13 +08:00
ImGui : : End ( ) ;
}
2018-01-31 07:15:47 +08:00
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
2017-12-25 01:16:22 +08:00
if ( show_demo_window )
2014-12-04 02:46:13 +08:00
{
2017-12-25 01:45:11 +08:00
ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ; // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
2017-12-25 01:16:22 +08:00
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
2014-12-04 02:46:13 +08:00
}
2015-05-19 06:26:16 +08:00
2014-12-04 02:46:13 +08:00
// Rendering
2015-08-28 02:51:02 +08:00
int display_w , display_h ;
2018-02-28 06:27:41 +08:00
glfwMakeContextCurrent ( window ) ;
2015-08-28 02:51:02 +08:00
glfwGetFramebufferSize ( window , & display_w , & display_h ) ;
glViewport ( 0 , 0 , display_w , display_h ) ;
2015-03-09 19:59:23 +08:00
glClearColor ( clear_color . x , clear_color . y , clear_color . z , clear_color . w ) ;
2014-12-04 01:37:07 +08:00
glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui : : Render ( ) ;
2018-02-17 04:38:38 +08:00
ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
2018-02-28 06:27:41 +08:00
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindows ( ) ;
glfwMakeContextCurrent ( window ) ;
2014-12-04 01:37:07 +08:00
glfwSwapBuffers ( window ) ;
}
2014-12-04 02:40:28 +08:00
2014-12-04 02:46:13 +08:00
// Cleanup
2018-02-17 04:38:38 +08:00
ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplGlfw_Shutdown ( ) ;
2018-01-22 03:09:30 +08:00
ImGui : : DestroyContext ( ) ;
2014-12-04 01:37:07 +08:00
glfwTerminate ( ) ;
return 0 ;
2014-12-04 02:46:13 +08:00
}