mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-12 12:09:02 +08:00
106 lines
5.0 KiB
C++
106 lines
5.0 KiB
C++
// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
|
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
|
|
|
// **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**
|
|
// See imgui_impl_glfw.cpp for details.
|
|
|
|
#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);
|
|
|
|
// Load Fonts
|
|
// - 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 \\ !
|
|
//ImGuiIO& io = ImGui::GetIO();
|
|
//io.Fonts->AddFontDefault();
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
|
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
|
//IM_ASSERT(font != NULL);
|
|
|
|
bool show_demo_window = true;
|
|
bool show_another_window = false;
|
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
|
|
|
// Main loop
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
// 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.
|
|
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("Demo Window")) show_demo_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. In most cases you will use an explicit Begin/End pair to name the window.
|
|
if (show_another_window)
|
|
{
|
|
ImGui::Begin("Another Window", &show_another_window);
|
|
ImGui::Text("Hello from another window!");
|
|
ImGui::End();
|
|
}
|
|
|
|
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
|
if (show_demo_window)
|
|
{
|
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
|
ImGui::ShowDemoWindow(&show_demo_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, but prefer using the GL3+ code.
|
|
ImGui::Render();
|
|
glfwSwapBuffers(window);
|
|
}
|
|
|
|
// Cleanup
|
|
ImGui_ImplGlfwGL2_Shutdown();
|
|
glfwTerminate();
|
|
|
|
return 0;
|
|
}
|