diff options
Diffstat (limited to 'lib/imgui-1.90.7/examples/example_glfw_opengl2')
4 files changed, 424 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/examples/example_glfw_opengl2/build_win32.bat b/lib/imgui-1.90.7/examples/example_glfw_opengl2/build_win32.bat new file mode 100644 index 0000000..24c0e08 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_opengl2/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_glfw_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/lib/imgui-1.90.7/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/lib/imgui-1.90.7/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj new file mode 100644 index 0000000..2aa2550 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj @@ -0,0 +1,186 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> 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Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>true</UseDebugLibraries> +    <CharacterSet>MultiByte</CharacterSet> +    <PlatformToolset>v140</PlatformToolset> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>true</UseDebugLibraries> +    <CharacterSet>MultiByte</CharacterSet> +    <PlatformToolset>v140</PlatformToolset> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>false</UseDebugLibraries> +    <WholeProgramOptimization>true</WholeProgramOptimization> +    <CharacterSet>MultiByte</CharacterSet> +    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\ No newline at end of file diff --git a/lib/imgui-1.90.7/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters b/lib/imgui-1.90.7/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters new file mode 100644 index 0000000..049b0b1 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters @@ -0,0 +1,64 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> +  <ItemGroup> +    <Filter Include="imgui"> +      <UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier> +    </Filter> +    <Filter Include="sources"> +      <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier> +      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions> +    </Filter> +  </ItemGroup> +  <ItemGroup> +    <ClCompile Include="main.cpp"> +      <Filter>sources</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_demo.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_draw.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_tables.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_widgets.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp"> +      <Filter>sources</Filter> +    </ClCompile> +    <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp"> +      <Filter>sources</Filter> +    </ClCompile> +  </ItemGroup> +  <ItemGroup> +    <ClInclude Include="..\..\imconfig.h"> +      <Filter>imgui</Filter> +    </ClInclude> +    <ClInclude Include="..\..\imgui.h"> +      <Filter>imgui</Filter> +    </ClInclude> +    <ClInclude Include="..\..\imgui_internal.h"> +      <Filter>imgui</Filter> +    </ClInclude> +    <ClInclude Include="..\..\backends\imgui_impl_glfw.h"> +      <Filter>sources</Filter> +    </ClInclude> +    <ClInclude Include="..\..\backends\imgui_impl_opengl2.h"> +      <Filter>sources</Filter> +    </ClInclude> +  </ItemGroup> +  <ItemGroup> +    <None Include="..\README.txt" /> +    <None Include="..\..\misc\debuggers\imgui.natvis"> +      <Filter>imgui</Filter> +    </None> +    <None Include="..\..\misc\debuggers\imgui.natstepfilter"> +      <Filter>imgui</Filter> +    </None> +  </ItemGroup> +</Project>
\ No newline at end of file diff --git a/lib/imgui-1.90.7/examples/example_glfw_opengl2/main.cpp b/lib/imgui-1.90.7/examples/example_glfw_opengl2/main.cpp new file mode 100644 index 0000000..5e47b00 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_opengl2/main.cpp @@ -0,0 +1,166 @@ +// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ                  https://dearimgui.com/faq +// - Getting Started      https://dearimgui.com/getting-started +// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the example_glfw_opengl2/ folder** +// See imgui_impl_glfw.cpp for details. + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_opengl2.h" +#include <stdio.h> +#ifdef __APPLE__ +#define GL_SILENCE_DEPRECATION +#endif +#include <GLFW/glfw3.h> + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +static void glfw_error_callback(int error, const char* description) +{ +    fprintf(stderr, "GLFW Error %d: %s\n", error, description); +} + +// Main code +int main(int, char**) +{ +    glfwSetErrorCallback(glfw_error_callback); +    if (!glfwInit()) +        return 1; + +    // Create window with graphics context +    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr); +    if (window == nullptr) +        return 1; +    glfwMakeContextCurrent(window); +    glfwSwapInterval(1); // Enable vsync + +    // Setup Dear ImGui context +    IMGUI_CHECKVERSION(); +    ImGui::CreateContext(); +    ImGuiIO& io = ImGui::GetIO(); (void)io; +    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls +    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls + +    // Setup Dear ImGui style +    ImGui::StyleColorsDark(); +    //ImGui::StyleColorsLight(); + +    // Setup Platform/Renderer backends +    ImGui_ImplGlfw_InitForOpenGL(window, true); +    ImGui_ImplOpenGL2_Init(); + +    // 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 a nullptr. 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. +    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. +    // - Read 'docs/FONTS.md' 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 \\ ! +    //io.Fonts->AddFontDefault(); +    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); +    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); +    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); +    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); +    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); +    //IM_ASSERT(font != nullptr); + +    // Our state +    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)) +    { +        // Poll and handle events (inputs, window resize, etc.) +        // 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, or clear/overwrite your copy of the mouse data. +        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +        glfwPollEvents(); + +        // Start the Dear ImGui frame +        ImGui_ImplOpenGL2_NewFrame(); +        ImGui_ImplGlfw_NewFrame(); +        ImGui::NewFrame(); + +        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). +        if (show_demo_window) +            ImGui::ShowDemoWindow(&show_demo_window); + +        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. +        { +            static float f = 0.0f; +            static int counter = 0; + +            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. + +            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) +            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state +            ImGui::Checkbox("Another Window", &show_another_window); + +            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 + +            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) +                counter++; +            ImGui::SameLine(); +            ImGui::Text("counter = %d", counter); + +            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); +            ImGui::End(); +        } + +        // 3. Show another simple window. +        if (show_another_window) +        { +            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) +            ImGui::Text("Hello from another window!"); +            if (ImGui::Button("Close Me")) +                show_another_window = false; +            ImGui::End(); +        } + +        // Rendering +        ImGui::Render(); +        int display_w, display_h; +        glfwGetFramebufferSize(window, &display_w, &display_h); +        glViewport(0, 0, display_w, display_h); +        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); +        glClear(GL_COLOR_BUFFER_BIT); + +        // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), +        // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. +        //GLint last_program; +        //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); +        //glUseProgram(0); +        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); +        //glUseProgram(last_program); + +        glfwMakeContextCurrent(window); +        glfwSwapBuffers(window); +    } + +    // Cleanup +    ImGui_ImplOpenGL2_Shutdown(); +    ImGui_ImplGlfw_Shutdown(); +    ImGui::DestroyContext(); + +    glfwDestroyWindow(window); +    glfwTerminate(); + +    return 0; +}  | 
