diff options
Diffstat (limited to 'lib/imgui-1.90.7/examples/example_glfw_opengl3/main.cpp')
-rw-r--r-- | lib/imgui-1.90.7/examples/example_glfw_opengl3/main.cpp | 197 |
1 files changed, 197 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/examples/example_glfw_opengl3/main.cpp b/lib/imgui-1.90.7/examples/example_glfw_opengl3/main.cpp new file mode 100644 index 0000000..4438fa5 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_opengl3/main.cpp @@ -0,0 +1,197 @@ +// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable 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 + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_opengl3.h" +#include <stdio.h> +#define GL_SILENCE_DEPRECATION +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include <GLES2/gl2.h> +#endif +#include <GLFW/glfw3.h> // Will drag system OpenGL headers + +// [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 + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#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; + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); +#elif defined(__APPLE__) + // GL 3.2 + GLSL 150 + const char* glsl_version = "#version 150"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only + //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only +#endif + + // Create window with graphics context + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 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); +#ifdef __EMSCRIPTEN__ + ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas"); +#endif + ImGui_ImplOpenGL3_Init(glsl_version); + + // 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 \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //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 +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!glfwWindowShouldClose(window)) +#endif + { + // 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_ImplOpenGL3_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); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + glfwSwapBuffers(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} |