diff options
Diffstat (limited to 'lib/imgui-1.90.7/examples/example_sdl2_opengl3')
6 files changed, 619 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/examples/example_sdl2_opengl3/Makefile.emscripten b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/Makefile.emscripten new file mode 100644 index 0000000..da03484 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/Makefile.emscripten @@ -0,0 +1,92 @@ +# +# Makefile to use with SDL+emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) +# +# Running `make -f Makefile.emscripten` will produce three files: +# - web/index.html +# - web/index.js +# - web/index.wasm +# +# All three are needed to run the demo. + +CC = emcc +CXX = em++ +WEB_DIR = web +EXE = $(WEB_DIR)/index.html +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +CPPFLAGS = +LDFLAGS = +EMS = + +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) +EMS += -s USE_SDL=2 +EMS += -s DISABLE_EXCEPTION_CATCHING=1 +LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 + +# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) +#EMS += -s BINARYEN_TRAP_MODE=clamp +#EMS += -s SAFE_HEAP=1 ## Adds overhead + +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +LDFLAGS += -s NO_FILESYSTEM=1 +CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +#CPPFLAGS += -g +CPPFLAGS += -Wall -Wformat -Os $(EMS) +LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html +LDFLAGS += $(EMS) + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(EXE) + +$(WEB_DIR): + mkdir $@ + +serve: all + python3 -m http.server -d $(WEB_DIR) + +$(EXE): $(OBJS) $(WEB_DIR) + $(CXX) -o $@ $(OBJS) $(LDFLAGS) + +clean: + rm -rf $(OBJS) $(WEB_DIR) diff --git a/lib/imgui-1.90.7/examples/example_sdl2_opengl3/README.md b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/README.md new file mode 100644 index 0000000..81fd9fe --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/README.md @@ -0,0 +1,57 @@ + +# How to Build + +## Windows with Visual Studio's IDE + +Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. + +## Windows with Visual Studio's CLI + +Use build_win32.bat or directly: +``` +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +``` + +## Linux and similar Unixes + +Use our Makefile or directly: +``` +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends + main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + `sdl2-config --libs` -lGL -ldl +``` + +## macOS + +Use our Makefile or directly: +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends + main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + `sdl2-config --libs` -framework OpenGl -framework CoreFoundation +``` + +## Emscripten + +**Building** + +You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions + +- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. +- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. +- Then build using `make -f Makefile.emscripten` while in the current directory. + +**Running an Emscripten project** + +To run on a local machine: +- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. +- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br> +_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ +- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. +- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). +- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. +- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). diff --git a/lib/imgui-1.90.7/examples/example_sdl2_opengl3/build_win32.bat b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/build_win32.bat new file mode 100644 index 0000000..7b2fac9 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/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_sdl2_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.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% /subsystem:console diff --git a/lib/imgui-1.90.7/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj new file mode 100644 index 0000000..6a81c67 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj @@ -0,0 +1,187 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <ItemGroup Label="ProjectConfigurations"> + <ProjectConfiguration Include="Debug|Win32"> + <Configuration>Debug</Configuration> + <Platform>Win32</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Debug|x64"> + <Configuration>Debug</Configuration> + <Platform>x64</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Release|Win32"> + <Configuration>Release</Configuration> + <Platform>Win32</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Release|x64"> + <Configuration>Release</Configuration> + <Platform>x64</Platform> + </ProjectConfiguration> + </ItemGroup> + <PropertyGroup Label="Globals"> + <ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid> + <RootNamespace>example_sdl2_opengl3</RootNamespace> + <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> + </PropertyGroup> + <Import 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> + <PlatformToolset>v140</PlatformToolset> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> + <ConfigurationType>Application</ConfigurationType> + <UseDebugLibraries>false</UseDebugLibraries> + <WholeProgramOptimization>true</WholeProgramOptimization> + <CharacterSet>MultiByte</CharacterSet> + <PlatformToolset>v140</PlatformToolset> + </PropertyGroup> + <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> + <ImportGroup Label="ExtensionSettings"> + </ImportGroup> + <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <PropertyGroup Label="UserMacros" /> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> + <ClCompile> + <WarningLevel>Level4</WarningLevel> + <Optimization>Disabled</Optimization> + <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> + <ClCompile> + <WarningLevel>Level4</WarningLevel> + <Optimization>Disabled</Optimization> + <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <ClCompile> + <WarningLevel>Level4</WarningLevel> + <Optimization>MaxSpeed</Optimization> + <FunctionLevelLinking>true</FunctionLevelLinking> + <IntrinsicFunctions>true</IntrinsicFunctions> + <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <BufferSecurityCheck>false</BufferSecurityCheck> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <EnableCOMDATFolding>true</EnableCOMDATFolding> + <OptimizeReferences>true</OptimizeReferences> + <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries> + </IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> + <ClCompile> + <WarningLevel>Level4</WarningLevel> + <Optimization>MaxSpeed</Optimization> + <FunctionLevelLinking>true</FunctionLevelLinking> + <IntrinsicFunctions>true</IntrinsicFunctions> + <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <BufferSecurityCheck>false</BufferSecurityCheck> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <EnableCOMDATFolding>true</EnableCOMDATFolding> + <OptimizeReferences>true</OptimizeReferences> + <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries> + </IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemGroup> + <ClCompile Include="..\..\imgui.cpp" /> + <ClCompile Include="..\..\imgui_demo.cpp" /> + <ClCompile Include="..\..\imgui_draw.cpp" /> + <ClCompile Include="..\..\imgui_tables.cpp" /> + <ClCompile Include="..\..\imgui_widgets.cpp" /> + <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" /> + <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" /> + <ClCompile Include="main.cpp" /> + </ItemGroup> + <ItemGroup> + <ClInclude Include="..\..\imconfig.h" /> + <ClInclude Include="..\..\imgui.h" /> + <ClInclude Include="..\..\imgui_internal.h" /> + <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" /> + <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" /> + <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" /> + </ItemGroup> + <ItemGroup> + <None Include="..\..\misc\debuggers\imgui.natstepfilter" /> + <None Include="..\..\misc\debuggers\imgui.natvis" /> + <None Include="..\README.txt" /> + </ItemGroup> + <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> + <ImportGroup Label="ExtensionTargets"> + </ImportGroup> +</Project>
\ No newline at end of file diff --git a/lib/imgui-1.90.7/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters new file mode 100644 index 0000000..846d557 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters @@ -0,0 +1,67 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <ItemGroup> + <Filter Include="imgui"> + <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier> + </Filter> + <Filter Include="sources"> + <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier> + <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions> + </Filter> + </ItemGroup> + <ItemGroup> + <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="main.cpp"> + <Filter>sources</Filter> + </ClCompile> + <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp"> + <Filter>sources</Filter> + </ClCompile> + <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp"> + <Filter>sources</Filter> + </ClCompile> + <ClCompile Include="..\..\imgui_tables.cpp"> + <Filter>imgui</Filter> + </ClCompile> + <ClCompile Include="..\..\imgui_widgets.cpp"> + <Filter>imgui</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_sdl2.h"> + <Filter>sources</Filter> + </ClInclude> + <ClInclude Include="..\..\backends\imgui_impl_opengl3.h"> + <Filter>sources</Filter> + </ClInclude> + <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.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_sdl2_opengl3/main.cpp b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/main.cpp new file mode 100644 index 0000000..d748c13 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_opengl3/main.cpp @@ -0,0 +1,208 @@ +// Dear ImGui: standalone example application for SDL2 + OpenGL +// (SDL 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_sdl2.h" +#include "imgui_impl_opengl3.h" +#include <stdio.h> +#include <SDL.h> +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include <SDL_opengles2.h> +#else +#include <SDL_opengl.h> +#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 + +// Main code +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(__APPLE__) + // GL 3.2 Core + GLSL 150 + const char* glsl_version = "#version 150"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#endif + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(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_ImplSDL2_InitForOpenGL(window, gl_context); + 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 + bool done = false; +#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 (!done) +#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. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL2_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(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + 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()); + SDL_GL_SwapWindow(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} |