mirror of https://github.com/ocornut/imgui.git
Zach Toogood
9 years ago
4 changed files with 509 additions and 0 deletions
@ -0,0 +1,8 @@ |
|||
|
|||
# How to Build |
|||
|
|||
Link |
|||
=== |
|||
OpenGL |
|||
SDL2 |
|||
GLEW |
@ -0,0 +1,379 @@ |
|||
// ImGui SDL2 binding with OpenGL3
|
|||
// https://github.com/ocornut/imgui
|
|||
|
|||
#include <SDL.h> |
|||
#include <SDL_syswm.h> |
|||
#include <GL/glew.h> |
|||
#include "imgui.h" |
|||
#include "imgui_impl_sdlogl3.h" |
|||
|
|||
// Data
|
|||
static SDL_Window* g_Window = NULL; |
|||
static double g_Time = 0.0f; |
|||
static bool g_MousePressed[3] = { false, false, false }; |
|||
static float g_MouseWheel = 0.0f; |
|||
static GLuint g_FontTexture = 0; |
|||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; |
|||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; |
|||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; |
|||
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; |
|||
|
|||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
|||
// If text or lines are blurry when integrating ImGui in your engine:
|
|||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
|||
void ImGui_ImplSdlOgl3_RenderDrawLists(ImDrawData* draw_data) |
|||
{ |
|||
// Backup GL state
|
|||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); |
|||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
|||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); |
|||
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); |
|||
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
|||
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src); |
|||
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst); |
|||
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); |
|||
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); |
|||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND); |
|||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); |
|||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); |
|||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); |
|||
|
|||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
|||
glEnable(GL_BLEND); |
|||
glBlendEquation(GL_FUNC_ADD); |
|||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|||
glDisable(GL_CULL_FACE); |
|||
glDisable(GL_DEPTH_TEST); |
|||
glEnable(GL_SCISSOR_TEST); |
|||
glActiveTexture(GL_TEXTURE0); |
|||
|
|||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; |
|||
draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
|||
|
|||
// Setup orthographic projection matrix
|
|||
const float ortho_projection[4][4] = |
|||
{ |
|||
{ 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, |
|||
{ 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f }, |
|||
{ 0.0f, 0.0f, -1.0f, 0.0f }, |
|||
{ -1.0f, 1.0f, 0.0f, 1.0f }, |
|||
}; |
|||
glUseProgram(g_ShaderHandle); |
|||
glUniform1i(g_AttribLocationTex, 0); |
|||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); |
|||
glBindVertexArray(g_VaoHandle); |
|||
|
|||
for (int n = 0; n < draw_data->CmdListsCount; n++) |
|||
{ |
|||
const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
|||
const ImDrawIdx* idx_buffer_offset = 0; |
|||
|
|||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
|||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW); |
|||
|
|||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); |
|||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); |
|||
|
|||
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) |
|||
{ |
|||
if (pcmd->UserCallback) |
|||
{ |
|||
pcmd->UserCallback(cmd_list, pcmd); |
|||
} |
|||
else |
|||
{ |
|||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
|||
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); |
|||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer_offset); |
|||
} |
|||
idx_buffer_offset += pcmd->ElemCount; |
|||
} |
|||
} |
|||
|
|||
// Restore modified GL state
|
|||
glUseProgram(last_program); |
|||
glBindTexture(GL_TEXTURE_2D, last_texture); |
|||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
|||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); |
|||
glBindVertexArray(last_vertex_array); |
|||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); |
|||
glBlendFunc(last_blend_src, last_blend_dst); |
|||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); |
|||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); |
|||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); |
|||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); |
|||
} |
|||
|
|||
static const char* ImGui_ImplSdlOgl3_GetClipboardText() |
|||
{ |
|||
return SDL_GetClipboardText(); |
|||
} |
|||
|
|||
static void ImGui_ImplSdlOgl3_SetClipboardText(const char* text) |
|||
{ |
|||
SDL_SetClipboardText(text); |
|||
} |
|||
|
|||
bool ImGui_ImplSdlOgl3_ProcessEvent(SDL_Event* event) |
|||
{ |
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
switch (event->type) |
|||
{ |
|||
case SDL_MOUSEWHEEL: |
|||
{ |
|||
if (event->wheel.y > 0) |
|||
g_MouseWheel = 1; |
|||
if (event->wheel.y < 0) |
|||
g_MouseWheel = -1; |
|||
return true; |
|||
} |
|||
case SDL_MOUSEBUTTONDOWN: |
|||
{ |
|||
if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; |
|||
if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; |
|||
if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; |
|||
return true; |
|||
} |
|||
case SDL_TEXTINPUT: |
|||
{ |
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
io.AddInputCharactersUTF8(event->text.text); |
|||
return true; |
|||
} |
|||
case SDL_KEYDOWN: |
|||
case SDL_KEYUP: |
|||
{ |
|||
int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; |
|||
io.KeysDown[key] = (event->type == SDL_KEYDOWN); |
|||
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); |
|||
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); |
|||
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); |
|||
return true; |
|||
} |
|||
} |
|||
return false; |
|||
} |
|||
|
|||
void ImGui_ImplSdlOgl3_CreateFontsTexture() |
|||
{ |
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
|
|||
// Build texture atlas
|
|||
unsigned char* pixels; |
|||
int width, height; |
|||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
|||
|
|||
// Create OpenGL texture
|
|||
glGenTextures(1, &g_FontTexture); |
|||
glBindTexture(GL_TEXTURE_2D, g_FontTexture); |
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
|||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
|||
|
|||
// Store our identifier
|
|||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; |
|||
|
|||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
|||
io.Fonts->ClearInputData(); |
|||
io.Fonts->ClearTexData(); |
|||
} |
|||
|
|||
bool ImGui_ImplSdlOgl3_CreateDeviceObjects() |
|||
{ |
|||
// Backup GL state
|
|||
GLint last_texture, last_array_buffer, last_vertex_array; |
|||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
|||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); |
|||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
|||
|
|||
const GLchar *vertex_shader = |
|||
"#version 330\n" |
|||
"uniform mat4 ProjMtx;\n" |
|||
"in vec2 Position;\n" |
|||
"in vec2 UV;\n" |
|||
"in vec4 Color;\n" |
|||
"out vec2 Frag_UV;\n" |
|||
"out vec4 Frag_Color;\n" |
|||
"void main()\n" |
|||
"{\n" |
|||
" Frag_UV = UV;\n" |
|||
" Frag_Color = Color;\n" |
|||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" |
|||
"}\n"; |
|||
|
|||
const GLchar* fragment_shader = |
|||
"#version 330\n" |
|||
"uniform sampler2D Texture;\n" |
|||
"in vec2 Frag_UV;\n" |
|||
"in vec4 Frag_Color;\n" |
|||
"out vec4 Out_Color;\n" |
|||
"void main()\n" |
|||
"{\n" |
|||
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" |
|||
"}\n"; |
|||
|
|||
g_ShaderHandle = glCreateProgram(); |
|||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER); |
|||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); |
|||
glShaderSource(g_VertHandle, 1, &vertex_shader, 0); |
|||
glShaderSource(g_FragHandle, 1, &fragment_shader, 0); |
|||
glCompileShader(g_VertHandle); |
|||
glCompileShader(g_FragHandle); |
|||
glAttachShader(g_ShaderHandle, g_VertHandle); |
|||
glAttachShader(g_ShaderHandle, g_FragHandle); |
|||
glLinkProgram(g_ShaderHandle); |
|||
|
|||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); |
|||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); |
|||
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); |
|||
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); |
|||
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); |
|||
|
|||
glGenBuffers(1, &g_VboHandle); |
|||
glGenBuffers(1, &g_ElementsHandle); |
|||
|
|||
glGenVertexArrays(1, &g_VaoHandle); |
|||
glBindVertexArray(g_VaoHandle); |
|||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
|||
glEnableVertexAttribArray(g_AttribLocationPosition); |
|||
glEnableVertexAttribArray(g_AttribLocationUV); |
|||
glEnableVertexAttribArray(g_AttribLocationColor); |
|||
|
|||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) |
|||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); |
|||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); |
|||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); |
|||
#undef OFFSETOF |
|||
|
|||
ImGui_ImplSdlOgl3_CreateFontsTexture(); |
|||
|
|||
// Restore modified GL state
|
|||
glBindTexture(GL_TEXTURE_2D, last_texture); |
|||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
|||
glBindVertexArray(last_vertex_array); |
|||
|
|||
return true; |
|||
} |
|||
|
|||
void ImGui_ImplSdlOgl3_InvalidateDeviceObjects() |
|||
{ |
|||
if (g_FontTexture) |
|||
{ |
|||
glDeleteTextures(1, &g_FontTexture); |
|||
ImGui::GetIO().Fonts->TexID = 0; |
|||
g_FontTexture = 0; |
|||
} |
|||
} |
|||
|
|||
bool ImGui_ImplSdlOgl3_Init(SDL_Window *window) |
|||
{ |
|||
g_Window = window; |
|||
|
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
|||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; |
|||
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; |
|||
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; |
|||
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; |
|||
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; |
|||
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; |
|||
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; |
|||
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; |
|||
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; |
|||
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; |
|||
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; |
|||
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; |
|||
io.KeyMap[ImGuiKey_A] = SDLK_a; |
|||
io.KeyMap[ImGuiKey_C] = SDLK_c; |
|||
io.KeyMap[ImGuiKey_V] = SDLK_v; |
|||
io.KeyMap[ImGuiKey_X] = SDLK_x; |
|||
io.KeyMap[ImGuiKey_Y] = SDLK_y; |
|||
io.KeyMap[ImGuiKey_Z] = SDLK_z; |
|||
|
|||
io.RenderDrawListsFn = ImGui_ImplSdlOgl3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
|||
io.SetClipboardTextFn = ImGui_ImplSdlOgl3_SetClipboardText; |
|||
io.GetClipboardTextFn = ImGui_ImplSdlOgl3_GetClipboardText; |
|||
|
|||
#ifdef _WIN32 |
|||
SDL_SysWMinfo wmInfo; |
|||
SDL_VERSION(&wmInfo.version); |
|||
SDL_GetWindowWMInfo(window, &wmInfo); |
|||
io.ImeWindowHandle = wmInfo.info.win.window; |
|||
#endif |
|||
|
|||
return true; |
|||
} |
|||
|
|||
void ImGui_ImplSdlOgl3_Shutdown() |
|||
{ |
|||
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); |
|||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); |
|||
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); |
|||
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; |
|||
|
|||
glDetachShader(g_ShaderHandle, g_VertHandle); |
|||
glDeleteShader(g_VertHandle); |
|||
g_VertHandle = 0; |
|||
|
|||
glDetachShader(g_ShaderHandle, g_FragHandle); |
|||
glDeleteShader(g_FragHandle); |
|||
g_FragHandle = 0; |
|||
|
|||
glDeleteProgram(g_ShaderHandle); |
|||
g_ShaderHandle = 0; |
|||
|
|||
if (g_FontTexture) |
|||
{ |
|||
glDeleteTextures(1, &g_FontTexture); |
|||
ImGui::GetIO().Fonts->TexID = 0; |
|||
g_FontTexture = 0; |
|||
} |
|||
ImGui::Shutdown(); |
|||
} |
|||
|
|||
void ImGui_ImplSdlOgl3_NewFrame(SDL_Window *window) |
|||
{ |
|||
if (!g_FontTexture) |
|||
ImGui_ImplSdlOgl3_CreateDeviceObjects(); |
|||
|
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
|
|||
// Setup display size (every frame to accommodate for window resizing)
|
|||
int w, h; |
|||
int display_w, display_h; |
|||
SDL_GetWindowSize(window, &w, &h); |
|||
SDL_GetWindowSize(window, &display_w, &display_h); |
|||
io.DisplaySize = ImVec2((float)w, (float)h); |
|||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); |
|||
|
|||
// Setup time step
|
|||
Uint32 time = SDL_GetTicks(); |
|||
double current_time = time / 1000.0; |
|||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); |
|||
g_Time = current_time; |
|||
|
|||
// Setup inputs
|
|||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
|||
int mx, my; |
|||
Uint32 mouseMask = SDL_GetMouseState(&mx, &my); |
|||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) |
|||
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
|||
else |
|||
io.MousePos = ImVec2(-1, -1); |
|||
|
|||
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
|||
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; |
|||
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; |
|||
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; |
|||
|
|||
io.MouseWheel = g_MouseWheel; |
|||
g_MouseWheel = 0.0f; |
|||
|
|||
// Hide OS mouse cursor if ImGui is drawing it
|
|||
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); |
|||
|
|||
// Start the frame
|
|||
ImGui::NewFrame(); |
|||
} |
@ -0,0 +1,14 @@ |
|||
// ImGui SDL2 binding with OpenGL3
|
|||
// https://github.com/ocornut/imgui
|
|||
|
|||
struct SDL_Window; |
|||
typedef union SDL_Event SDL_Event; |
|||
|
|||
IMGUI_API bool ImGui_ImplSdlOgl3_Init(SDL_Window *window); |
|||
IMGUI_API void ImGui_ImplSdlOgl3_Shutdown(); |
|||
IMGUI_API void ImGui_ImplSdlOgl3_NewFrame(SDL_Window *window); |
|||
IMGUI_API bool ImGui_ImplSdlOgl3_ProcessEvent(SDL_Event* event); |
|||
|
|||
// Use if you want to reset your rendering device without losing ImGui state.
|
|||
IMGUI_API void ImGui_ImplSdlOgl3_InvalidateDeviceObjects(); |
|||
IMGUI_API bool ImGui_ImplSdlOgl3_CreateDeviceObjects(); |
@ -0,0 +1,108 @@ |
|||
// ImGui - standalone example application for SDL2 + OpenGL
|
|||
|
|||
#include <imgui.h> |
|||
#include "imgui_impl_sdlogl3.h" |
|||
#include <stdio.h> |
|||
#include <SDL.h> |
|||
#include <GL/glew.h> |
|||
|
|||
int main(int, char**) |
|||
{ |
|||
// Setup SDL
|
|||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) |
|||
{ |
|||
printf("Error: %s\n", SDL_GetError()); |
|||
return -1; |
|||
} |
|||
|
|||
// Setup window
|
|||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
|||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
|||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
|||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
|||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
|||
SDL_DisplayMode current; |
|||
SDL_GetCurrentDisplayMode(0, ¤t); |
|||
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); |
|||
SDL_GLContext glcontext = SDL_GL_CreateContext(window); |
|||
|
|||
// Setup ImGui binding
|
|||
ImGui_ImplSdlOgl3_Init(window); |
|||
|
|||
// Load Fonts
|
|||
// (see extra_fonts/README.txt for more details)
|
|||
//ImGuiIO& io = ImGui::GetIO();
|
|||
//io.Fonts->AddFontDefault();
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
|||
|
|||
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
|
|||
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
|
|||
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
|
|||
|
|||
bool show_test_window = true; |
|||
bool show_another_window = false; |
|||
ImVec4 clear_color = ImColor(114, 144, 154); |
|||
|
|||
// Main loop
|
|||
bool done = false; |
|||
while (!done) |
|||
{ |
|||
SDL_Event event; |
|||
while (SDL_PollEvent(&event)) |
|||
{ |
|||
ImGui_ImplSdlOgl3_ProcessEvent(&event); |
|||
if (event.type == SDL_QUIT) |
|||
done = true; |
|||
} |
|||
ImGui_ImplSdlOgl3_NewFrame(window); |
|||
|
|||
// 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("Test Window")) show_test_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, this time using an explicit Begin/End pair
|
|||
if (show_another_window) |
|||
{ |
|||
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); |
|||
ImGui::Begin("Another Window", &show_another_window); |
|||
ImGui::Text("Hello"); |
|||
ImGui::End(); |
|||
} |
|||
|
|||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
|||
if (show_test_window) |
|||
{ |
|||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); |
|||
ImGui::ShowTestWindow(&show_test_window); |
|||
} |
|||
|
|||
// Rendering
|
|||
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); |
|||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
|||
glClear(GL_COLOR_BUFFER_BIT); |
|||
ImGui::Render(); |
|||
SDL_GL_SwapWindow(window); |
|||
} |
|||
|
|||
// Cleanup
|
|||
ImGui_ImplSdlOgl3_Shutdown(); |
|||
SDL_GL_DeleteContext(glcontext); |
|||
SDL_DestroyWindow(window); |
|||
SDL_Quit(); |
|||
|
|||
return 0; |
|||
} |
Loading…
Reference in new issue