// Dear ImGui: standalone example application for QNX Screen + OpenGL ES 3 // 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_qnx.h" #include "imgui_impl_opengl3.h" #include // printf, fprintf #include #include #include #include #include #include #ifndef EGL_OPENGL_ES3_BIT #ifdef EGL_OPENGL_ES3_BIT_KHR #define EGL_OPENGL_ES3_BIT EGL_OPENGL_ES3_BIT_KHR #else #define EGL_OPENGL_ES3_BIT 0x0040 #endif #endif struct QNXWindow { screen_context_t Context = nullptr; screen_window_t Window = nullptr; screen_event_t Event = nullptr; EGLDisplay Display = EGL_NO_DISPLAY; EGLContext GLContext = EGL_NO_CONTEXT; EGLSurface GLSurface = EGL_NO_SURFACE; int Size[2] = {}; }; // Forward declarations of helper functions bool CreateQNXWindow(QNXWindow* window); void DestroyQNXWindow(QNXWindow* window); bool ProcessQNXEvents(QNXWindow* window); // Main code int main(int, char**) { // Setup QNX Screen and EGL QNXWindow window; if (!CreateQNXWindow(&window)) { DestroyQNXWindow(&window); return 1; } // GL ES 3.0 + GLSL 300 es const char* glsl_version = "#version 300 es"; float main_scale = 1.0f; // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) // Setup Platform/Renderer backends ImGui_ImplQNX_Init(window.Context, window.Window); ImGui_ImplOpenGL3_Init(glsl_version); // Load Fonts // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - Read 'docs/FONTS.md' for more instructions and details. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //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; while (!done) { // 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. if (!ProcessQNXEvents(&window)) done = true; // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplQNX_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()); eglSwapBuffers(window.Display, window.GLSurface); } // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplQNX_Shutdown(); ImGui::DestroyContext(); DestroyQNXWindow(&window); return 0; } // Helper functions bool CreateQNXWindow(QNXWindow* window) { if (screen_create_context(&window->Context, 0) != 0 || screen_create_window(&window->Window, window->Context) != 0 || screen_create_event(&window->Event) != 0) { fprintf(stderr, "QNX Screen initialization failed: %s\n", strerror(errno)); return false; } // A newly created QNX Screen window reports the fullscreen dimensions. if (screen_get_window_property_iv(window->Window, SCREEN_PROPERTY_SIZE, window->Size) != 0 || window->Size[0] <= 0 || window->Size[1] <= 0) { fprintf(stderr, "Failed to obtain QNX Screen window size: %s\n", strerror(errno)); return false; } const int usage = SCREEN_USAGE_OPENGL_ES2 | SCREEN_USAGE_OPENGL_ES3 | SCREEN_USAGE_NATIVE; const int transparency = SCREEN_TRANSPARENCY_NONE; const int swap_interval = 1; if (screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_USAGE, &usage) != 0 || screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_SIZE, window->Size) != 0 || screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_TRANSPARENCY, &transparency) != 0 || screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_SWAP_INTERVAL, &swap_interval) != 0) { fprintf(stderr, "Failed to configure QNX Screen window: %s\n", strerror(errno)); return false; } window->Display = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (window->Display == EGL_NO_DISPLAY || eglInitialize(window->Display, nullptr, nullptr) != EGL_TRUE || eglBindAPI(EGL_OPENGL_ES_API) != EGL_TRUE) { fprintf(stderr, "EGL initialization failed: 0x%04x\n", eglGetError()); return false; } const EGLint config_attributes[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_STENCIL_SIZE, 8, EGL_NONE }; EGLConfig config = nullptr; EGLint config_count = 0; if (eglChooseConfig(window->Display, config_attributes, &config, 1, &config_count) != EGL_TRUE || config_count == 0) { fprintf(stderr, "eglChooseConfig() failed: 0x%04x\n", eglGetError()); return false; } EGLint native_visual = 0; if (eglGetConfigAttrib(window->Display, config, EGL_NATIVE_VISUAL_ID, &native_visual) != EGL_TRUE || screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_FORMAT, &native_visual) != 0 || screen_create_window_buffers(window->Window, 2) != 0) { fprintf(stderr, "Failed to create QNX Screen buffers: %s\n", strerror(errno)); return false; } const EGLint context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE }; window->GLContext = eglCreateContext(window->Display, config, EGL_NO_CONTEXT, context_attributes); window->GLSurface = eglCreateWindowSurface(window->Display, config, window->Window, nullptr); if (window->GLContext == EGL_NO_CONTEXT || window->GLSurface == EGL_NO_SURFACE || eglMakeCurrent(window->Display, window->GLSurface, window->GLSurface, window->GLContext) != EGL_TRUE || eglSwapInterval(window->Display, 1) != EGL_TRUE) { fprintf(stderr, "EGL context creation failed: 0x%04x\n", eglGetError()); return false; } const int visible = 1; if (screen_set_window_property_iv(window->Window, SCREEN_PROPERTY_VISIBLE, &visible) != 0) { fprintf(stderr, "Failed to show QNX Screen window: %s\n", strerror(errno)); return false; } return true; } void DestroyQNXWindow(QNXWindow* window) { if (window->Display != EGL_NO_DISPLAY) { eglMakeCurrent(window->Display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); if (window->GLSurface != EGL_NO_SURFACE) eglDestroySurface(window->Display, window->GLSurface); if (window->GLContext != EGL_NO_CONTEXT) eglDestroyContext(window->Display, window->GLContext); eglTerminate(window->Display); } if (window->Event != nullptr) screen_destroy_event(window->Event); if (window->Window != nullptr) screen_destroy_window(window->Window); if (window->Context != nullptr) screen_destroy_context(window->Context); } bool ProcessQNXEvents(QNXWindow* window) { for (;;) { if (screen_get_event(window->Context, window->Event, 0) != 0) return false; int type = SCREEN_EVENT_NONE; if (screen_get_event_property_iv(window->Event, SCREEN_PROPERTY_TYPE, &type) != 0) return false; if (type == SCREEN_EVENT_NONE) return true; ImGui_ImplQNX_ProcessEvent(window->Event); if (type == SCREEN_EVENT_CLOSE) return false; if (type == SCREEN_EVENT_KEYBOARD) { int flags = 0; int key_cap = 0; if (screen_get_event_property_iv(window->Event, SCREEN_PROPERTY_FLAGS, &flags) == 0 && screen_get_event_property_iv(window->Event, SCREEN_PROPERTY_KEY_CAP, &key_cap) == 0 && (flags & SCREEN_FLAG_KEY_DOWN) != 0 && key_cap == KEYCODE_ESCAPE) return false; } } }