Files
imgui/examples/example_qnx_opengl3/main.cpp

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C++

// 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 <stdio.h> // printf, fprintf
#include <errno.h>
#include <string.h>
#include <sys/keycodes.h>
#include <screen/screen.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#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] = {};
};
static 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;
}
static 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);
}
static 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;
}
}
}
// 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;
}