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			165 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
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| 
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| // Learn about Dear ImGui:
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| // - FAQ                  https://dearimgui.com/faq
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| // - Getting Started      https://dearimgui.com/getting-started
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| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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| // - Introduction, links and more at the top of imgui.cpp
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| 
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| // !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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| // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
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| // !!! Nowadays, prefer using GLFW or SDL instead!
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| 
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| // On Windows, you can install Freeglut using vcpkg:
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| //   git clone https://github.com/Microsoft/vcpkg
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| //   cd vcpkg
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| //   bootstrap - vcpkg.bat
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| //   vcpkg install freeglut --triplet=x86-windows   ; for win32
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| //   vcpkg install freeglut --triplet=x64-windows   ; for win64
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| //   vcpkg integrate install                        ; register include and libs in Visual Studio
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| 
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| #include "imgui.h"
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| #include "imgui_impl_glut.h"
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| #include "imgui_impl_opengl2.h"
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| #define GL_SILENCE_DEPRECATION
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| #ifdef __APPLE__
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| #include <GLUT/glut.h>
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| #else
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| #include <GL/freeglut.h>
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| #endif
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| 
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| #ifdef _MSC_VER
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| #pragma warning (disable: 4505) // unreferenced local function has been removed
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| #endif
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| 
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| // Forward declarations of helper functions
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| void MainLoopStep();
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| 
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| // Our state
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| static bool show_demo_window = true;
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| static bool show_another_window = false;
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| static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 
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| int main(int argc, char** argv)
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| {
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|     // Create GLUT window
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|     glutInit(&argc, argv);
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| #ifdef __FREEGLUT_EXT_H__
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|     glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
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| #endif
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|     glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
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|     glutInitWindowSize(1280, 720);
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|     glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
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| 
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|     // Setup GLUT display function
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|     // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
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|     // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
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|     glutDisplayFunc(MainLoopStep);
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| 
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|     // Setup Dear ImGui context
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|     IMGUI_CHECKVERSION();
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|     ImGui::CreateContext();
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|     ImGuiIO& io = ImGui::GetIO(); (void)io;
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|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
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| 
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|     // Setup Dear ImGui style
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|     ImGui::StyleColorsDark();
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|     //ImGui::StyleColorsLight();
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| 
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|     // Setup Platform/Renderer backends
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|     // FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
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|     ImGui_ImplGLUT_Init();
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|     ImGui_ImplOpenGL2_Init();
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| 
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|     // Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.)
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|     // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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|     // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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|     // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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|     // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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|     ImGui_ImplGLUT_InstallFuncs();
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| 
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| 
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|     // Load Fonts
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|     // - 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.
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|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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|     // - 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).
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|     // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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|     // - Read 'docs/FONTS.md' for more instructions and details.
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|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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|     //style.FontSizeBase = 20.0f;
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|     //io.Fonts->AddFontDefault();
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|     //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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|     //IM_ASSERT(font != nullptr);
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| 
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|     // Main loop
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|     glutMainLoop();
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| 
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|     // Cleanup
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|     ImGui_ImplOpenGL2_Shutdown();
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|     ImGui_ImplGLUT_Shutdown();
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|     ImGui::DestroyContext();
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| 
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|     return 0;
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| }
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| 
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| void MainLoopStep()
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| {
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|     // Start the Dear ImGui frame
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|     ImGui_ImplOpenGL2_NewFrame();
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|     ImGui_ImplGLUT_NewFrame();
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|     ImGui::NewFrame();
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|     ImGuiIO& io = ImGui::GetIO();
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| 
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|     // 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!).
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|     if (show_demo_window)
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|         ImGui::ShowDemoWindow(&show_demo_window);
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| 
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|     // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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|     {
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|         static float f = 0.0f;
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|         static int counter = 0;
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| 
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|         ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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| 
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|         ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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|         ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
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|         ImGui::Checkbox("Another Window", &show_another_window);
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| 
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|         ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
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|         ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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| 
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|         if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
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|             counter++;
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|         ImGui::SameLine();
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|         ImGui::Text("counter = %d", counter);
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| 
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|         ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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|         ImGui::End();
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|     }
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| 
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|     // 3. Show another simple window.
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|     if (show_another_window)
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|     {
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|         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)
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|         ImGui::Text("Hello from another window!");
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|         if (ImGui::Button("Close Me"))
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|             show_another_window = false;
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|         ImGui::End();
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|     }
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| 
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|     // Rendering
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|     ImGui::Render();
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|     glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
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|     glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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|     glClear(GL_COLOR_BUFFER_BIT);
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|     //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
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|     ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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| 
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|     glutSwapBuffers();
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|     glutPostRedisplay();
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| }
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