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			160 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			160 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in the example_glfw_opengl2/ folder**
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// See imgui_impl_glfw.cpp for details.
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl2.h"
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#include <stdio.h>
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#ifdef __APPLE__
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#define GL_SILENCE_DEPRECATION
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#endif
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#include <GLFW/glfw3.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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static void glfw_error_callback(int error, const char* description)
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{
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    fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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int main(int, char**)
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{
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    // Setup window
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    glfwSetErrorCallback(glfw_error_callback);
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    if (!glfwInit())
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        return 1;
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    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
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    if (window == NULL)
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        return 1;
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    glfwMakeContextCurrent(window);
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    glfwSwapInterval(1); // Enable vsync
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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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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
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    // Setup Dear ImGui style
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    ImGui::StyleColorsDark();
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    //ImGui::StyleColorsClassic();
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    // Setup Platform/Renderer backends
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    ImGui_ImplGlfw_InitForOpenGL(window, true);
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    ImGui_ImplOpenGL2_Init();
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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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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    // - 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.
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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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    //io.Fonts->AddFontDefault();
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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    //IM_ASSERT(font != NULL);
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    // Our state
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    bool show_demo_window = true;
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    bool show_another_window = false;
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    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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    // Main loop
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    while (!glfwWindowShouldClose(window))
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    {
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        // Poll and handle events (inputs, window resize, 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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        glfwPollEvents();
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        // Start the Dear ImGui frame
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        ImGui_ImplOpenGL2_NewFrame();
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        ImGui_ImplGlfw_NewFrame();
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        ImGui::NewFrame();
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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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        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created 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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            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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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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            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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            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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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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            ImGui::End();
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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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        // Rendering
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        ImGui::Render();
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        int display_w, display_h;
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        glfwGetFramebufferSize(window, &display_w, &display_h);
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        glViewport(0, 0, display_w, display_h);
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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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        // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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        // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
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        //GLint last_program;
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        //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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        //glUseProgram(0);
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        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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        //glUseProgram(last_program);
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        glfwMakeContextCurrent(window);
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        glfwSwapBuffers(window);
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    }
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    // Cleanup
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    ImGui_ImplOpenGL2_Shutdown();
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    ImGui_ImplGlfw_Shutdown();
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    ImGui::DestroyContext();
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    glfwDestroyWindow(window);
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    glfwTerminate();
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    return 0;
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}
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