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			106 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// ImGui - standalone example application for SDL2 + OpenGL
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include <imgui.h>
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#include "imgui_impl_sdl_gl3.h"
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#include <stdio.h>
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#include <GL/gl3w.h>    // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
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#include <SDL.h>
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int main(int, char**)
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{
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    // Setup SDL
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    if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
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    {
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        printf("Error: %s\n", SDL_GetError());
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        return -1;
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    }
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    // Setup window
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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    SDL_DisplayMode current;
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    SDL_GetCurrentDisplayMode(0, ¤t);
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    SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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    SDL_GLContext glcontext = SDL_GL_CreateContext(window);
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    gl3wInit();
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    // Setup ImGui binding
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    ImGui_ImplSdlGL3_Init(window);
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    // Load Fonts
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    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
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    //ImGuiIO& io = ImGui::GetIO();
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    //io.Fonts->AddFontDefault();
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    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
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    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
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    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
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    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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    bool show_test_window = true;
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    bool show_another_window = false;
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    ImVec4 clear_color = ImColor(114, 144, 154);
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    // Main loop
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    bool done = false;
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    while (!done)
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    {
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        SDL_Event event;
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        while (SDL_PollEvent(&event))
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        {
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            ImGui_ImplSdlGL3_ProcessEvent(&event);
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            if (event.type == SDL_QUIT)
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                done = true;
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        }
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        ImGui_ImplSdlGL3_NewFrame(window);
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        // 1. Show a simple window
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        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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        {
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            static float f = 0.0f;
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            ImGui::Text("Hello, world!");
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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            ImGui::ColorEdit3("clear color", (float*)&clear_color);
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            if (ImGui::Button("Test Window")) show_test_window ^= 1;
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            if (ImGui::Button("Another Window")) show_another_window ^= 1;
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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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        }
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        // 2. Show another simple window, this time using an explicit Begin/End pair
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        if (show_another_window)
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        {
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            ImGui::Begin("Another Window", &show_another_window);
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            ImGui::Text("Hello from another window!");
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            ImGui::End();
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        }
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        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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        if (show_test_window)
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        {
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            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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            ImGui::ShowTestWindow(&show_test_window);
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        }
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        // Rendering
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        glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
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        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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        glClear(GL_COLOR_BUFFER_BIT);
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        ImGui::Render();
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        SDL_GL_SwapWindow(window);
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    }
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    // Cleanup
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    ImGui_ImplSdlGL3_Shutdown();
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    SDL_GL_DeleteContext(glcontext);
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    SDL_DestroyWindow(window);
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    SDL_Quit();
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    return 0;
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}
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