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			139 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
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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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| // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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| 
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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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| 
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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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| #include <GLFW/glfw3.h>
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| 
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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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| 
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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, "ImGui GLFW+OpenGL2 example", NULL, NULL);
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|     glfwMakeContextCurrent(window);
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|     glfwSwapInterval(1); // Enable vsync
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| 
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|     // Setup Dear ImGui binding
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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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| 
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|     ImGui_ImplGlfw_InitForOpenGL(window, true);
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|     ImGui_ImplOpenGL2_Init();
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| 
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|     // Setup style
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|     ImGui::StyleColorsDark();
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|     //ImGui::StyleColorsClassic();
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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 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 'misc/fonts/README.txt' 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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| 
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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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| 
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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.
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|         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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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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| 
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|         // Start the 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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| 
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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 automatically appears in a window called "Debug".
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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::Text("Hello, world!");                           // Display some text (you can use a format string too)
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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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|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
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|             ImGui::Checkbox("Another Window", &show_another_window);
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| 
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|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: 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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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|         }
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| 
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|         // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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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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|             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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|         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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|         if (show_demo_window)
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|         {
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|             ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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|             ImGui::ShowDemoWindow(&show_demo_window);
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|         }
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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.y, clear_color.z, 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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|         glfwMakeContextCurrent(window);
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|         glfwSwapBuffers(window);
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|     }
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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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| 
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|     glfwDestroyWindow(window);
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|     glfwTerminate();
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| 
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|     return 0;
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| }
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