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			117 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // ImGui - standalone example application for Allegro 5
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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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| 
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| #include <stdint.h>
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| #include <allegro5/allegro.h>
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| #include <allegro5/allegro_primitives.h>
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| #include <imgui.h>
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| #include "imgui_impl_a5.h"
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| 
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| int main(int, char**)
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| {
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|     // Setup Allegro
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|     al_init();
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|     al_install_keyboard();
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|     al_install_mouse();
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|     al_init_primitives_addon();
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|     al_set_new_display_flags(ALLEGRO_RESIZABLE);
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|     ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
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|     al_set_window_title(display, "ImGui Allegro 5 example");
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|     ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
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|     al_register_event_source(queue, al_get_display_event_source(display));
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|     al_register_event_source(queue, al_get_keyboard_event_source());
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|     al_register_event_source(queue, al_get_mouse_event_source());
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| 
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|     // Setup ImGui binding
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|     ImGui_ImplA5_Init(display);
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| 
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|     // Setup style
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|     ImGui::StyleColorsClassic();
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|     //ImGui::StyleColorsDark();
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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 'extra_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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|     //ImGuiIO& io = ImGui::GetIO();
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|     //io.Fonts->AddFontDefault();
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|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
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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/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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|     bool running = true;
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|     while (running)
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|     {
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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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|         ALLEGRO_EVENT ev;
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|         while (al_get_next_event(queue, &ev))
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|         {
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|             ImGui_ImplA5_ProcessEvent(&ev);
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|             if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) 
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|                 running = false;
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|             if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
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|             {
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|                 ImGui_ImplA5_InvalidateDeviceObjects();
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|                 al_acknowledge_resize(display);
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|                 Imgui_ImplA5_CreateDeviceObjects();
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|             }
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|         }
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|         ImGui_ImplA5_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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|             ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
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|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
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|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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|             if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
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|                 show_demo_window ^= 1;
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|             if (ImGui::Button("Another Window"))
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|                 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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| 
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|         // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
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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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| 
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|         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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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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|         al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
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|         ImGui::Render();
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|         al_flip_display();
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|     }
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| 
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|     // Cleanup
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|     ImGui_ImplA5_Shutdown();
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|     al_destroy_event_queue(queue);
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|     al_destroy_display(display);
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| 
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|     return 0;
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| }
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