1 // ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
2 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
3 // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
4 
5 #include "imgui.h"
6 #include "imgui_impl_glfw.h"
7 #include "imgui_impl_opengl3.h"
8 #include <stdio.h>
9 
10 // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
11 // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
12 // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
13 #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
14 #include <GL/gl3w.h>    // Initialize with gl3wInit()
15 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
16 #include <GL/glew.h>    // Initialize with glewInit()
17 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
18 #include <glad/glad.h>  // Initialize with gladLoadGL()
19 #else
20 #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
21 #endif
22 
23 #include <GLFW/glfw3.h> // Include glfw3.h after our OpenGL definitions
24 
glfw_error_callback(int error,const char * description)25 static void glfw_error_callback(int error, const char* description)
26 {
27     fprintf(stderr, "Glfw Error %d: %s\n", error, description);
28 }
29 
main(int,char **)30 int main(int, char**)
31 {
32     // Setup window
33     glfwSetErrorCallback(glfw_error_callback);
34     if (!glfwInit())
35         return 1;
36 
37     // Decide GL+GLSL versions
38 #if __APPLE__
39     // GL 3.2 + GLSL 150
40     const char* glsl_version = "#version 150";
41     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
42     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
43     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
44     glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // Required on Mac
45 #else
46     // GL 3.0 + GLSL 130
47     const char* glsl_version = "#version 130";
48     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
49     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
50     //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
51     //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // 3.0+ only
52 #endif
53 
54     // Create window with graphics context
55     GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
56     if (window == NULL)
57         return 1;
58     glfwMakeContextCurrent(window);
59     glfwSwapInterval(1); // Enable vsync
60 
61     // Initialize OpenGL loader
62 #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
63     bool err = gl3wInit() != 0;
64 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
65     bool err = glewInit() != GLEW_OK;
66 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
67     bool err = gladLoadGL() != 0;
68 #endif
69     if (err)
70     {
71         fprintf(stderr, "Failed to initialize OpenGL loader!\n");
72         return 1;
73     }
74 
75     // Setup Dear ImGui binding
76     IMGUI_CHECKVERSION();
77     ImGui::CreateContext();
78     ImGuiIO& io = ImGui::GetIO(); (void)io;
79     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
80     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls
81 
82     ImGui_ImplGlfw_InitForOpenGL(window, true);
83     ImGui_ImplOpenGL3_Init(glsl_version);
84 
85     // Setup style
86     ImGui::StyleColorsDark();
87     //ImGui::StyleColorsClassic();
88 
89     // Load Fonts
90     // - 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.
91     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
92     // - 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).
93     // - 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.
94     // - Read 'misc/fonts/README.txt' for more instructions and details.
95     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
96     //io.Fonts->AddFontDefault();
97     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
98     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
99     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
100     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
101     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
102     //IM_ASSERT(font != NULL);
103 
104     bool show_demo_window = true;
105     bool show_another_window = false;
106     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
107 
108     // Main loop
109     while (!glfwWindowShouldClose(window))
110     {
111         // Poll and handle events (inputs, window resize, etc.)
112         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
113         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
114         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
115         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
116         glfwPollEvents();
117 
118         // Start the Dear ImGui frame
119         ImGui_ImplOpenGL3_NewFrame();
120         ImGui_ImplGlfw_NewFrame();
121         ImGui::NewFrame();
122 
123         // 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!).
124         if (show_demo_window)
125             ImGui::ShowDemoWindow(&show_demo_window);
126 
127         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
128         {
129             static float f = 0.0f;
130             static int counter = 0;
131 
132             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
133 
134             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
135             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
136             ImGui::Checkbox("Another Window", &show_another_window);
137 
138             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
139             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
140 
141             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
142                 counter++;
143             ImGui::SameLine();
144             ImGui::Text("counter = %d", counter);
145 
146             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
147             ImGui::End();
148         }
149 
150         // 3. Show another simple window.
151         if (show_another_window)
152         {
153             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)
154             ImGui::Text("Hello from another window!");
155             if (ImGui::Button("Close Me"))
156                 show_another_window = false;
157             ImGui::End();
158         }
159 
160         // Rendering
161         ImGui::Render();
162         int display_w, display_h;
163         glfwMakeContextCurrent(window);
164         glfwGetFramebufferSize(window, &display_w, &display_h);
165         glViewport(0, 0, display_w, display_h);
166         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
167         glClear(GL_COLOR_BUFFER_BIT);
168         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
169 
170         glfwMakeContextCurrent(window);
171         glfwSwapBuffers(window);
172     }
173 
174     // Cleanup
175     ImGui_ImplOpenGL3_Shutdown();
176     ImGui_ImplGlfw_Shutdown();
177     ImGui::DestroyContext();
178 
179     glfwDestroyWindow(window);
180     glfwTerminate();
181 
182     return 0;
183 }
184