1 // Dear ImGui: standalone example application for SDL2 + OpenGL
2 // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
3 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
4 // Read online: https://github.com/ocornut/imgui/tree/master/docs
5
6 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
7 // **Prefer using the code in the example_sdl_opengl3/ folder**
8 // See imgui_impl_sdl.cpp for details.
9
10 #include "imgui.h"
11 #include "imgui_impl_sdl.h"
12 #include "imgui_impl_opengl2.h"
13 #include <stdio.h>
14 #include <SDL.h>
15 #include <SDL_opengl.h>
16
17 // Main code
main(int,char **)18 int main(int, char**)
19 {
20 // Setup SDL
21 // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
22 // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
23 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
24 {
25 printf("Error: %s\n", SDL_GetError());
26 return -1;
27 }
28
29 // Setup window
30 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
31 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
32 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
33 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
34 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
35 SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
36 SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
37 SDL_GLContext gl_context = SDL_GL_CreateContext(window);
38 SDL_GL_MakeCurrent(window, gl_context);
39 SDL_GL_SetSwapInterval(1); // Enable vsync
40
41 // Setup Dear ImGui context
42 IMGUI_CHECKVERSION();
43 ImGui::CreateContext();
44 ImGuiIO& io = ImGui::GetIO(); (void)io;
45 io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
46 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
47 io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
48 io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
49 //io.ConfigViewportsNoAutoMerge = true;
50 //io.ConfigViewportsNoTaskBarIcon = true;
51
52 // Setup Dear ImGui style
53 ImGui::StyleColorsDark();
54 //ImGui::StyleColorsClassic();
55
56 // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
57 ImGuiStyle& style = ImGui::GetStyle();
58 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
59 {
60 style.WindowRounding = 0.0f;
61 style.Colors[ImGuiCol_WindowBg].w = 1.0f;
62 }
63
64 // Setup Platform/Renderer backends
65 ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
66 ImGui_ImplOpenGL2_Init();
67
68 // Load Fonts
69 // - 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.
70 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
71 // - 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).
72 // - 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.
73 // - Read 'docs/FONTS.md' for more instructions and details.
74 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
75 //io.Fonts->AddFontDefault();
76 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
77 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
78 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
79 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
80 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
81 //IM_ASSERT(font != NULL);
82
83 // Our state
84 bool show_demo_window = true;
85 bool show_another_window = false;
86 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
87
88 // Main loop
89 bool done = false;
90 while (!done)
91 {
92 // Poll and handle events (inputs, window resize, etc.)
93 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
94 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
95 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
96 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
97 SDL_Event event;
98 while (SDL_PollEvent(&event))
99 {
100 ImGui_ImplSDL2_ProcessEvent(&event);
101 if (event.type == SDL_QUIT)
102 done = true;
103 if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
104 done = true;
105 }
106
107 // Start the Dear ImGui frame
108 ImGui_ImplOpenGL2_NewFrame();
109 ImGui_ImplSDL2_NewFrame();
110 ImGui::NewFrame();
111
112 // 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!).
113 if (show_demo_window)
114 ImGui::ShowDemoWindow(&show_demo_window);
115
116 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
117 {
118 static float f = 0.0f;
119 static int counter = 0;
120
121 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
122
123 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
124 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
125 ImGui::Checkbox("Another Window", &show_another_window);
126
127 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
128 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
129
130 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
131 counter++;
132 ImGui::SameLine();
133 ImGui::Text("counter = %d", counter);
134
135 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
136 ImGui::End();
137 }
138
139 // 3. Show another simple window.
140 if (show_another_window)
141 {
142 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)
143 ImGui::Text("Hello from another window!");
144 if (ImGui::Button("Close Me"))
145 show_another_window = false;
146 ImGui::End();
147 }
148
149 // Rendering
150 ImGui::Render();
151 glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
152 glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
153 glClear(GL_COLOR_BUFFER_BIT);
154 //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
155 ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
156
157 // Update and Render additional Platform Windows
158 // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
159 // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
160 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
161 {
162 SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
163 SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
164 ImGui::UpdatePlatformWindows();
165 ImGui::RenderPlatformWindowsDefault();
166 SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
167 }
168
169 SDL_GL_SwapWindow(window);
170 }
171
172 // Cleanup
173 ImGui_ImplOpenGL2_Shutdown();
174 ImGui_ImplSDL2_Shutdown();
175 ImGui::DestroyContext();
176
177 SDL_GL_DeleteContext(gl_context);
178 SDL_DestroyWindow(window);
179 SDL_Quit();
180
181 return 0;
182 }
183