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 // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
4 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
5 // Read online: https://github.com/ocornut/imgui/tree/master/docs
6 
7 #include "imgui.h"
8 #include "imgui_impl_sdl.h"
9 #include "imgui_impl_opengl3.h"
10 #include <stdio.h>
11 #include <SDL.h>
12 
13 #if defined(IMGUI_IMPL_OPENGL_ES2)
14 #include <GLES2/gl2.h>
15 // About Desktop OpenGL function loaders:
16 //  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
17 //  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
18 //  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
19 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
20 #include <GL/gl3w.h>            // Initialize with gl3wInit()
21 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
22 #include <GL/glew.h>            // Initialize with glewInit()
23 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
24 #include <glad/glad.h>          // Initialize with gladLoadGL()
25 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
26 #include <glad/gl.h>            // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
27 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
28 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
29 #include <glbinding/Binding.h>  // Initialize with glbinding::Binding::initialize()
30 #include <glbinding/gl/gl.h>
31 using namespace gl;
32 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
33 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
34 #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
35 #include <glbinding/gl/gl.h>
36 using namespace gl;
37 #else
38 #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
39 #endif
40 
41 // Main code
main(int,char **)42 int main(int, char**)
43 {
44     // Setup SDL
45     // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
46     // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
47     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
48     {
49         printf("Error: %s\n", SDL_GetError());
50         return -1;
51     }
52 
53     // Decide GL+GLSL versions
54 #if defined(IMGUI_IMPL_OPENGL_ES2)
55     // GL ES 2.0 + GLSL 100
56     const char* glsl_version = "#version 100";
57     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
58     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
59     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
60     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
61 #elif defined(__APPLE__)
62     // GL 3.2 Core + GLSL 150
63     const char* glsl_version = "#version 150";
64     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
65     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
66     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
67     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
68 #else
69     // GL 3.0 + GLSL 130
70     const char* glsl_version = "#version 130";
71     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
72     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
73     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
74     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
75 #endif
76 
77     // Create window with graphics context
78     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
79     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
80     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
81     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
82     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
83     SDL_GLContext gl_context = SDL_GL_CreateContext(window);
84     SDL_GL_MakeCurrent(window, gl_context);
85     SDL_GL_SetSwapInterval(1); // Enable vsync
86 
87     // Initialize OpenGL loader
88 #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
89     bool err = gl3wInit() != 0;
90 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
91     bool err = glewInit() != GLEW_OK;
92 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
93     bool err = gladLoadGL() == 0;
94 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
95     bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
96 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
97     bool err = false;
98     glbinding::Binding::initialize();
99 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
100     bool err = false;
101     glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
102 #else
103     bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
104 #endif
105     if (err)
106     {
107         fprintf(stderr, "Failed to initialize OpenGL loader!\n");
108         return 1;
109     }
110 
111     // Setup Dear ImGui context
112     IMGUI_CHECKVERSION();
113     ImGui::CreateContext();
114     ImGuiIO& io = ImGui::GetIO(); (void)io;
115     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
116     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
117     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
118     io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
119     //io.ConfigViewportsNoAutoMerge = true;
120     //io.ConfigViewportsNoTaskBarIcon = true;
121 
122     // Setup Dear ImGui style
123     ImGui::StyleColorsDark();
124     //ImGui::StyleColorsClassic();
125 
126     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
127     ImGuiStyle& style = ImGui::GetStyle();
128     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
129     {
130         style.WindowRounding = 0.0f;
131         style.Colors[ImGuiCol_WindowBg].w = 1.0f;
132     }
133 
134     // Setup Platform/Renderer backends
135     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
136     ImGui_ImplOpenGL3_Init(glsl_version);
137 
138     // Load Fonts
139     // - 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.
140     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
141     // - 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).
142     // - 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.
143     // - Read 'docs/FONTS.md' for more instructions and details.
144     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
145     //io.Fonts->AddFontDefault();
146     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
147     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
148     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
149     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
150     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
151     //IM_ASSERT(font != NULL);
152 
153     // Our state
154     bool show_demo_window = true;
155     bool show_another_window = false;
156     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
157 
158     // Main loop
159     bool done = false;
160     while (!done)
161     {
162         // Poll and handle events (inputs, window resize, etc.)
163         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
164         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
165         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
166         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
167         SDL_Event event;
168         while (SDL_PollEvent(&event))
169         {
170             ImGui_ImplSDL2_ProcessEvent(&event);
171             if (event.type == SDL_QUIT)
172                 done = true;
173             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
174                 done = true;
175         }
176 
177         // Start the Dear ImGui frame
178         ImGui_ImplOpenGL3_NewFrame();
179         ImGui_ImplSDL2_NewFrame();
180         ImGui::NewFrame();
181 
182         // 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!).
183         if (show_demo_window)
184             ImGui::ShowDemoWindow(&show_demo_window);
185 
186         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
187         {
188             static float f = 0.0f;
189             static int counter = 0;
190 
191             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
192 
193             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
194             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
195             ImGui::Checkbox("Another Window", &show_another_window);
196 
197             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
198             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
199 
200             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
201                 counter++;
202             ImGui::SameLine();
203             ImGui::Text("counter = %d", counter);
204 
205             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
206             ImGui::End();
207         }
208 
209         // 3. Show another simple window.
210         if (show_another_window)
211         {
212             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)
213             ImGui::Text("Hello from another window!");
214             if (ImGui::Button("Close Me"))
215                 show_another_window = false;
216             ImGui::End();
217         }
218 
219         // Rendering
220         ImGui::Render();
221         glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
222         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
223         glClear(GL_COLOR_BUFFER_BIT);
224         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
225 
226         // Update and Render additional Platform Windows
227         // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
228         //  For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
229         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
230         {
231             SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
232             SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
233             ImGui::UpdatePlatformWindows();
234             ImGui::RenderPlatformWindowsDefault();
235             SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
236         }
237 
238         SDL_GL_SwapWindow(window);
239     }
240 
241     // Cleanup
242     ImGui_ImplOpenGL3_Shutdown();
243     ImGui_ImplSDL2_Shutdown();
244     ImGui::DestroyContext();
245 
246     SDL_GL_DeleteContext(gl_context);
247     SDL_DestroyWindow(window);
248     SDL_Quit();
249 
250     return 0;
251 }
252