| 1 | // Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline |
| 2 | // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) |
| 3 | |
| 4 | // Learn about Dear ImGui: |
| 5 | // - FAQ https://dearimgui.com/faq |
| 6 | // - Getting Started https://dearimgui.com/getting-started |
| 7 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 8 | // - Introduction, links and more at the top of imgui.cpp |
| 9 | |
| 10 | // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
| 11 | // **Prefer using the code in the example_glfw_opengl2/ folder** |
| 12 | // See imgui_impl_glfw.cpp for details. |
| 13 | |
| 14 | #include "imgui.h" |
| 15 | #include "imgui_impl_glfw.h" |
| 16 | #include "imgui_impl_opengl2.h" |
| 17 | #include <stdio.h> |
| 18 | #ifdef __APPLE__ |
| 19 | #define GL_SILENCE_DEPRECATION |
| 20 | #endif |
| 21 | #include <GLFW/glfw3.h> |
| 22 | |
| 23 | // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. |
| 24 | // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. |
| 25 | // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. |
| 26 | #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) |
| 27 | #pragma comment(lib, "legacy_stdio_definitions") |
| 28 | #endif |
| 29 | |
| 30 | static void glfw_error_callback(int error, const char* description) |
| 31 | { |
| 32 | fprintf(stderr, "GLFW Error %d: %s\n", error, description); |
| 33 | } |
| 34 | |
| 35 | // Main code |
| 36 | int main(int, char**) |
| 37 | { |
| 38 | glfwSetErrorCallback(glfw_error_callback); |
| 39 | if (!glfwInit()) |
| 40 | return 1; |
| 41 | |
| 42 | // Create window with graphics context |
| 43 | float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only |
| 44 | GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr); |
| 45 | if (window == nullptr) |
| 46 | return 1; |
| 47 | glfwMakeContextCurrent(window); |
| 48 | glfwSwapInterval(1); // Enable vsync |
| 49 | |
| 50 | // Setup Dear ImGui context |
| 51 | IMGUI_CHECKVERSION(); |
| 52 | ImGui::CreateContext(); |
| 53 | ImGuiIO& io = ImGui::GetIO(); (void)io; |
| 54 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
| 55 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
| 56 | io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
| 57 | io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows |
| 58 | //io.ConfigViewportsNoAutoMerge = true; |
| 59 | //io.ConfigViewportsNoTaskBarIcon = true; |
| 60 | |
| 61 | // Setup Dear ImGui style |
| 62 | ImGui::StyleColorsDark(); |
| 63 | //ImGui::StyleColorsLight(); |
| 64 | |
| 65 | // Setup scaling |
| 66 | ImGuiStyle& style = ImGui::GetStyle(); |
| 67 | style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) |
| 68 | style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) |
| 69 | io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. |
| 70 | io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. |
| 71 | |
| 72 | // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. |
| 73 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| 74 | { |
| 75 | style.WindowRounding = 0.0f; |
| 76 | style.Colors[ImGuiCol_WindowBg].w = 1.0f; |
| 77 | } |
| 78 | |
| 79 | // Setup Platform/Renderer backends |
| 80 | ImGui_ImplGlfw_InitForOpenGL(window, true); |
| 81 | ImGui_ImplOpenGL2_Init(); |
| 82 | |
| 83 | // Load Fonts |
| 84 | // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). |
| 85 | // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. |
| 86 | // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. |
| 87 | // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). |
| 88 | // - Read 'docs/FONTS.md' for more instructions and details. |
| 89 | // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. |
| 90 | // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
| 91 | //style.FontSizeBase = 20.0f; |
| 92 | //io.Fonts->AddFontDefaultVector(); |
| 93 | //io.Fonts->AddFontDefaultBitmap(); |
| 94 | //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); |
| 95 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); |
| 96 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); |
| 97 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); |
| 98 | //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); |
| 99 | //IM_ASSERT(font != nullptr); |
| 100 | |
| 101 | // Our state |
| 102 | bool show_demo_window = true; |
| 103 | bool show_another_window = false; |
| 104 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
| 105 | |
| 106 | // Main loop |
| 107 | while (!glfwWindowShouldClose(window)) |
| 108 | { |
| 109 | // Poll and handle events (inputs, window resize, etc.) |
| 110 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| 111 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
| 112 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
| 113 | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| 114 | glfwPollEvents(); |
| 115 | if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) |
| 116 | { |
| 117 | ImGui_ImplGlfw_Sleep(10); |
| 118 | continue; |
| 119 | } |
| 120 | |
| 121 | // Start the Dear ImGui frame |
| 122 | ImGui_ImplOpenGL2_NewFrame(); |
| 123 | ImGui_ImplGlfw_NewFrame(); |
| 124 | ImGui::NewFrame(); |
| 125 | |
| 126 | // 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!). |
| 127 | if (show_demo_window) |
| 128 | ImGui::ShowDemoWindow(&show_demo_window); |
| 129 | |
| 130 | // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
| 131 | { |
| 132 | static float f = 0.0f; |
| 133 | static int counter = 0; |
| 134 | |
| 135 | ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
| 136 | |
| 137 | ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) |
| 138 | ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state |
| 139 | ImGui::Checkbox("Another Window", &show_another_window); |
| 140 | |
| 141 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
| 142 | ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color |
| 143 | |
| 144 | if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) |
| 145 | counter++; |
| 146 | ImGui::SameLine(); |
| 147 | ImGui::Text("counter = %d", counter); |
| 148 | |
| 149 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); |
| 150 | ImGui::End(); |
| 151 | } |
| 152 | |
| 153 | // 3. Show another simple window. |
| 154 | if (show_another_window) |
| 155 | { |
| 156 | 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) |
| 157 | ImGui::Text("Hello from another window!"); |
| 158 | if (ImGui::Button("Close Me")) |
| 159 | show_another_window = false; |
| 160 | ImGui::End(); |
| 161 | } |
| 162 | |
| 163 | // Rendering |
| 164 | ImGui::Render(); |
| 165 | int display_w, display_h; |
| 166 | glfwGetFramebufferSize(window, &display_w, &display_h); |
| 167 | glViewport(0, 0, display_w, display_h); |
| 168 | glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); |
| 169 | glClear(GL_COLOR_BUFFER_BIT); |
| 170 | |
| 171 | // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), |
| 172 | // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. |
| 173 | //GLint last_program; |
| 174 | //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); |
| 175 | //glUseProgram(0); |
| 176 | ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); |
| 177 | //glUseProgram(last_program); |
| 178 | |
| 179 | // Update and Render additional Platform Windows |
| 180 | // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. |
| 181 | // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) |
| 182 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| 183 | { |
| 184 | GLFWwindow* backup_current_context = glfwGetCurrentContext(); |
| 185 | ImGui::UpdatePlatformWindows(); |
| 186 | ImGui::RenderPlatformWindowsDefault(); |
| 187 | glfwMakeContextCurrent(backup_current_context); |
| 188 | } |
| 189 | |
| 190 | glfwMakeContextCurrent(window); |
| 191 | glfwSwapBuffers(window); |
| 192 | } |
| 193 | |
| 194 | // Cleanup |
| 195 | ImGui_ImplOpenGL2_Shutdown(); |
| 196 | ImGui_ImplGlfw_Shutdown(); |
| 197 | ImGui::DestroyContext(); |
| 198 | |
| 199 | glfwDestroyWindow(window); |
| 200 | glfwTerminate(); |
| 201 | |
| 202 | return 0; |
| 203 | } |