| // Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline | |
| // Learn about Dear ImGui: | |
| // - FAQ https://dearimgui.com/faq | |
| // - Getting Started https://dearimgui.com/getting-started | |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). | |
| // - Introduction, links and more at the top of imgui.cpp | |
| // !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! | |
| // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! | |
| // !!! Nowadays, prefer using GLFW or SDL instead! | |
| // On Windows, you can install Freeglut using vcpkg: | |
| // git clone https://github.com/Microsoft/vcpkg | |
| // cd vcpkg | |
| // bootstrap - vcpkg.bat | |
| // vcpkg install freeglut --triplet=x86-windows ; for win32 | |
| // vcpkg install freeglut --triplet=x64-windows ; for win64 | |
| // vcpkg integrate install ; register include and libs in Visual Studio | |
| // Forward declarations of helper functions | |
| void MainLoopStep(); | |
| // Our state | |
| static bool show_demo_window = true; | |
| static bool show_another_window = false; | |
| static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
| int main(int argc, char** argv) | |
| { | |
| // Create GLUT window | |
| glutInit(&argc, argv); | |
| glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); | |
| glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); | |
| glutInitWindowSize(1280, 720); | |
| glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example"); | |
| // Setup GLUT display function | |
| // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us, | |
| // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves. | |
| glutDisplayFunc(MainLoopStep); | |
| // Setup Dear ImGui context | |
| IMGUI_CHECKVERSION(); | |
| ImGui::CreateContext(); | |
| ImGuiIO& io = ImGui::GetIO(); (void)io; | |
| io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls | |
| // Setup Dear ImGui style | |
| ImGui::StyleColorsDark(); | |
| //ImGui::StyleColorsLight(); | |
| // Setup Platform/Renderer backends | |
| // FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs(). | |
| ImGui_ImplGLUT_Init(); | |
| ImGui_ImplOpenGL2_Init(); | |
| // Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.) | |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. | |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. | |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
| ImGui_ImplGLUT_InstallFuncs(); | |
| // Load Fonts | |
| // - 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. | |
| // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | |
| // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). | |
| // - 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. | |
| // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. | |
| // - Read 'docs/FONTS.md' for more instructions and details. | |
| // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | |
| //io.Fonts->AddFontDefault(); | |
| //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); | |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | |
| //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); | |
| //IM_ASSERT(font != nullptr); | |
| // Main loop | |
| glutMainLoop(); | |
| // Cleanup | |
| ImGui_ImplOpenGL2_Shutdown(); | |
| ImGui_ImplGLUT_Shutdown(); | |
| ImGui::DestroyContext(); | |
| return 0; | |
| } | |
| void MainLoopStep() | |
| { | |
| // Start the Dear ImGui frame | |
| ImGui_ImplOpenGL2_NewFrame(); | |
| ImGui_ImplGLUT_NewFrame(); | |
| ImGui::NewFrame(); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| // 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!). | |
| if (show_demo_window) | |
| ImGui::ShowDemoWindow(&show_demo_window); | |
| // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. | |
| { | |
| static float f = 0.0f; | |
| static int counter = 0; | |
| ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. | |
| ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) | |
| ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state | |
| ImGui::Checkbox("Another Window", &show_another_window); | |
| ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f | |
| ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | |
| if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) | |
| counter++; | |
| ImGui::SameLine(); | |
| ImGui::Text("counter = %d", counter); | |
| ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); | |
| ImGui::End(); | |
| } | |
| // 3. Show another simple window. | |
| if (show_another_window) | |
| { | |
| 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) | |
| ImGui::Text("Hello from another window!"); | |
| if (ImGui::Button("Close Me")) | |
| show_another_window = false; | |
| ImGui::End(); | |
| } | |
| // Rendering | |
| ImGui::Render(); | |
| glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); | |
| glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. | |
| ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); | |
| glutSwapBuffers(); | |
| glutPostRedisplay(); | |
| } | |