162 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Dear ImGui: standalone example application for SDL2 + SDL_Renderer
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| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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| // Read online: https://github.com/ocornut/imgui/tree/master/docs
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| 
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| // Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
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| // because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
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| // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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| 
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| #include "imgui.h"
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| #include "imgui_impl_sdl.h"
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| #include "imgui_impl_sdlrenderer.h"
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| #include <stdio.h>
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| #include <SDL.h>
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| 
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| #if !SDL_VERSION_ATLEAST(2,0,17)
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| #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
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| #endif
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| 
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| // Main code
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| int main(int, char**)
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| {
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|     // Setup SDL
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|     // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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|     // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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|     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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|     {
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|         printf("Error: %s\n", SDL_GetError());
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|         return -1;
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|     }
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| 
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|     // Setup window
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|     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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|     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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| 
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|     // Setup SDL_Renderer instance
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|     SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
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|     if (renderer == NULL)
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|     {
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|         SDL_Log("Error creating SDL_Renderer!");
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|         return false;
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|     }
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|     //SDL_RendererInfo info;
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|     //SDL_GetRendererInfo(renderer, &info);
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|     //SDL_Log("Current SDL_Renderer: %s", info.name);
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| 
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|     // Setup Dear ImGui context
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|     IMGUI_CHECKVERSION();
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|     ImGui::CreateContext();
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|     ImGuiIO& io = ImGui::GetIO(); (void)io;
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|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
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|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
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| 
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|     // Setup Dear ImGui style
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|     ImGui::StyleColorsDark();
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|     //ImGui::StyleColorsClassic();
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| 
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|     // Setup Platform/Renderer backends
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|     ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
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|     ImGui_ImplSDLRenderer_Init(renderer);
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| 
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|     // Load Fonts
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|     // - 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.
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|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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|     // - 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).
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|     // - 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.
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|     // - Read 'docs/FONTS.md' for more instructions and details.
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|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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|     //io.Fonts->AddFontDefault();
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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|     //IM_ASSERT(font != NULL);
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| 
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|     // Our state
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|     bool show_demo_window = true;
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|     bool show_another_window = false;
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|     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 
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|     // Main loop
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|     bool done = false;
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|     while (!done)
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|     {
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|         // Poll and handle events (inputs, window resize, etc.)
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|         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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|         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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|         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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|         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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|         SDL_Event event;
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|         while (SDL_PollEvent(&event))
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|         {
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|             ImGui_ImplSDL2_ProcessEvent(&event);
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|             if (event.type == SDL_QUIT)
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|                 done = true;
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|             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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|                 done = true;
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|         }
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| 
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|         // Start the Dear ImGui frame
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|         ImGui_ImplSDLRenderer_NewFrame();
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|         ImGui_ImplSDL2_NewFrame();
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|         ImGui::NewFrame();
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| 
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|         // 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!).
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|         if (show_demo_window)
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|             ImGui::ShowDemoWindow(&show_demo_window);
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| 
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|         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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|         {
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|             static float f = 0.0f;
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|             static int counter = 0;
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| 
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|             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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| 
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|             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
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|             ImGui::Checkbox("Another Window", &show_another_window);
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| 
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|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
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|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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| 
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|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
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|                 counter++;
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|             ImGui::SameLine();
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|             ImGui::Text("counter = %d", counter);
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| 
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|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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|             ImGui::End();
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|         }
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| 
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|         // 3. Show another simple window.
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|         if (show_another_window)
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|         {
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|             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)
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|             ImGui::Text("Hello from another window!");
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|             if (ImGui::Button("Close Me"))
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|                 show_another_window = false;
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|             ImGui::End();
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|         }
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| 
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|         // Rendering
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|         ImGui::Render();
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|         SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
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|         SDL_RenderClear(renderer);
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|         ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
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|         SDL_RenderPresent(renderer);
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|     }
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| 
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|     // Cleanup
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|     ImGui_ImplSDLRenderer_Shutdown();
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|     ImGui_ImplSDL2_Shutdown();
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|     ImGui::DestroyContext();
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| 
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|     SDL_DestroyRenderer(renderer);
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|     SDL_DestroyWindow(window);
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|     SDL_Quit();
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| 
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|     return 0;
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| }
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