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// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
// (SDL is a cross-platform general purpose library for handling windows, inputs,
// OpenGL/Vulkan/Metal graphics context creation, etc.)

// 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

// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and
// SDL+OpenGL on Linux/OSX.

#include <cstdio>
#include <cstdint>
#include <iostream>
#include <string>
#include <vector>

#include <SDL.h>

#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer2.h"


#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif

// Main code
int main(int argc, char** argv)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}

// From 2.0.18: Enable native IME.
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif

// Create window with SDL_Renderer graphics context
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1280, 720, window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}

SDL_Renderer* renderer = SDL_CreateRenderer(window, -1,
SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == nullptr)
{
SDL_Log("Error creating SDL_Renderer!");
return 0;
}

//SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &info);
//SDL_Log("Current SDL_Renderer: %s", info.name);

// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls

// Setup Dear ImGui style
ImGui::StyleColorsDark();
// ImGui::StyleColorsLight();

ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(4.0);

// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer2_Init(renderer);

// 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();
// ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/ProggyClean.ttf", 28.0f);
ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/Roboto-Medium.ttf", 28.0f);
//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);

// Our state
bool show_demo_window = false;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

// Main loop
bool done = false;
while (! done)
{
// Poll and handle events (inputs, window resize, 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.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
{
done = true;
}

if (event.type == SDL_WINDOWEVENT &&
event.window.event == SDL_WINDOWEVENT_CLOSE &&
event.window.windowID == SDL_GetWindowID(window))
{
done = true;
}
}

// Start the Dear ImGui frame
ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();

#ifdef IMGUI_HAS_VIEWPORT
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->GetWorkPos());
ImGui::SetNextWindowSize(viewport->GetWorkSize());
ImGui::SetNextWindowViewport(viewport->ID);
#else
ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
#endif
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::Begin("ere i am jh", nullptr,
// ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_MenuBar);

ImGui::PushFont(font);
{
static float f = 0.0f;
static uint32_t counter = 0;
static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
static char text[1024 * 16] =
"/*\n"
" The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
" the hexadecimal encoding of one offending instruction,\n"
" more formally, the invalid operand with locked CMPXCHG8B\n"
" instruction bug, is a design flaw in the majority of\n"
" Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
" processors (all in the P5 microarchitecture).\n"
"*/\n\n"
"label:\n"
"\tlock cmpxchg8b eax\n";

// Menubar
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Close", "Ctrl+W"))
{
done = true;
}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}

// Display some text (you can use a format strings too)
ImGui::Text("This is some useful text.");

// Edit bools storing our window open/close state
ImGui::Checkbox("Demo Window", &show_demo_window);
ImGui::Checkbox("Another Window", &show_another_window);

// Edit 1 float using a slider from 0.0f to 1.0f
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);

// Edit 3 floats representing a color
ImGui::ColorEdit3("clear color", (float*)&clear_color);

// Buttons return true when clicked (most widgets return true when
// edited/activated)
if (ImGui::Button("Button"))
{
counter++;
}
ImGui::SameLine();
ImGui::Text("counter = %d", counter);

ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
1000.0f / io.Framerate, io.Framerate);

std::vector<std::string> list{"foo", "bar", "qux"};

for (auto& iter : list)
{
if (ImGui::CollapsingHeader(iter.c_str()))
{
ImGui::Text("This is a label. Yes it is.");
}
}

if (ImGui::CollapsingHeader("Configuration"))
{
ImGui::InputTextMultiline("##source", text,
IM_ARRAYSIZE(text),
ImVec2(-FLT_MIN,
ImGui::GetTextLineHeight() *
8),
flags);
}
if (ImGui::CollapsingHeader("Bojo"))
{
ImGui::Text("F.ART");
}
}

// 3. Show another simple window.
if (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::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
{
show_another_window = false;
}
ImGui::End();
}

ImGui::PopFont();

ImGui::End();
ImGui::PopStyleVar(1);

// Rendering
ImGui::Render();
SDL_RenderSetScale(renderer,
io.DisplayFramebufferScale.x,
io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
// (uint8_t)(clear_color.x * 255),
// (uint8_t)(clear_color.y * 255),
// (uint8_t)(clear_color.z * 255),
// (uint8_t)(clear_color.w * 255));
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
}

// Cleanup
ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();

SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();

return 0;
}