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// 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,
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// OpenGL/Vulkan/Metal graphics context creation, etc.)
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and
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// SDL+OpenGL on Linux/OSX.
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#include <cstdio>
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#include <cstdint>
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#include <iostream>
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#include <string>
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#include <vector>
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#include <SDL.h>
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_sdlrenderer2.h"
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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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// Main code
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int main(int argc, char** argv)
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{
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// Setup SDL
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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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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window with SDL_Renderer graphics context
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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",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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1280, 720, window_flags);
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if (window == nullptr)
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{
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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return -1;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1,
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SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
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if (renderer == nullptr)
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{
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SDL_Log("Error creating SDL_Renderer!");
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return 0;
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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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// 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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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// ImGui::StyleColorsLight();
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(4.0);
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
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ImGui_ImplSDLRenderer2_Init(renderer);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can
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// also load multiple fonts and use ImGui::PushFont()/PopFont() to select
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// them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you
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// need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please
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// handle those errors in your application (e.g. use an assertion, or display
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// an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored
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// into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(),
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// which ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype
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// for higher quality font rendering.
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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
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// literal you need to write a double backslash \\ !
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io.Fonts->AddFontDefault();
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// ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/ProggyClean.ttf", 28.0f);
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ImFont* font = io.Fonts->AddFontFromFileTTF("../misc/fonts/Roboto-Medium.ttf", 28.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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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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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = false;
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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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// 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
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// tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data
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// to your main application, or clear/overwrite your copy of the mouse
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// data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
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// data to your main application, or clear/overwrite your copy of the
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// keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them
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// 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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{
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done = true;
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}
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if (event.type == SDL_WINDOWEVENT &&
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event.window.event == SDL_WINDOWEVENT_CLOSE &&
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event.window.windowID == SDL_GetWindowID(window))
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{
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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_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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#ifdef IMGUI_HAS_VIEWPORT
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ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->GetWorkPos());
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ImGui::SetNextWindowSize(viewport->GetWorkSize());
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ImGui::SetNextWindowViewport(viewport->ID);
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#else
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ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
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ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
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#endif
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::Begin("ere i am jh", nullptr,
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// ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize |
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ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_MenuBar);
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ImGui::PushFont(font);
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{
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static float f = 0.0f;
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static uint32_t counter = 0;
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static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
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static char text[1024 * 16] =
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"/*\n"
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" The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
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" the hexadecimal encoding of one offending instruction,\n"
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" more formally, the invalid operand with locked CMPXCHG8B\n"
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" instruction bug, is a design flaw in the majority of\n"
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" Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
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" processors (all in the P5 microarchitecture).\n"
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"*/\n\n"
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"label:\n"
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"\tlock cmpxchg8b eax\n";
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// Menubar
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("File"))
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{
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if (ImGui::MenuItem("Close", "Ctrl+W"))
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{
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done = true;
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}
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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// Display some text (you can use a format strings too)
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ImGui::Text("This is some useful text.");
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// Edit bools storing our window open/close state
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ImGui::Checkbox("Demo Window", &show_demo_window);
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ImGui::Checkbox("Another Window", &show_another_window);
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// Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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// Edit 3 floats representing a color
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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// Buttons return true when clicked (most widgets return true when
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// edited/activated)
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if (ImGui::Button("Button"))
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{
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counter++;
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}
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
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1000.0f / io.Framerate, io.Framerate);
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std::vector<std::string> list{"foo", "bar", "qux"};
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for (auto& iter : list)
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{
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if (ImGui::CollapsingHeader(iter.c_str()))
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{
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ImGui::Text("This is a label. Yes it is.");
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}
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}
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if (ImGui::CollapsingHeader("Configuration"))
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{
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ImGui::InputTextMultiline("##source", text,
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IM_ARRAYSIZE(text),
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ImVec2(-FLT_MIN,
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ImGui::GetTextLineHeight() *
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8),
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flags);
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}
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if (ImGui::CollapsingHeader("Bojo"))
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{
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ImGui::Text("F.ART");
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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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// Pass a pointer to our bool variable (the window will have a
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// closing button that will clear the bool when clicked)
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ImGui::Begin("Another Window", &show_another_window);
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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{
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show_another_window = false;
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}
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ImGui::End();
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}
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ImGui::PopFont();
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ImGui::End();
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ImGui::PopStyleVar(1);
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// Rendering
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ImGui::Render();
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SDL_RenderSetScale(renderer,
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io.DisplayFramebufferScale.x,
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io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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// (uint8_t)(clear_color.x * 255),
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// (uint8_t)(clear_color.y * 255),
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// (uint8_t)(clear_color.z * 255),
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// (uint8_t)(clear_color.w * 255));
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SDL_RenderClear(renderer);
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
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SDL_RenderPresent(renderer);
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}
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// Cleanup
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ImGui_ImplSDLRenderer2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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