mirror of
https://github.com/Relintai/sfw.git
synced 2025-04-07 17:01:48 +02:00
Make the gui module work.
This commit is contained in:
parent
f21f8a6769
commit
f452ce1d78
@ -96,6 +96,12 @@ ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/sprite.cpp -o sfw/r
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/tile_map.cpp -o sfw/render_objects/tile_map.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/tile_map.cpp -o sfw/render_objects/tile_map.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/text_2d.cpp -o sfw/render_objects/text_2d.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_objects/text_2d.cpp -o sfw/render_objects/text_2d.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui.cpp -o sfw/render_gui/imgui.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_draw.cpp -o sfw/render_gui/imgui_draw.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_impl_glfw.cpp -o sfw/render_gui/imgui_impl_glfw.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_impl_opengl3.cpp -o sfw/render_gui/imgui_impl_opengl3.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_tables.cpp -o sfw/render_gui/imgui_tables.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/imgui_widgets.cpp -o sfw/render_gui/imgui_widgets.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/gui.cpp -o sfw/render_gui/gui.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/render_gui/gui.cpp -o sfw/render_gui/gui.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/game_scene.cpp -o sfw/game_scene.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -c sfw/game_scene.cpp -o sfw/game_scene.o
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@ -138,6 +144,12 @@ ccache g++ -Wall -D_REENTRANT -g sfw/core/aabb.o sfw/core/basis.o sfw/core/color
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sfw/render_objects/sprite.o sfw/render_objects/tile_map.o \
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sfw/render_objects/sprite.o sfw/render_objects/tile_map.o \
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sfw/render_objects/camera_2d.o sfw/render_objects/mesh_instance_2d.o \
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sfw/render_objects/camera_2d.o sfw/render_objects/mesh_instance_2d.o \
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sfw/render_objects/text_2d.o \
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sfw/render_objects/text_2d.o \
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sfw/render_gui/imgui.o \
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sfw/render_gui/imgui_draw.o \
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sfw/render_gui/imgui_impl_glfw.o \
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sfw/render_gui/imgui_impl_opengl3.o \
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sfw/render_gui/imgui_tables.o \
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sfw/render_gui/imgui_widgets.o \
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sfw/render_gui/gui.o \
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sfw/render_gui/gui.o \
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sfw/game_scene.o sfw/main.o \
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sfw/game_scene.o sfw/main.o \
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-lX11 \
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-lX11 \
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@ -11,6 +11,7 @@
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#include "render_core/keyboard.h"
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#include "render_core/keyboard.h"
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#include "render_core/mesh_utils.h"
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#include "render_core/mesh_utils.h"
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#include "render_immediate/renderer.h"
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#include "render_immediate/renderer.h"
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#include "render_gui/gui.h"
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//#include "render_core/font.h"
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//#include "render_core/font.h"
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#include "core/sub_process.h"
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#include "core/sub_process.h"
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@ -295,6 +296,8 @@ void GameScene::render() {
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r->camera_2d_projection_set_to_window();
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r->camera_2d_projection_set_to_window();
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r->clear_screen(Color(1, 0, 0));
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r->clear_screen(Color(1, 0, 0));
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r->draw_texture(_render_tex, Rect2(100, 100, render_tex_size.x, render_tex_size.y));
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r->draw_texture(_render_tex, Rect2(100, 100, render_tex_size.x, render_tex_size.y));
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} else if (render_type == 14) {
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render_gui();
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}
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}
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}
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}
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void GameScene::render_immediate(bool clear_screen) {
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void GameScene::render_immediate(bool clear_screen) {
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@ -405,6 +408,22 @@ void GameScene::render_immediate_3d(bool clear_screen) {
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rotmi += 0.01;
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rotmi += 0.01;
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}
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}
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void GameScene::render_gui(bool clear_screen) {
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Renderer *r = Renderer::get_singleton();
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if (clear_screen) {
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r->clear_screen(Color());
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r->camera_2d_projection_set_to_window();
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r->camera_3d_bind();
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r->camera_3d_projection_set_to_perspective(AppWindow::get_singleton()->get_aspect());
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}
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GUI::new_frame();
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GUI::test();
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GUI::render();
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}
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void GameScene::toggle_thread() {
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void GameScene::toggle_thread() {
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if (_thread) {
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if (_thread) {
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_thread_running = false;
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_thread_running = false;
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@ -704,6 +723,7 @@ GameScene::GameScene() {
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_mesh_utils_test.instance();
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_mesh_utils_test.instance();
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Renderer::initialize();
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Renderer::initialize();
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GUI::initialize();
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_mesh_utils_test_mi = memnew(MeshInstance3D());
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_mesh_utils_test_mi = memnew(MeshInstance3D());
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_mesh_utils_test_mi->material = color_material;
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_mesh_utils_test_mi->material = color_material;
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@ -718,6 +738,7 @@ GameScene::GameScene() {
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GameScene::~GameScene() {
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GameScene::~GameScene() {
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Renderer::destroy();
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Renderer::destroy();
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GUI::destroy();
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memdelete(tile_map);
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memdelete(tile_map);
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memdelete(camera);
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memdelete(camera);
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@ -28,7 +28,7 @@ class GameScene : public Scene {
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public:
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public:
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enum RenderTypes {
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enum RenderTypes {
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RENDER_TYPE_MAX = 14
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RENDER_TYPE_MAX = 15
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};
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};
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virtual void input_event(const Ref<InputEvent> &event);
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virtual void input_event(const Ref<InputEvent> &event);
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@ -37,6 +37,7 @@ public:
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virtual void render_immediate(bool clear_screen = true);
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virtual void render_immediate(bool clear_screen = true);
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virtual void render_obj();
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virtual void render_obj();
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virtual void render_immediate_3d(bool clear_screen = true);
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virtual void render_immediate_3d(bool clear_screen = true);
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virtual void render_gui(bool clear_screen = true);
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void toggle_thread();
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void toggle_thread();
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static void test_thread_func(void *d);
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static void test_thread_func(void *d);
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@ -426,9 +426,9 @@ bool AppWindow::create_from_handle(void *handle, bool full_Screen, float canvas_
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width = get_width();
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width = get_width();
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height = get_height();
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height = get_height();
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RenderState::window_update_render_rect_size(width, height);
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RenderState::window_update_render_rect_size(width, height);
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// cursor(flags & WINDOW_NO_MOUSE ? false : true);
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// cursor(flags & WINDOW_NO_MOUSE ? false : true);
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glfwSetDropCallback(_window, drop_callback);
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glfwSetDropCallback(_window, drop_callback);
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@ -921,6 +921,10 @@ double AppWindow::get_scale() { // ok? @testme
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return MAX(xscale, yscale);
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return MAX(xscale, yscale);
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}
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}
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void *AppWindow::get_window_handle() {
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return _window;
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}
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AppWindow *AppWindow::get_singleton() {
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AppWindow *AppWindow::get_singleton() {
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return _singleton;
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return _singleton;
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}
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}
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@ -120,6 +120,8 @@ public:
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const char *get_clipboard();
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const char *get_clipboard();
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void set_clipboard(const char *text);
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void set_clipboard(const char *text);
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void *get_window_handle();
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static AppWindow *get_singleton();
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static AppWindow *get_singleton();
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AppWindow();
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AppWindow();
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158
sfw/render_gui/gui.cpp
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158
sfw/render_gui/gui.cpp
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@ -0,0 +1,158 @@
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//--STRIP
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif // __EMSCRIPTEN__
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#include "gui.h"
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#include "core/math_defs.h"
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#include "core/sfw_time.h"
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#include "render_core/input.h"
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#include "render_core/input_map.h"
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#include "render_core/app_window.h"
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#include "core/sfw_core.h"
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#include "object/core_string_names.h"
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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//--STRIP
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void GUI::initialize() {
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ERR_FAIL_COND(_singleton);
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memnew(GUI);
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// Decide GL+GLSL versions
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#if defined(__APPLE__)
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// GL 3.2 + GLSL 150
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const char* glsl_version = "#version 150";
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#else
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// GL ES 2.0 + GLSL 100
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const char* glsl_version = "#version 100";
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#endif
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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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GLFWwindow *window = (GLFWwindow *)AppWindow::get_singleton()->get_window_handle();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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#ifdef __EMSCRIPTEN__
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ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
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#endif
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ImGui_ImplOpenGL3_Init(glsl_version);
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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 a nullptr. 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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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype 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 literal you need to write a double backslash \\ !
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// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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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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}
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void GUI::destroy() {
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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ERR_FAIL_COND(!_singleton);
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memdelete(_singleton);
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}
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void GUI::new_frame() {
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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}
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void GUI::render() {
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// Rendering
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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void GUI::test() {
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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// Our state
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static bool show_demo_window = true;
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static bool show_another_window = false;
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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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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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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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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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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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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GUI::GUI() {
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_singleton = this;
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}
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GUI::~GUI() {
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_singleton = NULL;
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}
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GUI *GUI::get_singleton() {
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return _singleton;
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}
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GUI *GUI::_singleton = NULL;
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38
sfw/render_gui/gui.h
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38
sfw/render_gui/gui.h
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//--STRIP
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#ifndef GUI_H
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#define GUI_H
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//--STRIP
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//--STRIP
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#include "core/int_types.h"
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#include <stdio.h>
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#include "object/object.h"
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#include "object/reference.h"
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//--STRIP
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class GUI : public Object {
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SFW_OBJECT(GUI, Object);
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public:
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static void initialize();
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static void destroy();
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static void new_frame();
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static void render();
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static void test();
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static GUI *get_singleton();
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||||||
|
|
||||||
|
GUI();
|
||||||
|
~GUI();
|
||||||
|
|
||||||
|
protected:
|
||||||
|
static GUI *_singleton;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
//--STRIP
|
||||||
|
#endif // GUI_H
|
||||||
|
//--STRIP
|
@ -1,202 +0,0 @@
|
|||||||
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
|
||||||
// (GLFW 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
|
|
||||||
|
|
||||||
#include "imgui.h"
|
|
||||||
#include "imgui_impl_glfw.h"
|
|
||||||
#include "imgui_impl_opengl3.h"
|
|
||||||
#include <stdio.h>
|
|
||||||
#define GL_SILENCE_DEPRECATION
|
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
|
||||||
#include <GLES2/gl2.h>
|
|
||||||
#endif
|
|
||||||
#include <GLFW/glfw3.h> // Will drag system OpenGL headers
|
|
||||||
|
|
||||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
|
||||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
|
||||||
// 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.
|
|
||||||
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
|
|
||||||
#pragma comment(lib, "legacy_stdio_definitions")
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
|
||||||
#ifdef __EMSCRIPTEN__
|
|
||||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
static void glfw_error_callback(int error, const char* description)
|
|
||||||
{
|
|
||||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Main code
|
|
||||||
int main(int, char**)
|
|
||||||
{
|
|
||||||
glfwSetErrorCallback(glfw_error_callback);
|
|
||||||
if (!glfwInit())
|
|
||||||
return 1;
|
|
||||||
|
|
||||||
// Decide GL+GLSL versions
|
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
|
||||||
// GL ES 2.0 + GLSL 100
|
|
||||||
const char* glsl_version = "#version 100";
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
||||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
|
||||||
#elif defined(__APPLE__)
|
|
||||||
// GL 3.2 + GLSL 150
|
|
||||||
const char* glsl_version = "#version 150";
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
|
||||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
|
||||||
#else
|
|
||||||
// GL 3.0 + GLSL 130
|
|
||||||
const char* glsl_version = "#version 130";
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
||||||
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
|
||||||
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Create window with graphics context
|
|
||||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
|
|
||||||
if (window == nullptr)
|
|
||||||
return 1;
|
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
glfwSwapInterval(1); // Enable vsync
|
|
||||||
|
|
||||||
// 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();
|
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
|
||||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
|
||||||
#ifdef __EMSCRIPTEN__
|
|
||||||
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
|
|
||||||
#endif
|
|
||||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
|
||||||
|
|
||||||
// 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 \\ !
|
|
||||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
|
||||||
//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);
|
|
||||||
|
|
||||||
// Our state
|
|
||||||
bool show_demo_window = true;
|
|
||||||
bool show_another_window = false;
|
|
||||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
|
||||||
|
|
||||||
// Main loop
|
|
||||||
#ifdef __EMSCRIPTEN__
|
|
||||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
|
||||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
|
||||||
io.IniFilename = nullptr;
|
|
||||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
|
||||||
#else
|
|
||||||
while (!glfwWindowShouldClose(window))
|
|
||||||
#endif
|
|
||||||
{
|
|
||||||
// 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.
|
|
||||||
glfwPollEvents();
|
|
||||||
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
|
|
||||||
{
|
|
||||||
ImGui_ImplGlfw_Sleep(10);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Start the Dear ImGui frame
|
|
||||||
ImGui_ImplOpenGL3_NewFrame();
|
|
||||||
ImGui_ImplGlfw_NewFrame();
|
|
||||||
ImGui::NewFrame();
|
|
||||||
|
|
||||||
// 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();
|
|
||||||
int display_w, display_h;
|
|
||||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
|
||||||
glViewport(0, 0, display_w, display_h);
|
|
||||||
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);
|
|
||||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
}
|
|
||||||
#ifdef __EMSCRIPTEN__
|
|
||||||
EMSCRIPTEN_MAINLOOP_END;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Cleanup
|
|
||||||
ImGui_ImplOpenGL3_Shutdown();
|
|
||||||
ImGui_ImplGlfw_Shutdown();
|
|
||||||
ImGui::DestroyContext();
|
|
||||||
|
|
||||||
glfwDestroyWindow(window);
|
|
||||||
glfwTerminate();
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
Loading…
Reference in New Issue
Block a user