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# include <iostream>
// imgui includes
# include <imgui/imgui.h>
# include <imgui/backends/imgui_impl_sdl2.h>
# include <imgui/backends/imgui_impl_opengl3.h>
# include <SDL2/SDL.h>
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# if defined(IMGUI_IMPL_OPENGL_ES2)
# include <SDL2/SDL_opengles2.h>
# else
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# include <SDL2/SDL_opengl.h>
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# endif
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# include "fonts/brassmono.h"
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static const float fontPixelSizes [ ] = { 16 , 10 , 12 , 14 , 18 } ;
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int
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main ( int argc , char * argv [ ] )
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{
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// SDL2 requires main have these parameters, but they're not being used
// yet.
( void ) argc ;
( void ) argv ;
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// Should this use the SDL_EVENTS subsystem?
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if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER ) ! = 0 ) {
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std : : cerr < < " kge: failed to initialize SDL " < < std : : endl ;
std : : cerr < < " \t " < < SDL_GetError ( ) < < std : : endl ;
return - 1 ;
}
// Decide GL+GLSL versions. Taken from the imgui examples.
# if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char * glsl_version = " #version 100 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_ES ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 2 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 0 ) ;
# elif defined(__APPLE__)
// GL 3.2 Core + GLSL 150
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const char * glsl_version = " #version 150 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS ,
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG ) ; // Always required on Mac
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK ,
SDL_GL_CONTEXT_PROFILE_CORE ) ;
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SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 2 ) ;
# else
// GL 3.0 + GLSL 130
const char * glsl_version = " #version 130 " ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_PROFILE_MASK , SDL_GL_CONTEXT_PROFILE_CORE ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION , 3 ) ;
SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MINOR_VERSION , 0 ) ;
# endif
// 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 graphics context
SDL_GL_SetAttribute ( SDL_GL_DOUBLEBUFFER , 1 ) ;
SDL_GL_SetAttribute ( SDL_GL_DEPTH_SIZE , 24 ) ;
SDL_GL_SetAttribute ( SDL_GL_STENCIL_SIZE , 8 ) ;
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SDL_WindowFlags window_flags = ( SDL_WindowFlags ) ( SDL_WINDOW_OPENGL |
SDL_WINDOW_RESIZABLE |
SDL_WINDOW_ALLOW_HIGHDPI ) ;
SDL_Window * window = SDL_CreateWindow ( " Dear ImGui SDL2+OpenGL3 example " ,
SDL_WINDOWPOS_CENTERED ,
SDL_WINDOWPOS_CENTERED , 1280 , 720 ,
window_flags ) ;
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SDL_GLContext gl_context = SDL_GL_CreateContext ( window ) ;
SDL_GL_MakeCurrent ( window , gl_context ) ;
SDL_GL_SetSwapInterval ( 1 ) ; // Enable vsync
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// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
ImGui : : CreateContext ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ;
// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL ( window , gl_context ) ;
ImGui_ImplOpenGL3_Init ( glsl_version ) ;
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for ( auto pixelSize : fontPixelSizes ) {
io . Fonts - > AddFontFromMemoryCompressedTTF (
BrassMono_Regular_compressed_data ,
BrassMono_Regular_compressed_size , pixelSize ) ;
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}
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bool done = false ;
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
while ( ! done ) {
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// 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_ImplOpenGL3_NewFrame ( ) ;
ImGui_ImplSDL2_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
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 ) {
// 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 ( ) ;
}
// Rendering
ImGui : : Render ( ) ;
glViewport ( 0 , 0 , ( int ) io . DisplaySize . x ,
( int ) 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 ) ;
ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
SDL_GL_SwapWindow ( window ) ;
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}
// Cleanup
ImGui_ImplOpenGL3_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
SDL_GL_DeleteContext ( gl_context ) ;
SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
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return 0 ;
}