Use imgui

This commit is contained in:
dijunkun
2023-10-08 16:33:53 +08:00
parent 8cc04796b1
commit d42f4305b5
7 changed files with 353 additions and 214 deletions

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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 <SDL.h>
#include <stdio.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, char**) {
// 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);
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();
// 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();
// 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
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();
// 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();
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x,
io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(
renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255),
(Uint8)(clear_color.z * 255), (Uint8)(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;
}