mirror of
https://github.com/kunkundi/crossdesk.git
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207 lines
7.8 KiB
C
207 lines
7.8 KiB
C
// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
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// (SDL is a cross-platform general purpose library for handling windows,
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// inputs, 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/
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// 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 <SDL.h>
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#include <stdio.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, char**) {
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
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0) {
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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 =
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(SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow(
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"Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_Renderer* renderer = SDL_CreateRenderer(
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window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
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if (renderer == nullptr) {
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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();
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(void)io;
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |=
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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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// 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(), which
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// 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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// 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 =
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f,
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// nullptr, io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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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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// 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 to
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// your main application, or clear/overwrite your copy of the mouse 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. Generally you may always pass all inputs to dear imgui,
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// and hide them 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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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT) done = true;
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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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done = true;
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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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// 1. Show the big demo window (Most of the sample code is in
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// ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear
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// ImGui!).
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if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair
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// 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!"
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// and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can
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// use a format strings too)
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ImGui::Checkbox(
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"Demo Window",
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&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(
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"float", &f, 0.0f,
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1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3(
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"clear color",
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(float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button(
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"Button")) // Buttons return true when clicked (most widgets
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// 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)",
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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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ImGui::Begin(
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"Another Window",
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&show_another_window); // Pass a pointer to our bool variable (the
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// window will have a closing button that will
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// clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me")) show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x,
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io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(
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renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255),
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(Uint8)(clear_color.z * 255), (Uint8)(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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} |