int main(int argc, char *argv[]) {
	app = new App();
	app->video.width = 1024;
	app->video.height = 640;
	app->video.pixel_scale = 1.0f;

	// set preferences_filepath and read preferences
	char *pref_path = SDL_GetPrefPath(COMPANY_NAME, APPLICATION_NAME);

	size_t preferences_ini_str_len = strlen(pref_path)+strlen("preferences.ini")+1;
	app->preferences_filepath = new char[preferences_ini_str_len];
	strcpy(app->preferences_filepath, pref_path);
	strcat(app->preferences_filepath, "preferences.ini");
	size_t session_ini_str_len = strlen(pref_path)+strlen("session.ini")+1;
	app->session_filepath = new char[session_ini_str_len];
	strcpy(app->session_filepath, pref_path);
	strcat(app->session_filepath, "session.ini");
	size_t imgui_ini_str_len = strlen(pref_path)+strlen("imgui.ini")+1;
	ImGuiIO& io = ImGui::GetIO();
	char *imgui_ini_filepath = new char[imgui_ini_str_len];
	strcpy(imgui_ini_filepath, pref_path);
	strcat(imgui_ini_filepath, "imgui.ini");
	io.IniFilename = imgui_ini_filepath;

	SDL_free(pref_path);
	app->readPreferences();
	app->readSession();

	initSDL(&app->video);

	ImGui_ImplSdlGL2_Init(sdl_window);

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	app->init();

	// init this last for sake of last_ticks
	frametime.init();

	do {
		Uint32 beginTicks = SDL_GetTicks();
		mainLoop();
		// hack for when vsync isn't working
		Uint32 elapsedTicks = SDL_GetTicks() - beginTicks;
		if (elapsedTicks < 16) {
			SDL_Delay(16 - elapsedTicks);
		}
	} while(!app->quit);

	app->beforeQuit();

	ImGui_ImplSdlGL2_Shutdown();
	quitSDL();

	return 0;
}
Beispiel #2
0
int main(int, char**)
{
    // Setup SDL
    if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
    {
        printf("Error: %s\n", SDL_GetError());
        return -1;
    }

    // Setup window
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
    SDL_DisplayMode current;
    SDL_GetCurrentDisplayMode(0, &current);
    SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
    SDL_GLContext glcontext = SDL_GL_CreateContext(window);
    SDL_GL_SetSwapInterval(1); // Enable vsync

    // Setup ImGui binding
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    ImGui_ImplSdlGL2_Init(window);
    //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;  // Enable Keyboard Controls

    // Setup style
    ImGui::StyleColorsDark();
    //ImGui::StyleColorsClassic();

    // 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 NULL. 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.
    // - Read 'misc/fonts/README.txt' 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    //IM_ASSERT(font != NULL);

    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)
    {
        // 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.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
        // 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_ImplSdlGL2_ProcessEvent(&event);
            if (event.type == SDL_QUIT)
                done = true;
        }
        ImGui_ImplSdlGL2_NewFrame(window);

        // 1. Show a simple window.
        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
        {
            static float f = 0.0f;
            static int counter = 0;
            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
            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

            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
            ImGui::Checkbox("Another Window", &show_another_window);

            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: 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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
        }

        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window);
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }

        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
        if (show_demo_window)
        {
            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
            ImGui::ShowDemoWindow(&show_demo_window);
        }

        // Rendering
        glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
        ImGui::Render();
        ImGui_ImplSdlGL2_RenderDrawData(ImGui::GetDrawData());
        SDL_GL_SwapWindow(window);
    }

    // Cleanup
    ImGui_ImplSdlGL2_Shutdown();
    ImGui::DestroyContext();

    SDL_GL_DeleteContext(glcontext);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}