Пример #1
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;
}
Пример #2
0
void mainLoop() {
	ImGuiIO& io = ImGui::GetIO();
	SDL_Event sdl_event;
	while (SDL_PollEvent(&sdl_event)) {
		ImGui_ImplSdlGL2_ProcessEvent(&sdl_event);
		switch (sdl_event.type) {
			case SDL_WINDOWEVENT:
				switch (sdl_event.window.event) {
		        	case SDL_WINDOWEVENT_SIZE_CHANGED: {
#ifdef _WIN32
						app->video.width = sdl_event.window.data1 / app->video.pixel_scale;
						app->video.height = sdl_event.window.data2 / app->video.pixel_scale;
#else
						app->video.width = sdl_event.window.data1;
						app->video.height = sdl_event.window.data2;
#endif
						// update opengl viewport
						int drawable_width, drawable_height;
						SDL_GL_GetDrawableSize(sdl_window, &drawable_width, &drawable_height);
						glViewport(0, 0, drawable_width, drawable_height);
						break;
					}
				}
				break;
			case SDL_MOUSEMOTION:
				mouse_timer = 0;
				break;
			case SDL_QUIT:
				app->quit = true;
				break;
			case SDL_KEYDOWN: {
				if (!io.WantCaptureKeyboard) {
					if (sdl_event.key.keysym.sym == SDLK_SPACE) {
						app->toggleAnimation();
					}
				}

				// handle hotkeys
				bool ctrl_key_down = io.OSXBehaviors ? io.KeySuper : io.KeyCtrl;
				bool shift_key_down = io.KeyShift;
				if (ctrl_key_down) {
					switch (sdl_event.key.keysym.sym) {
						case SDLK_1: case SDLK_2: case SDLK_3: case SDLK_4:
							app->toggleWindow(sdl_event.key.keysym.sym-SDLK_1);
							break;
						case SDLK_b: // build / compile
							app->recompileShader();
							break;
						case SDLK_f: // fullscreen
							windowToggleFullscreen();
							break;
						case SDLK_h: // hide gui
							if (!io.OSXBehaviors || shift_key_down) app->hide_gui = !app->hide_gui; // toggle imgui
							break;
						case SDLK_n: // new
							app->newShader();
							break;
						case SDLK_o: // open
							app->openShaderDialog();
							break;
						case SDLK_q: // quit
							app->quit = true;
							break;
						case SDLK_s: // save
							if (shift_key_down) app->saveShaderDialog();
							else app->saveShader();
							break;
						default: break;
					}
				}
				if (sdl_event.key.keysym.sym == SDLK_F11) {
					windowToggleFullscreen();
				}
				break;
			}
		}
	}

	// TODO: make use of mouse_timer
	// doesn't seam to work on OS X?
	SDL_ShowCursor(app->hide_gui ? SDL_DISABLE : SDL_ENABLE);

	// TODO: better keyboard handling
	// update input commands
	// TODO: move this to some function
	// this also depends on the game state
	// when do we want a movement command?
	const Uint8 *key_state = SDL_GetKeyboardState(NULL);
	app->movement_command.move = v3(
		- (key_state[SDL_SCANCODE_A] == SDL_PRESSED ? 1.0f : 0.0f)
		+ (key_state[SDL_SCANCODE_D] == SDL_PRESSED ? 1.0f : 0.0f),
		- (key_state[SDL_SCANCODE_Q] == SDL_PRESSED ? 1.0f : 0.0f)
		+ (key_state[SDL_SCANCODE_E] == SDL_PRESSED ? 1.0f : 0.0f),
		- (key_state[SDL_SCANCODE_W] == SDL_PRESSED ? 1.0f : 0.0f)
		+ (key_state[SDL_SCANCODE_S] == SDL_PRESSED ? 1.0f : 0.0f));
	app->movement_command.rotate = v2(
		- (key_state[SDL_SCANCODE_UP   ] == SDL_PRESSED ? 1.0f : 0.0f)
		+ (key_state[SDL_SCANCODE_DOWN ] == SDL_PRESSED ? 1.0f : 0.0f),
		- (key_state[SDL_SCANCODE_LEFT ] == SDL_PRESSED ? 1.0f : 0.0f)
		+ (key_state[SDL_SCANCODE_RIGHT] == SDL_PRESSED ? 1.0f : 0.0f));

	if (!app->hide_gui && io.WantCaptureKeyboard) { // null movement
		app->movement_command.move = v3(0.0f);
		app->movement_command.rotate = v2(0.0f);
	}

	ImGui_ImplSdlGL2_NewFrame();

	app->update((float)frametime.smoothed_frame_time);

	ImGui::Render();

	SDL_GL_SwapWindow(sdl_window);
	frametime.update();
}