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, ¤t); 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; }
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(); }