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								Framework/external/imgui/examples/example_sdl3_opengl3/main.cpp
									
										
									
									
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							|  | @ -0,0 +1,232 @@ | |||
| // Dear ImGui: standalone example application for SDL3 + OpenGL
 | ||||
| // (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
 | ||||
| 
 | ||||
| #include "imgui.h" | ||||
| #include "imgui_impl_sdl3.h" | ||||
| #include "imgui_impl_opengl3.h" | ||||
| #include <stdio.h> | ||||
| #include <SDL3/SDL.h> | ||||
| #if defined(IMGUI_IMPL_OPENGL_ES2) | ||||
| #include <SDL3/SDL_opengles2.h> | ||||
| #else | ||||
| #include <SDL3/SDL_opengl.h> | ||||
| #endif | ||||
| 
 | ||||
| // This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
 | ||||
| #ifdef __EMSCRIPTEN__ | ||||
| #include "../libs/emscripten/emscripten_mainloop_stub.h" | ||||
| #endif | ||||
| 
 | ||||
| // Main code
 | ||||
| int main(int, char**) | ||||
| { | ||||
|     // Setup SDL
 | ||||
|     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) | ||||
|     { | ||||
|         printf("Error: SDL_Init(): %s\n", SDL_GetError()); | ||||
|         return -1; | ||||
|     } | ||||
| 
 | ||||
|     // Decide GL+GLSL versions
 | ||||
| #if defined(IMGUI_IMPL_OPENGL_ES2) | ||||
|     // GL ES 2.0 + GLSL 100
 | ||||
|     const char* glsl_version = "#version 100"; | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); | ||||
| #elif defined(__APPLE__) | ||||
|     // GL 3.2 Core + GLSL 150
 | ||||
|     const char* glsl_version = "#version 150"; | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
 | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); | ||||
| #else | ||||
|     // GL 3.0 + GLSL 130
 | ||||
|     const char* glsl_version = "#version 130"; | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | ||||
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); | ||||
| #endif | ||||
| 
 | ||||
|     // Enable native IME.
 | ||||
|     SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); | ||||
| 
 | ||||
|     // Create window with graphics context
 | ||||
|     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | ||||
|     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | ||||
|     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | ||||
|     Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; | ||||
|     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", 1280, 720, window_flags); | ||||
|     if (window == nullptr) | ||||
|     { | ||||
|         printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); | ||||
|         return -1; | ||||
|     } | ||||
|     SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); | ||||
|     SDL_GLContext gl_context = SDL_GL_CreateContext(window); | ||||
|     SDL_GL_MakeCurrent(window, gl_context); | ||||
|     SDL_GL_SetSwapInterval(1); // Enable vsync
 | ||||
|     SDL_ShowWindow(window); | ||||
| 
 | ||||
|     // 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
 | ||||
|     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;         // Enable Docking
 | ||||
|     io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;       // Enable Multi-Viewport / Platform Windows
 | ||||
|     //io.ConfigViewportsNoAutoMerge = true;
 | ||||
|     //io.ConfigViewportsNoTaskBarIcon = true;
 | ||||
| 
 | ||||
|     // Setup Dear ImGui style
 | ||||
|     ImGui::StyleColorsDark(); | ||||
|     //ImGui::StyleColorsLight();
 | ||||
| 
 | ||||
|     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
 | ||||
|     ImGuiStyle& style = ImGui::GetStyle(); | ||||
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | ||||
|     { | ||||
|         style.WindowRounding = 0.0f; | ||||
|         style.Colors[ImGuiCol_WindowBg].w = 1.0f; | ||||
|     } | ||||
| 
 | ||||
|     // Setup Platform/Renderer backends
 | ||||
|     ImGui_ImplSDL3_InitForOpenGL(window, gl_context); | ||||
|     ImGui_ImplOpenGL3_Init(glsl_version); | ||||
| 
 | ||||
|     // 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 \\ !
 | ||||
|     // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
 | ||||
|     //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; | ||||
| #ifdef __EMSCRIPTEN__ | ||||
|     // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
 | ||||
|     // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
 | ||||
|     io.IniFilename = nullptr; | ||||
|     EMSCRIPTEN_MAINLOOP_BEGIN | ||||
| #else | ||||
|     while (!done) | ||||
| #endif | ||||
|     { | ||||
|         // 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_ImplSDL3_ProcessEvent(&event); | ||||
|             if (event.type == SDL_EVENT_QUIT) | ||||
|                 done = true; | ||||
|             if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) | ||||
|                 done = true; | ||||
|         } | ||||
| 
 | ||||
|         // Start the Dear ImGui frame
 | ||||
|         ImGui_ImplOpenGL3_NewFrame(); | ||||
|         ImGui_ImplSDL3_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(); | ||||
|         glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); | ||||
|         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); | ||||
|         glClear(GL_COLOR_BUFFER_BIT); | ||||
|         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); | ||||
| 
 | ||||
|         // Update and Render additional Platform Windows
 | ||||
|         // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
 | ||||
|         //  For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
 | ||||
|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | ||||
|         { | ||||
|             SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); | ||||
|             SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); | ||||
|             ImGui::UpdatePlatformWindows(); | ||||
|             ImGui::RenderPlatformWindowsDefault(); | ||||
|             SDL_GL_MakeCurrent(backup_current_window, backup_current_context); | ||||
|         } | ||||
| 
 | ||||
|         SDL_GL_SwapWindow(window); | ||||
|     } | ||||
| #ifdef __EMSCRIPTEN__ | ||||
|     EMSCRIPTEN_MAINLOOP_END; | ||||
| #endif | ||||
| 
 | ||||
|     // Cleanup
 | ||||
|     ImGui_ImplOpenGL3_Shutdown(); | ||||
|     ImGui_ImplSDL3_Shutdown(); | ||||
|     ImGui::DestroyContext(); | ||||
| 
 | ||||
|     SDL_GL_DeleteContext(gl_context); | ||||
|     SDL_DestroyWindow(window); | ||||
|     SDL_Quit(); | ||||
| 
 | ||||
|     return 0; | ||||
| } | ||||
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