308 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			308 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Dear ImGui: standalone example application for Win32 + OpenGL 3
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| 
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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/ folder).
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| // - Introduction, links and more at the top of imgui.cpp
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| 
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| // This is provided for completeness, however it is strongly recommended you use OpenGL with SDL or GLFW.
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| 
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| #include "imgui.h"
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| #include "imgui_impl_opengl3.h"
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| #include "imgui_impl_win32.h"
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| #ifndef WIN32_LEAN_AND_MEAN
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| #define WIN32_LEAN_AND_MEAN
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| #endif
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| #include <windows.h>
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| #include <GL/GL.h>
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| #include <tchar.h>
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| 
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| // Data stored per platform window
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| struct WGL_WindowData { HDC hDC; };
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| 
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| // Data
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| static HGLRC            g_hRC;
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| static WGL_WindowData   g_MainWindow;
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| static int              g_Width;
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| static int              g_Height;
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| 
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| // Forward declarations of helper functions
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| bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data);
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| void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
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| void ResetDeviceWGL();
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| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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| 
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| // Support function for multi-viewports
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| // Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL.
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| // We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32().
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| static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport)
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| {
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|     assert(viewport->RendererUserData == NULL);
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| 
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|     WGL_WindowData* data = IM_NEW(WGL_WindowData);
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|     CreateDeviceWGL((HWND)viewport->PlatformHandle, data);
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|     viewport->RendererUserData = data;
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| }
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| 
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| static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport)
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| {
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|     if (viewport->RendererUserData != NULL)
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|     {
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|         WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
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|         CleanupDeviceWGL((HWND)viewport->PlatformHandle, data);
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|         IM_DELETE(data);
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|         viewport->RendererUserData = NULL;
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|     }
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| }
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| 
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| static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*)
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| {
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|     // Activate the platform window DC in the OpenGL rendering context
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|     if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
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|         wglMakeCurrent(data->hDC, g_hRC);
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| }
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| 
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| static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*)
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| {
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|     if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
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|         ::SwapBuffers(data->hDC);
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| }
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| 
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| // Main code
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| int main(int, char**)
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| {
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|     // Create application window
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|     //ImGui_ImplWin32_EnableDpiAwareness();
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|     WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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|     ::RegisterClassExW(&wc);
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|     HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
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| 
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|     // Initialize OpenGL
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|     if (!CreateDeviceWGL(hwnd, &g_MainWindow))
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|     {
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|         CleanupDeviceWGL(hwnd, &g_MainWindow);
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|         ::DestroyWindow(hwnd);
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|         ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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|         return 1;
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|     }
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|     wglMakeCurrent(g_MainWindow.hDC, g_hRC);
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| 
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|     // Show the window
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|     ::ShowWindow(hwnd, SW_SHOWDEFAULT);
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|     ::UpdateWindow(hwnd);
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| 
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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(); (void)io;
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|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;   // Enable Keyboard Controls
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|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;    // Enable Gamepad Controls
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|     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;       // Enable Docking
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|     io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;     // Enable Multi-Viewport / Platform Windows
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| 
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|     // Setup Dear ImGui style
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|     ImGui::StyleColorsDark();
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|     //ImGui::StyleColorsClassic();
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| 
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|     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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|     ImGuiStyle& style = ImGui::GetStyle();
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|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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|     {
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|         style.WindowRounding = 0.0f;
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|         style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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|     }
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| 
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|     // Setup Platform/Renderer backends
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|     ImGui_ImplWin32_InitForOpenGL(hwnd);
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|     ImGui_ImplOpenGL3_Init();
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| 
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|     // Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api.
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|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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|     {
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|         ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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|         IM_ASSERT(platform_io.Renderer_CreateWindow == NULL);
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|         IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL);
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|         IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL);
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|         IM_ASSERT(platform_io.Platform_RenderWindow == NULL);
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|         platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow;
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|         platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow;
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|         platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers;
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|         platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow;
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|     }
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| 
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|     // Load Fonts
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|     // - 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.
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|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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|     // - 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).
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|     // - 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.
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|     // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype 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 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 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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|     //IM_ASSERT(font != nullptr);
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| 
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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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| 
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|     // Main loop
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|     bool done = false;
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|     while (!done)
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|     {
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|         // Poll and handle messages (inputs, window resize, etc.)
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|         // See the WndProc() function below for our to dispatch events to the Win32 backend.
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|         MSG msg;
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|         while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
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|         {
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|             ::TranslateMessage(&msg);
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|             ::DispatchMessage(&msg);
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|             if (msg.message == WM_QUIT)
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|                 done = true;
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|         }
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|         if (done)
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|             break;
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| 
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|         // Start the Dear ImGui frame
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|         ImGui_ImplOpenGL3_NewFrame();
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|         ImGui_ImplWin32_NewFrame();
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|         ImGui::NewFrame();
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| 
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|         // 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!).
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|         if (show_demo_window)
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|             ImGui::ShowDemoWindow(&show_demo_window);
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| 
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|         // 2. Show a simple window that we create ourselves. We use a Begin/End pair 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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| 
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|             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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| 
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|             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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|             ImGui::Checkbox("Demo Window", &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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| 
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|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
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|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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| 
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|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets 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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| 
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|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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|             ImGui::End();
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|         }
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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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|         {
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|             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)
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|             ImGui::Text("Hello from another window!");
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|             if (ImGui::Button("Close Me"))
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|                 show_another_window = false;
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|             ImGui::End();
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|         }
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| 
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|         // Rendering
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|         ImGui::Render();
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|         glViewport(0, 0, g_Width, g_Height);
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|         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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|         glClear(GL_COLOR_BUFFER_BIT);
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|         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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| 
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|         // Update and Render additional Platform Windows
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|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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|         {
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|             ImGui::UpdatePlatformWindows();
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|             ImGui::RenderPlatformWindowsDefault();
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| 
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|             // Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
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|             wglMakeCurrent(g_MainWindow.hDC, g_hRC);
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|         }
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| 
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|         // Present
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|         ::SwapBuffers(g_MainWindow.hDC);
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|     }
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| 
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|     ImGui_ImplOpenGL3_Shutdown();
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|     ImGui_ImplWin32_Shutdown();
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|     ImGui::DestroyContext();
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| 
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|     CleanupDeviceWGL(hwnd, &g_MainWindow);
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|     wglDeleteContext(g_hRC);
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|     ::DestroyWindow(hwnd);
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|     ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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| 
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|     return 0;
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| }
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| 
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| // Helper functions
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| bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data)
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| {
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|     HDC hDc = ::GetDC(hWnd);
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|     PIXELFORMATDESCRIPTOR pfd = { 0 };
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|     pfd.nSize = sizeof(pfd);
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|     pfd.nVersion = 1;
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|     pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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|     pfd.iPixelType = PFD_TYPE_RGBA;
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|     pfd.cColorBits = 32;
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| 
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|     const int pf = ::ChoosePixelFormat(hDc, &pfd);
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|     if (pf == 0)
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|         return false;
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|     if (::SetPixelFormat(hDc, pf, &pfd) == FALSE)
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|         return false;
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|     ::ReleaseDC(hWnd, hDc);
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| 
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|     data->hDC = ::GetDC(hWnd);
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|     if (!g_hRC)
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|         g_hRC = wglCreateContext(data->hDC);
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|     return true;
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| }
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| 
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| void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
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| {
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|     wglMakeCurrent(nullptr, nullptr);
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|     ::ReleaseDC(hWnd, data->hDC);
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| }
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| 
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| // Forward declare message handler from imgui_impl_win32.cpp
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| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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| 
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| // Win32 message handler
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| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to 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 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 data to your main application, or clear/overwrite your copy of the keyboard data.
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| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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| {
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|     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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|         return true;
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| 
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|     switch (msg)
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|     {
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|     case WM_SIZE:
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|         if (wParam != SIZE_MINIMIZED)
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|         {
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|             g_Width = LOWORD(lParam);
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|             g_Height = HIWORD(lParam);
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|         }
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|         return 0;
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|     case WM_SYSCOMMAND:
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|         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
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|             return 0;
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|         break;
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|     case WM_DESTROY:
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|         ::PostQuitMessage(0);
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|         return 0;
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|     }
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|     return ::DefWindowProcW(hWnd, msg, wParam, lParam);
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| }
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