mirror of
https://github.com/wheremyfoodat/Panda3DS.git
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Add ImGui bindings to Lua
This commit is contained in:
parent
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212 changed files with 49453 additions and 21919 deletions
10
third_party/imgui/examples/README.txt
vendored
10
third_party/imgui/examples/README.txt
vendored
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@ -1 +1,9 @@
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See EXAMPLES and BACKENDS files in the docs/ folder.
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See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs
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Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app).
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Examples = Standalone applications showcasing integration with platforms/graphics api.
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Some Examples have extra README files in their respective directory, please check them too!
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Once Dear ImGui is running (in either examples or your own application/game/engine),
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run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.
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@ -12,7 +12,7 @@ Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indi
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### On Ubuntu 14.04+ and macOS
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```bash
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g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
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g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
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```
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On macOS, install Allegro with homebrew: `brew install allegro`.
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@ -23,13 +23,14 @@ You may install Allegro using vcpkg:
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```
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git clone https://github.com/Microsoft/vcpkg
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cd vcpkg
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.\bootstrap-vcpkg.bat
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.\vcpkg install allegro5
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.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio
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bootstrap-vcpkg.bat
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vcpkg install allegro5 --triplet=x86-windows ; for win32
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vcpkg install allegro5 --triplet=x64-windows ; for win64
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vcpkg integrate install ; register include / libs in Visual Studio
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```
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Build:
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```
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set ALLEGRODIR=path_to_your_allegro5_folder
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cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
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cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
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```
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>MultiByte</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>MultiByte</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>MultiByte</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>MultiByte</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -120,8 +122,9 @@
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\misc\natvis\imgui.natvis" />
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<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
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<None Include="..\..\misc\debuggers\imgui.natvis" />
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<None Include="..\README.txt" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -51,8 +51,11 @@
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</ItemGroup>
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<ItemGroup>
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<None Include="..\README.txt" />
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<None Include="..\..\misc\natvis\imgui.natvis">
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<Filter>sources</Filter>
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<None Include="..\..\misc\debuggers\imgui.natvis">
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<Filter>imgui</Filter>
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</None>
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<None Include="..\..\misc\debuggers\imgui.natstepfilter">
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<Filter>imgui</Filter>
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</None>
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</ItemGroup>
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</Project>
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</Project>
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@ -1,6 +1,18 @@
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// Dear ImGui: standalone example application for Allegro 5
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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// On Windows, you can install Allegro5 using vcpkg:
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// git clone https://github.com/Microsoft/vcpkg
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// cd vcpkg
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// bootstrap - vcpkg.bat
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// vcpkg install allegro5 --triplet=x86-windows ; for win32
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// vcpkg install allegro5 --triplet=x64-windows ; for win64
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// vcpkg integrate install ; register include and libs in Visual Studio
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#include <stdint.h>
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#include <allegro5/allegro.h>
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@ -27,11 +39,12 @@ int main(int, char**)
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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_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplAllegro5_Init(display);
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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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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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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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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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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bool show_demo_window = true;
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bool show_another_window = false;
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{
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// Poll and handle events (inputs, window resize, etc.)
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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.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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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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ALLEGRO_EVENT ev;
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while (al_get_next_event(queue, &ev))
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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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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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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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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apply plugin: 'kotlin-android'
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android {
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compileSdkVersion 29
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buildToolsVersion "30.0.3"
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ndkVersion "21.4.7075529"
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compileSdkVersion 33
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buildToolsVersion "33.0.2"
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ndkVersion "25.2.9519653"
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defaultConfig {
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applicationId "imgui.example.android"
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minSdkVersion 23
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targetSdkVersion 29
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namespace "imgui.example.android"
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minSdkVersion 24
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targetSdkVersion 33
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versionCode 1
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versionName "1.0"
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}
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}
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}
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compileOptions {
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sourceCompatibility JavaVersion.VERSION_11
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targetCompatibility JavaVersion.VERSION_11
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}
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kotlinOptions {
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jvmTarget="11"
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}
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externalNativeBuild {
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cmake {
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path "../../CMakeLists.txt"
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version '3.22.1'
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}
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}
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}
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@ -1,6 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="imgui.example.android">
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<manifest xmlns:android="http://schemas.android.com/apk/res/android">
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<application
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android:label="ImGuiExample"
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<activity
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android:name="imgui.example.android.MainActivity"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
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android:configChanges="orientation|keyboardHidden|screenSize">
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android:configChanges="orientation|keyboardHidden|screenSize"
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android:exported="false">
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<meta-data android:name="android.app.lib_name"
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android:value="ImGuiExample" />
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@ -1,12 +1,12 @@
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buildscript {
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ext.kotlin_version = '1.4.30'
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ext.kotlin_version = '1.8.0'
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repositories {
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google()
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jcenter()
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mavenCentral()
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}
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dependencies {
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classpath 'com.android.tools.build:gradle:4.0.1'
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classpath 'com.android.tools.build:gradle:7.4.1'
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classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
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}
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@ -15,7 +15,7 @@ buildscript {
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allprojects {
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repositories {
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google()
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jcenter()
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mavenCentral()
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}
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}
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@ -1,5 +1,10 @@
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// dear imgui: standalone example application for Android + OpenGL ES 3
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// Learn about Dear ImGui:
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||||
// - FAQ https://dearimgui.com/faq
|
||||
// - 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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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include <android/asset_manager.h>
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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#include <string>
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// Data
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static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
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static EGLSurface g_EglSurface = EGL_NO_SURFACE;
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static EGLContext g_EglContext = EGL_NO_CONTEXT;
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static struct android_app* g_App = NULL;
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static struct android_app* g_App = nullptr;
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static bool g_Initialized = false;
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static char g_LogTag[] = "ImGuiExample";
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static std::string g_IniFilename = "";
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// Forward declarations of helper functions
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static void Init(struct android_app* app);
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static void Shutdown();
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static void MainLoopStep();
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static int ShowSoftKeyboardInput();
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static int PollUnicodeChars();
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static int GetAssetData(const char* filename, void** out_data);
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void init(struct android_app* app)
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// Main code
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static void handleAppCmd(struct android_app* app, int32_t appCmd)
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{
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switch (appCmd)
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{
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case APP_CMD_SAVE_STATE:
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break;
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||||
case APP_CMD_INIT_WINDOW:
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Init(app);
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break;
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case APP_CMD_TERM_WINDOW:
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Shutdown();
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break;
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case APP_CMD_GAINED_FOCUS:
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case APP_CMD_LOST_FOCUS:
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break;
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}
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}
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static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
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{
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return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
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}
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||||
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||||
void android_main(struct android_app* app)
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||||
{
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app->onAppCmd = handleAppCmd;
|
||||
app->onInputEvent = handleInputEvent;
|
||||
|
||||
while (true)
|
||||
{
|
||||
int out_events;
|
||||
struct android_poll_source* out_data;
|
||||
|
||||
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
|
||||
while (ALooper_pollAll(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
|
||||
{
|
||||
// Process one event
|
||||
if (out_data != nullptr)
|
||||
out_data->process(app, out_data);
|
||||
|
||||
// Exit the app by returning from within the infinite loop
|
||||
if (app->destroyRequested != 0)
|
||||
{
|
||||
// shutdown() should have been called already while processing the
|
||||
// app command APP_CMD_TERM_WINDOW. But we play save here
|
||||
if (!g_Initialized)
|
||||
Shutdown();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Initiate a new frame
|
||||
MainLoopStep();
|
||||
}
|
||||
}
|
||||
|
||||
void Init(struct android_app* app)
|
||||
{
|
||||
if (g_Initialized)
|
||||
return;
|
||||
|
@ -61,7 +129,7 @@ void init(struct android_app* app)
|
|||
if (g_EglContext == EGL_NO_CONTEXT)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
|
||||
|
||||
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
|
||||
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr);
|
||||
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
|
||||
}
|
||||
|
||||
|
@ -70,13 +138,14 @@ void init(struct android_app* app)
|
|||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Disable loading/saving of .ini file from disk.
|
||||
// FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android.
|
||||
io.IniFilename = NULL;
|
||||
// Redirect loading/saving of .ini file to our location.
|
||||
// Make sure 'g_IniFilename' persists while we use Dear ImGui.
|
||||
g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini";
|
||||
io.IniFilename = g_IniFilename.c_str();;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplAndroid_Init(g_App->window);
|
||||
|
@ -84,7 +153,7 @@ void init(struct android_app* app)
|
|||
|
||||
// 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.
|
||||
// - 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).
|
||||
// - 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.
|
||||
// - 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 \\ !
|
||||
|
@ -99,21 +168,21 @@ void init(struct android_app* app)
|
|||
//void* font_data;
|
||||
//int font_data_size;
|
||||
//ImFont* font;
|
||||
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
||||
//font_data_size = GetAssetData("segoeui.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font_data_size = GetAssetData("ProggyTiny.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Arbitrary scale-up
|
||||
// FIXME: Put some effort into DPI awareness
|
||||
|
@ -122,13 +191,14 @@ void init(struct android_app* app)
|
|||
g_Initialized = true;
|
||||
}
|
||||
|
||||
void tick()
|
||||
void MainLoopStep()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (g_EglDisplay == EGL_NO_DISPLAY)
|
||||
return;
|
||||
|
||||
// Our state
|
||||
// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
@ -152,7 +222,7 @@ void tick()
|
|||
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 created a named 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;
|
||||
|
@ -171,7 +241,7 @@ void tick()
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -194,7 +264,7 @@ void tick()
|
|||
eglSwapBuffers(g_EglDisplay, g_EglSurface);
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
void Shutdown()
|
||||
{
|
||||
if (!g_Initialized)
|
||||
return;
|
||||
|
@ -225,85 +295,29 @@ void shutdown()
|
|||
g_Initialized = false;
|
||||
}
|
||||
|
||||
static void handleAppCmd(struct android_app* app, int32_t appCmd)
|
||||
{
|
||||
switch (appCmd)
|
||||
{
|
||||
case APP_CMD_SAVE_STATE:
|
||||
break;
|
||||
case APP_CMD_INIT_WINDOW:
|
||||
init(app);
|
||||
break;
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
shutdown();
|
||||
break;
|
||||
case APP_CMD_GAINED_FOCUS:
|
||||
break;
|
||||
case APP_CMD_LOST_FOCUS:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
|
||||
{
|
||||
return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
|
||||
}
|
||||
|
||||
void android_main(struct android_app* app)
|
||||
{
|
||||
app->onAppCmd = handleAppCmd;
|
||||
app->onInputEvent = handleInputEvent;
|
||||
|
||||
while (true)
|
||||
{
|
||||
int out_events;
|
||||
struct android_poll_source* out_data;
|
||||
|
||||
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
|
||||
while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0)
|
||||
{
|
||||
// Process one event
|
||||
if (out_data != NULL)
|
||||
out_data->process(app, out_data);
|
||||
|
||||
// Exit the app by returning from within the infinite loop
|
||||
if (app->destroyRequested != 0)
|
||||
{
|
||||
// shutdown() should have been called already while processing the
|
||||
// app command APP_CMD_TERM_WINDOW. But we play save here
|
||||
if (!g_Initialized)
|
||||
shutdown();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Initiate a new frame
|
||||
tick();
|
||||
}
|
||||
}
|
||||
// Helper functions
|
||||
|
||||
// Unfortunately, there is no way to show the on-screen input from native code.
|
||||
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
|
||||
static int ShowSoftKeyboardInput()
|
||||
{
|
||||
JavaVM* java_vm = g_App->activity->vm;
|
||||
JNIEnv* java_env = NULL;
|
||||
JNIEnv* java_env = nullptr;
|
||||
|
||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||
if (jni_return == JNI_ERR)
|
||||
return -1;
|
||||
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
|
||||
if (jni_return != JNI_OK)
|
||||
return -2;
|
||||
|
||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||
if (native_activity_clazz == NULL)
|
||||
if (native_activity_clazz == nullptr)
|
||||
return -3;
|
||||
|
||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
|
||||
if (method_id == NULL)
|
||||
if (method_id == nullptr)
|
||||
return -4;
|
||||
|
||||
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
|
||||
|
@ -321,22 +335,22 @@ static int ShowSoftKeyboardInput()
|
|||
static int PollUnicodeChars()
|
||||
{
|
||||
JavaVM* java_vm = g_App->activity->vm;
|
||||
JNIEnv* java_env = NULL;
|
||||
JNIEnv* java_env = nullptr;
|
||||
|
||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||
if (jni_return == JNI_ERR)
|
||||
return -1;
|
||||
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
|
||||
if (jni_return != JNI_OK)
|
||||
return -2;
|
||||
|
||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||
if (native_activity_clazz == NULL)
|
||||
if (native_activity_clazz == nullptr)
|
||||
return -3;
|
||||
|
||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
|
||||
if (method_id == NULL)
|
||||
if (method_id == nullptr)
|
||||
return -4;
|
||||
|
||||
// Send the actual characters to Dear ImGui
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
|
||||
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
|
||||
Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one.
|
||||
Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -7,6 +7,10 @@
|
|||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
|
||||
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 050450AC276863B000AB6805 /* QuartzCore.framework */; };
|
||||
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; };
|
||||
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05A275432773BEA20084EF39 /* QuartzCore.framework */; };
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
|
||||
|
@ -32,6 +36,11 @@
|
|||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
050450AC276863B000AB6805 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = System/Library/Frameworks/QuartzCore.framework; sourceTree = SDKROOT; };
|
||||
05318E0E274C397200A8DE2E /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
|
||||
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_metal.h; path = ../../backends/imgui_impl_metal.h; sourceTree = "<group>"; };
|
||||
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../../backends/imgui_impl_osx.h; sourceTree = "<group>"; };
|
||||
05A275432773BEA20084EF39 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/QuartzCore.framework; sourceTree = DEVELOPER_DIR; };
|
||||
07A82ED62139413C0078D120 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
|
||||
07A82ED72139413C0078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
|
||||
5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
|
||||
|
@ -64,6 +73,7 @@
|
|||
isa = PBXFrameworksBuildPhase;
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */,
|
||||
8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */,
|
||||
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */,
|
||||
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */,
|
||||
|
@ -74,8 +84,10 @@
|
|||
isa = PBXFrameworksBuildPhase;
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */,
|
||||
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */,
|
||||
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */,
|
||||
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */,
|
||||
83BBE9ED20EB471700295997 /* Metal.framework in Frameworks */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
|
@ -133,6 +145,9 @@
|
|||
83BBE9E320EB46B800295997 /* Frameworks */ = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
050450AC276863B000AB6805 /* QuartzCore.framework */,
|
||||
05A275432773BEA20084EF39 /* QuartzCore.framework */,
|
||||
05318E0E274C397200A8DE2E /* GameController.framework */,
|
||||
8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
|
||||
8309BD8E253CCAAA0045E2A1 /* UIKit.framework */,
|
||||
83BBE9EE20EB471C00295997 /* ModelIO.framework */,
|
||||
|
@ -149,7 +164,9 @@
|
|||
isa = PBXGroup;
|
||||
children = (
|
||||
5079822D257677DB0038A28D /* imgui_tables.cpp */,
|
||||
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */,
|
||||
8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */,
|
||||
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */,
|
||||
8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */,
|
||||
83BBEA0420EB54E700295997 /* imconfig.h */,
|
||||
83BBEA0320EB54E700295997 /* imgui.cpp */,
|
||||
|
@ -264,9 +281,9 @@
|
|||
8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */,
|
||||
83BBEA0920EB54E700295997 /* imgui.cpp in Sources */,
|
||||
83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */,
|
||||
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
|
||||
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
|
||||
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
|
||||
8309BDA5253CCC070045E2A1 /* main.mm in Sources */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
|
@ -277,10 +294,10 @@
|
|||
files = (
|
||||
8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */,
|
||||
8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */,
|
||||
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
|
||||
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
|
||||
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
|
||||
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
|
||||
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
|
||||
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
|
||||
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
|
||||
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */,
|
||||
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
|
||||
8309BDA8253CCC080045E2A1 /* main.mm in Sources */,
|
||||
);
|
||||
|
|
|
@ -1,6 +1,10 @@
|
|||
// Dear ImGui: standalone example application for OSX + Metal.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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
|
||||
|
||||
#import <Foundation/Foundation.h>
|
||||
|
||||
|
@ -15,26 +19,28 @@
|
|||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#include "imgui_impl_osx.h"
|
||||
|
||||
@interface ViewController : NSViewController
|
||||
@interface AppViewController : NSViewController<NSWindowDelegate>
|
||||
@end
|
||||
#else
|
||||
@interface ViewController : UIViewController
|
||||
@interface AppViewController : UIViewController
|
||||
@end
|
||||
#endif
|
||||
|
||||
@interface ViewController () <MTKViewDelegate>
|
||||
@interface AppViewController () <MTKViewDelegate>
|
||||
@property (nonatomic, readonly) MTKView *mtkView;
|
||||
@property (nonatomic, strong) id <MTLDevice> device;
|
||||
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
|
||||
@end
|
||||
|
||||
@implementation ViewController
|
||||
//-----------------------------------------------------------------------------------
|
||||
// AppViewController
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
- (instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
|
||||
@implementation AppViewController
|
||||
|
||||
-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
|
||||
{
|
||||
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
|
||||
|
||||
|
@ -52,12 +58,22 @@
|
|||
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_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
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//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 Renderer backend
|
||||
ImGui_ImplMetal_Init(_device);
|
||||
|
@ -65,32 +81,33 @@
|
|||
// 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).
|
||||
// - 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.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - 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 \\ !
|
||||
//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);
|
||||
//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);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
- (MTKView *)mtkView
|
||||
-(MTKView *)mtkView
|
||||
{
|
||||
return (MTKView *)self.view;
|
||||
}
|
||||
|
||||
- (void)loadView
|
||||
-(void)loadView
|
||||
{
|
||||
self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
|
||||
}
|
||||
|
||||
- (void)viewDidLoad
|
||||
-(void)viewDidLoad
|
||||
{
|
||||
[super viewDidLoad];
|
||||
|
||||
|
@ -98,129 +115,12 @@
|
|||
self.mtkView.delegate = self;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
|
||||
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
|
||||
options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
|
||||
owner:self
|
||||
userInfo:nil];
|
||||
[self.view addTrackingArea:trackingArea];
|
||||
|
||||
// If we want to receive key events, we either need to be in the responder chain of the key view,
|
||||
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
|
||||
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
|
||||
// window, we'd want to be much more careful than just ingesting the complete event stream.
|
||||
// To match the behavior of other backends, we pass every event down to the OS.
|
||||
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
|
||||
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
|
||||
{
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
return event;
|
||||
}];
|
||||
|
||||
ImGui_ImplOSX_Init();
|
||||
|
||||
ImGui_ImplOSX_Init(self.view);
|
||||
[NSApp activateIgnoringOtherApps:YES];
|
||||
#endif
|
||||
}
|
||||
|
||||
#pragma mark - Interaction
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
- (void)mouseMoved:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)scrollWheel:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
|
||||
// as if it were a depressed left mouse button, and we don't bother handling
|
||||
// multitouch correctly at all. This causes the "cursor" to behave very erratically
|
||||
// when there are multiple active touches. But for demo purposes, single-touch
|
||||
// interaction actually works surprisingly well.
|
||||
- (void)updateIOWithTouchEvent:(UIEvent *)event
|
||||
{
|
||||
UITouch *anyTouch = event.allTouches.anyObject;
|
||||
CGPoint touchLocation = [anyTouch locationInView:self.view];
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
|
||||
|
||||
BOOL hasActiveTouch = NO;
|
||||
for (UITouch *touch in event.allTouches)
|
||||
{
|
||||
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
|
||||
{
|
||||
hasActiveTouch = YES;
|
||||
break;
|
||||
}
|
||||
}
|
||||
io.MouseDown[0] = hasActiveTouch;
|
||||
}
|
||||
|
||||
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
|
||||
{
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
|
||||
{
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
|
||||
{
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
|
||||
{
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#pragma mark - MTKViewDelegate
|
||||
|
||||
- (void)drawInMTKView:(MTKView*)view
|
||||
-(void)drawInMTKView:(MTKView*)view
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize.x = view.bounds.size.width;
|
||||
|
@ -233,90 +133,149 @@
|
|||
#endif
|
||||
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
|
||||
|
||||
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
|
||||
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor == nil)
|
||||
{
|
||||
[commandBuffer commit];
|
||||
return;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
#if TARGET_OS_OSX
|
||||
ImGui_ImplOSX_NewFrame(view);
|
||||
#endif
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor != nil)
|
||||
// 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.
|
||||
{
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
// Here, you could do additional rendering work, including other passes as necessary.
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
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);
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
#if TARGET_OS_OSX
|
||||
ImGui_ImplOSX_NewFrame(view);
|
||||
#endif
|
||||
ImGui::NewFrame();
|
||||
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
|
||||
|
||||
// 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);
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
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();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
// Present
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
[commandBuffer commit];
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
}
|
||||
|
||||
- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
||||
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
||||
{
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Input processing
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
- (void)viewWillAppear
|
||||
{
|
||||
[super viewWillAppear];
|
||||
self.view.window.delegate = self;
|
||||
}
|
||||
|
||||
- (void)windowWillClose:(NSNotification *)notification
|
||||
{
|
||||
ImGui_ImplMetal_Shutdown();
|
||||
ImGui_ImplOSX_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
|
||||
// as if it were a depressed left mouse button, and we don't bother handling
|
||||
// multitouch correctly at all. This causes the "cursor" to behave very erratically
|
||||
// when there are multiple active touches. But for demo purposes, single-touch
|
||||
// interaction actually works surprisingly well.
|
||||
-(void)updateIOWithTouchEvent:(UIEvent *)event
|
||||
{
|
||||
UITouch *anyTouch = event.allTouches.anyObject;
|
||||
CGPoint touchLocation = [anyTouch locationInView:self.view];
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
|
||||
io.AddMousePosEvent(touchLocation.x, touchLocation.y);
|
||||
|
||||
BOOL hasActiveTouch = NO;
|
||||
for (UITouch *touch in event.allTouches)
|
||||
{
|
||||
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
|
||||
{
|
||||
hasActiveTouch = YES;
|
||||
break;
|
||||
}
|
||||
}
|
||||
io.AddMouseButtonEvent(0, hasActiveTouch);
|
||||
}
|
||||
|
||||
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
|
||||
#endif
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - Application Delegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
// AppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
|
@ -326,28 +285,27 @@
|
|||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (instancetype)init
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
-(instancetype)init
|
||||
{
|
||||
if (self = [super init])
|
||||
{
|
||||
NSViewController *rootViewController = [[ViewController alloc] initWithNibName:nil bundle:nil];
|
||||
NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
|
||||
self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
|
||||
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
|
||||
backing:NSBackingStoreBuffered
|
||||
defer:NO];
|
||||
self.window.contentViewController = rootViewController;
|
||||
[self.window orderFront:self];
|
||||
[self.window center];
|
||||
[self.window becomeKeyWindow];
|
||||
[self.window makeKeyAndOrderFront:self];
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#else
|
||||
|
@ -358,10 +316,10 @@
|
|||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (BOOL)application:(UIApplication *)application
|
||||
-(BOOL)application:(UIApplication *)application
|
||||
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
|
||||
{
|
||||
UIViewController *rootViewController = [[ViewController alloc] init];
|
||||
UIViewController *rootViewController = [[AppViewController alloc] init];
|
||||
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
|
||||
self.window.rootViewController = rootViewController;
|
||||
[self.window makeKeyAndVisible];
|
||||
|
@ -372,7 +330,9 @@
|
|||
|
||||
#endif
|
||||
|
||||
#pragma mark - main()
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Application main() function
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
05E31B59274EF0700083FCB6 /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05E31B57274EF0360083FCB6 /* GameController.framework */; };
|
||||
07A82EDB213941D00078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82EDA213941D00078D120 /* imgui_widgets.cpp */; };
|
||||
4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A98A20B02CD90036BA46 /* main.mm */; };
|
||||
4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */; };
|
||||
|
@ -32,6 +33,7 @@
|
|||
/* End PBXCopyFilesBuildPhase section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
05E31B57274EF0360083FCB6 /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
|
||||
07A82EDA213941D00078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
|
||||
4080A96B20B029B00036BA46 /* example_osx_opengl2 */ = {isa = PBXFileReference; explicitFileType = "compiled.mach-o.executable"; includeInIndex = 0; path = example_osx_opengl2; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
4080A98A20B02CD90036BA46 /* main.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; path = main.mm; sourceTree = SOURCE_ROOT; };
|
||||
|
@ -57,6 +59,7 @@
|
|||
files = (
|
||||
4080A9B520B034EA0036BA46 /* OpenGL.framework in Frameworks */,
|
||||
4080A9B320B034E40036BA46 /* Cocoa.framework in Frameworks */,
|
||||
05E31B59274EF0700083FCB6 /* GameController.framework in Frameworks */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
|
@ -95,6 +98,7 @@
|
|||
4080A9B120B034E40036BA46 /* Frameworks */ = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
05E31B57274EF0360083FCB6 /* GameController.framework */,
|
||||
4080A9B420B034EA0036BA46 /* OpenGL.framework */,
|
||||
4080A9B220B034E40036BA46 /* Cocoa.framework */,
|
||||
);
|
||||
|
@ -287,7 +291,6 @@
|
|||
CODE_SIGN_STYLE = Automatic;
|
||||
MACOSX_DEPLOYMENT_TARGET = 10.12;
|
||||
PRODUCT_NAME = "$(TARGET_NAME)";
|
||||
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
|
||||
USER_HEADER_SEARCH_PATHS = ../..;
|
||||
};
|
||||
name = Debug;
|
||||
|
@ -298,7 +301,6 @@
|
|||
CODE_SIGN_STYLE = Automatic;
|
||||
MACOSX_DEPLOYMENT_TARGET = 10.12;
|
||||
PRODUCT_NAME = "$(TARGET_NAME)";
|
||||
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
|
||||
USER_HEADER_SEARCH_PATHS = ../..;
|
||||
};
|
||||
name = Release;
|
||||
|
|
|
@ -1,31 +1,30 @@
|
|||
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../../backends/imgui_impl_osx.h"
|
||||
#include "../../backends/imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
// 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
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
#import <OpenGL/glu.h>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include "imgui_impl_osx.h"
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleView
|
||||
// AppView
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleView : NSOpenGLView
|
||||
@interface AppView : NSOpenGLView
|
||||
{
|
||||
NSTimer* animationTimer;
|
||||
}
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleView
|
||||
|
||||
-(void)animationTimerFired:(NSTimer*)timer
|
||||
{
|
||||
[self setNeedsDisplay:YES];
|
||||
}
|
||||
@implementation AppView
|
||||
|
||||
-(void)prepareOpenGL
|
||||
{
|
||||
|
@ -39,11 +38,57 @@
|
|||
#endif
|
||||
}
|
||||
|
||||
-(void)initialize
|
||||
{
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
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
|
||||
|
||||
// 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_ImplOSX_Init(self);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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 \\ !
|
||||
//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);
|
||||
}
|
||||
|
||||
-(void)updateAndDrawDemoView
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
|
@ -55,7 +100,7 @@
|
|||
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 created a named 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;
|
||||
|
@ -74,7 +119,7 @@
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -88,18 +133,25 @@
|
|||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
glViewport(0, 0, width, height);
|
||||
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);
|
||||
|
||||
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_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
// Present
|
||||
[[self openGLContext] flushBuffer];
|
||||
|
@ -108,66 +160,22 @@
|
|||
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
|
||||
}
|
||||
|
||||
-(void)reshape
|
||||
{
|
||||
[[self openGLContext] update];
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
|
||||
-(void)drawRect:(NSRect)bounds
|
||||
{
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
|
||||
-(BOOL)acceptsFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)becomeFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)resignFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(void)dealloc
|
||||
{
|
||||
animationTimer = nil;
|
||||
}
|
||||
|
||||
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
|
||||
-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; }
|
||||
-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
|
||||
-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
|
||||
-(void)dealloc { animationTimer = nil; }
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleAppDelegate
|
||||
// AppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
@property (nonatomic, readonly) NSWindow* window;
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleAppDelegate
|
||||
@implementation AppDelegate
|
||||
@synthesize window = _window;
|
||||
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
|
||||
|
@ -193,7 +201,7 @@
|
|||
|
||||
-(void)setupMenu
|
||||
{
|
||||
NSMenu* mainMenuBar = [[NSMenu alloc] init];
|
||||
NSMenu* mainMenuBar = [[NSMenu alloc] init];
|
||||
NSMenu* appMenu;
|
||||
NSMenuItem* menuItem;
|
||||
|
||||
|
@ -217,11 +225,11 @@
|
|||
|
||||
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
|
||||
{
|
||||
// Make the application a foreground application (else it won't receive keyboard events)
|
||||
ProcessSerialNumber psn = {0, kCurrentProcess};
|
||||
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
|
||||
// Make the application a foreground application (else it won't receive keyboard events)
|
||||
ProcessSerialNumber psn = {0, kCurrentProcess};
|
||||
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
|
||||
|
||||
// Menu
|
||||
// Menu
|
||||
[self setupMenu];
|
||||
|
||||
NSOpenGLPixelFormatAttribute attrs[] =
|
||||
|
@ -232,7 +240,7 @@
|
|||
};
|
||||
|
||||
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
|
||||
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
|
||||
AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
|
||||
format = nil;
|
||||
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
|
||||
|
@ -243,48 +251,23 @@
|
|||
if ([view openGLContext] == nil)
|
||||
NSLog(@"No OpenGL Context!");
|
||||
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplOSX_Init();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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 'docs/FONTS.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);
|
||||
[view initialize];
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Application main() function
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
int main(int argc, const char* argv[])
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
return NSApplicationMain(argc, argv);
|
||||
@autoreleasepool
|
||||
{
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
AppDelegate* delegate = [[AppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
||||
|
|
|
@ -1,22 +0,0 @@
|
|||
## How to Build
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
- Then build using `make` while in the `example_emscripten_opengl3/` directory.
|
||||
|
||||
## How to Run
|
||||
|
||||
To run on a local machine:
|
||||
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
|
||||
## Obsolete features:
|
||||
|
||||
- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported.
|
||||
- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`
|
|
@ -1,174 +0,0 @@
|
|||
// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
|
||||
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
|
||||
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#include <emscripten.h>
|
||||
#include <SDL.h>
|
||||
#include <SDL_opengles2.h>
|
||||
|
||||
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
|
||||
// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
|
||||
SDL_Window* g_Window = NULL;
|
||||
SDL_GLContext g_GLContext = NULL;
|
||||
|
||||
// For clarity, our main loop code is declared at the end.
|
||||
static void main_loop(void*);
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
|
||||
// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
|
||||
// run this code on Chrome for Android for example.
|
||||
const char* glsl_version = "#version 100";
|
||||
//const char* glsl_version = "#version 300 es";
|
||||
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);
|
||||
|
||||
// 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);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
g_GLContext = SDL_GL_CreateContext(g_Window);
|
||||
if (!g_GLContext)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize WebGL context!\n");
|
||||
return 1;
|
||||
}
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// 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
|
||||
|
||||
// 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 = NULL;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
|
||||
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 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 '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 \\ !
|
||||
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
#endif
|
||||
|
||||
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
|
||||
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
|
||||
}
|
||||
|
||||
static void main_loop(void* arg)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// 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.
|
||||
// - 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_ImplSDL2_ProcessEvent(&event);
|
||||
// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(g_Window);
|
||||
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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
|
||||
SDL_GL_MakeCurrent(g_Window, g_GLContext);
|
||||
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());
|
||||
SDL_GL_SwapWindow(g_Window);
|
||||
}
|
|
@ -23,15 +23,18 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
|
|||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
EMS += -s USE_GLFW=3 -s USE_WEBGPU=1 -s WASM=1
|
||||
EMS += -s ALLOW_MEMORY_GROWTH=1
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
|
||||
EMS += -s ASSERTIONS=1
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
|
||||
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
|
@ -39,7 +42,8 @@ EMS += -s ASSERTIONS=1
|
|||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
|
@ -49,12 +53,11 @@ endif
|
|||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os
|
||||
CPPFLAGS += $(EMS)
|
||||
LIBS += $(EMS)
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
#LDFLAGS += --shell-file shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
|
@ -79,7 +82,7 @@ serve: all
|
|||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LIBS) $(LDFLAGS)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
|
|
@ -1,10 +1,24 @@
|
|||
|
||||
# How to Build
|
||||
## How to Build
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
|
||||
- Then build using `make` while in the `example_emscripten_wgpu/` directory.
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
|
||||
- Requires Emscripten 2.0.10 (December 2020) due to GLFW adaptations
|
||||
- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory.
|
||||
|
||||
- Requires recent Emscripten as WGPU is still a work-in-progress API.
|
||||
|
||||
## How to Run
|
||||
|
||||
To run on a local machine:
|
||||
- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
|
||||
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
|
||||
|
|
|
@ -1,236 +1,48 @@
|
|||
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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_glfw.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#endif
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <webgpu/webgpu.h>
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
|
||||
// Global WebGPU required states
|
||||
static WGPUDevice wgpu_device = NULL;
|
||||
static WGPUSurface wgpu_surface = NULL;
|
||||
static WGPUSwapChain wgpu_swap_chain = NULL;
|
||||
static int wgpu_swap_chain_width = 0;
|
||||
static int wgpu_swap_chain_height = 0;
|
||||
|
||||
// States tracked across render frames
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Forward declarations
|
||||
static bool init_wgpu();
|
||||
static void main_loop(void* window);
|
||||
static void print_glfw_error(int error, const char* description);
|
||||
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(print_glfw_error);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!init_wgpu())
|
||||
{
|
||||
if (window)
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
glfwShowWindow(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
|
||||
|
||||
// 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 = NULL;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm);
|
||||
|
||||
// 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 '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 \\ !
|
||||
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
// This function will directly return and exit the main function.
|
||||
// Make sure that no required objects get cleaned up.
|
||||
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
|
||||
emscripten_set_main_loop_arg(main_loop, window, 0, false);
|
||||
// Global WebGPU required states
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
|
||||
static WGPUSwapChain wgpu_swap_chain = nullptr;
|
||||
static int wgpu_swap_chain_width = 0;
|
||||
static int wgpu_swap_chain_height = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
// Forward declarations
|
||||
static bool InitWGPU();
|
||||
static void CreateSwapChain(int width, int height);
|
||||
|
||||
static bool init_wgpu()
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
if (!wgpu_device)
|
||||
return false;
|
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL);
|
||||
|
||||
// Use C++ wrapper due to misbehavior in Emscripten.
|
||||
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
|
||||
// seem to be inline with struct alignments in the C++ structure
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
|
||||
// Use 'null' instance
|
||||
wgpu::Instance instance = {};
|
||||
wgpu_surface = instance.CreateSurface(&surface_desc).Release();
|
||||
|
||||
return true;
|
||||
printf("GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void main_loop(void* window)
|
||||
{
|
||||
glfwPollEvents();
|
||||
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
|
||||
|
||||
// React to changes in screen size
|
||||
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
|
||||
if (wgpu_swap_chain)
|
||||
wgpuSwapChainRelease(wgpu_swap_chain);
|
||||
|
||||
wgpu_swap_chain_width = width;
|
||||
wgpu_swap_chain_height = height;
|
||||
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_OutputAttachment;
|
||||
swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
||||
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplGlfw_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
|
||||
|
||||
WGPURenderPassColorAttachmentDescriptor color_attachments = {};
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearColor = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = NULL;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEndPass(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetDefaultQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
}
|
||||
|
||||
static void print_glfw_error(int error, const char* description)
|
||||
{
|
||||
printf("Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
|
||||
static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*)
|
||||
{
|
||||
const char* error_type_lbl = "";
|
||||
switch (error_type)
|
||||
|
@ -243,3 +55,226 @@ static void print_wgpu_error(WGPUErrorType error_type, const char* message, void
|
|||
}
|
||||
printf("%s error: %s\n", error_type_lbl, message);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later.
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!InitWGPU())
|
||||
{
|
||||
if (window)
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
glfwShowWindow(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
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
|
||||
#endif
|
||||
ImGui_ImplWGPU_InitInfo init_info;
|
||||
init_info.Device = wgpu_device;
|
||||
init_info.NumFramesInFlight = 3;
|
||||
init_info.RenderTargetFormat = wgpu_preferred_fmt;
|
||||
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
ImGui_ImplWGPU_Init(&init_info);
|
||||
|
||||
// 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 \\ !
|
||||
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
|
||||
io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
#endif
|
||||
|
||||
// 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
|
||||
#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 (!glfwWindowShouldClose(window))
|
||||
#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.
|
||||
glfwPollEvents();
|
||||
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
|
||||
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
CreateSwapChain(width, height);
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplGlfw_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();
|
||||
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = nullptr;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplWGPU_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static bool InitWGPU()
|
||||
{
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
if (!wgpu_device)
|
||||
return false;
|
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
|
||||
|
||||
// Use C++ wrapper due to misbehavior in Emscripten.
|
||||
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
|
||||
// seem to be inline with struct alignments in the C++ structure
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
|
||||
wgpu::Instance instance = wgpuCreateInstance(nullptr);
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
wgpu_surface = surface.MoveToCHandle();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void CreateSwapChain(int width, int height)
|
||||
{
|
||||
if (wgpu_swap_chain)
|
||||
wgpuSwapChainRelease(wgpu_swap_chain);
|
||||
wgpu_swap_chain_width = width;
|
||||
wgpu_swap_chain_height = height;
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = wgpu_preferred_fmt;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
||||
}
|
||||
|
|
|
@ -14,9 +14,10 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
|
|||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
LIBS += -L/usr/local/lib -L/opt/homebrew/lib
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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_glfw.h"
|
||||
|
@ -27,27 +31,38 @@ int main(int, char**)
|
|||
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_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
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//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;
|
||||
}
|
||||
|
||||
// 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).
|
||||
// - 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.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - 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 \\ !
|
||||
//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);
|
||||
//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);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
|
@ -56,15 +71,15 @@ int main(int, char**)
|
|||
|
||||
// Create window with graphics context
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
|
||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
|
||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
|
||||
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
ImGui_ImplMetal_Init(device);
|
||||
|
||||
NSWindow *nswin = glfwGetCocoaWindow(window);
|
||||
|
@ -88,8 +103,8 @@ int main(int, char**)
|
|||
{
|
||||
// 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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - 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.
|
||||
glfwPollEvents();
|
||||
|
||||
|
@ -115,7 +130,7 @@ int main(int, char**)
|
|||
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 created a named 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;
|
||||
|
@ -134,7 +149,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -152,6 +167,13 @@ int main(int, char**)
|
|||
ImGui::Render();
|
||||
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
|
|
|
@ -22,7 +22,7 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
|
|||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
|
@ -41,11 +41,11 @@ endif
|
|||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
|
||||
#LIBS += -lglfw3
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
|
|
|
@ -5,4 +5,4 @@
|
|||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -28,27 +28,27 @@
|
|||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -91,6 +91,7 @@
|
|||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -105,6 +106,7 @@
|
|||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -122,6 +124,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -142,6 +145,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -172,10 +176,11 @@
|
|||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -54,8 +54,11 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -1,7 +1,11 @@
|
|||
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_glfw_opengl2/ folder**
|
||||
|
@ -25,17 +29,19 @@
|
|||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
|
||||
// Create window with graphics context
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
@ -44,12 +50,24 @@ int main(int, char**)
|
|||
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_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::StyleColorsClassic();
|
||||
//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_ImplGlfw_InitForOpenGL(window, true);
|
||||
|
@ -58,17 +76,18 @@ int main(int, char**)
|
|||
// 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).
|
||||
// - 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 \\ !
|
||||
//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);
|
||||
//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);
|
||||
//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;
|
||||
|
@ -80,8 +99,8 @@ int main(int, char**)
|
|||
{
|
||||
// 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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - 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.
|
||||
glfwPollEvents();
|
||||
|
||||
|
@ -94,7 +113,7 @@ int main(int, char**)
|
|||
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 created a named 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;
|
||||
|
@ -113,7 +132,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -143,6 +162,17 @@ int main(int, char**)
|
|||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
//glUseProgram(last_program);
|
||||
|
||||
// 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 glfwMakeContextCurrent(window) directly)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
GLFWwindow* backup_current_context = glfwGetCurrentContext();
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
glfwMakeContextCurrent(backup_current_context);
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
|
|
@ -21,40 +21,19 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
|
|||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL LOADER
|
||||
## OPENGL ES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## Using OpenGL loader: gl3w [default]
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
|
||||
## Using OpenGL loader: glew
|
||||
## (This assumes a system-wide installation)
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
# LIBS += -lGLEW
|
||||
|
||||
## Using OpenGL loader: glad
|
||||
# SOURCES += ../libs/glad/src/glad.c
|
||||
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
|
||||
## Using OpenGL loader: glad2
|
||||
# SOURCES += ../libs/glad/src/gl.c
|
||||
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD2
|
||||
|
||||
## Using OpenGL loader: glbinding
|
||||
## This assumes a system-wide installation
|
||||
## of either version 3.0.0 (or newer)
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
|
||||
# LIBS += -lglbinding
|
||||
## or the older version 2.x
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
|
||||
# LIBS += -lglbinding
|
||||
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
|
||||
# LINUX_GL_LIBS = -lGLESv2
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
|
@ -62,7 +41,7 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
|
|||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL `pkg-config --static --libs glfw3`
|
||||
LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
@ -71,11 +50,11 @@ endif
|
|||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
|
||||
#LIBS += -lglfw3
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
|
@ -100,12 +79,6 @@ endif
|
|||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/glad/src/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
#
|
||||
# Makefile to use with emscripten
|
||||
# Makefile to use with GLFW+emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make` will produce three files:
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
|
@ -20,18 +20,20 @@ EXE = $(WEB_DIR)/index.html
|
|||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
EMS += -s USE_SDL=2 -s WASM=1
|
||||
EMS += -s ALLOW_MEMORY_GROWTH=1
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
|
||||
EMS += -s ASSERTIONS=1
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
|
||||
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
|
||||
#EMS += -s BINARYEN_TRAP_MODE=clamp
|
||||
|
@ -43,7 +45,8 @@ EMS += -s ASSERTIONS=1
|
|||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
|
@ -53,12 +56,11 @@ endif
|
|||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os
|
||||
CPPFLAGS += $(EMS)
|
||||
LIBS += $(EMS)
|
||||
LDFLAGS += --shell-file shell_minimal.html
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
|
@ -73,9 +75,6 @@ LDFLAGS += --shell-file shell_minimal.html
|
|||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
|
@ -86,7 +85,7 @@ serve: all
|
|||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LIBS) $(LDFLAGS)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -rf $(OBJS) $(WEB_DIR)
|
|
@ -1,8 +1,8 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_glfw_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I..\libs\gl3w
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -28,27 +28,27 @@
|
|||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -90,7 +90,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -104,7 +105,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -120,8 +122,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -140,8 +143,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -162,7 +166,6 @@
|
|||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -171,14 +174,14 @@
|
|||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
|
||||
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -8,9 +8,6 @@
|
|||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="gl3w">
|
||||
<UniqueIdentifier>{42f99867-3108-43b8-99d0-fabefaf1f2e3}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
|
@ -19,9 +16,6 @@
|
|||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
|
@ -48,12 +42,6 @@
|
|||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
|
@ -63,11 +51,17 @@
|
|||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -1,41 +1,21 @@
|
|||
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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_glfw.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Initialize with glewInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Initialize with gladLoadGL()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
|
||||
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
|
||||
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
|
||||
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
|
||||
#include <glbinding/gl/gl.h>
|
||||
using namespace gl;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
|
||||
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
|
||||
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
|
||||
#include <glbinding/gl/gl.h>
|
||||
using namespace gl;
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#endif
|
||||
|
||||
// Include glfw3.h after our OpenGL definitions
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <GLFW/glfw3.h> // Will drag system OpenGL headers
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
|
@ -44,20 +24,31 @@ using namespace gl;
|
|||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#ifdef __APPLE__
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GL ES 2.0 + GLSL 100
|
||||
const char* glsl_version = "#version 100";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
||||
#elif defined(__APPLE__)
|
||||
// GL 3.2 + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
|
@ -74,65 +65,58 @@ int main(int, char**)
|
|||
#endif
|
||||
|
||||
// Create window with graphics context
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
||||
// Initialize OpenGL loader
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
bool err = gl3wInit() != 0;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
bool err = glewInit() != GLEW_OK;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
bool err = gladLoadGL() == 0;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
|
||||
bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
|
||||
bool err = false;
|
||||
glbinding::Binding::initialize();
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
|
||||
bool err = false;
|
||||
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
|
||||
#else
|
||||
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
|
||||
#endif
|
||||
if (err)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// 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_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::StyleColorsClassic();
|
||||
//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_ImplGlfw_InitForOpenGL(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
|
||||
#endif
|
||||
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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - 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);
|
||||
//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);
|
||||
//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;
|
||||
|
@ -140,12 +124,19 @@ int main(int, char**)
|
|||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
#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 (!glfwWindowShouldClose(window))
|
||||
#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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - 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.
|
||||
glfwPollEvents();
|
||||
|
||||
|
@ -158,7 +149,7 @@ int main(int, char**)
|
|||
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 created a named 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;
|
||||
|
@ -177,7 +168,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -200,8 +191,22 @@ int main(int, char**)
|
|||
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 glfwMakeContextCurrent(window) directly)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
GLFWwindow* backup_current_context = glfwGetCurrentContext();
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
glfwMakeContextCurrent(backup_current_context);
|
||||
}
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
|
|
|
@ -10,6 +10,7 @@ if(NOT CMAKE_BUILD_TYPE)
|
|||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 11)
|
||||
set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
|
||||
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
|
||||
|
||||
|
@ -41,3 +42,4 @@ file(GLOB sources *.cpp)
|
|||
|
||||
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
|
||||
target_link_libraries(example_glfw_vulkan ${LIBRARIES})
|
||||
target_compile_definitions(example_glfw_vulkan PUBLIC -DImTextureID=ImU64)
|
||||
|
|
|
@ -7,8 +7,8 @@
|
|||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
|
|
@ -6,8 +6,8 @@
|
|||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -28,27 +28,27 @@
|
|||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -91,6 +91,8 @@
|
|||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -105,6 +107,8 @@
|
|||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -122,6 +126,8 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -142,6 +148,8 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -172,10 +180,11 @@
|
|||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -54,8 +54,11 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -1,6 +1,10 @@
|
|||
// Dear ImGui: standalone example application for Glfw + Vulkan
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
|
@ -18,6 +22,7 @@
|
|||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <vulkan/vulkan.h>
|
||||
//#include <vulkan/vulkan_beta.h>
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
|
@ -26,12 +31,13 @@
|
|||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#define APP_USE_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
// Data
|
||||
static VkAllocationCallbacks* g_Allocator = nullptr;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
|
@ -45,6 +51,10 @@ static ImGui_ImplVulkanH_Window g_MainWindowData;
|
|||
static int g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
if (err == 0)
|
||||
|
@ -54,16 +64,53 @@ static void check_vk_result(VkResult err)
|
|||
abort();
|
||||
}
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
|
||||
{
|
||||
for (const VkExtensionProperties& p : properties)
|
||||
if (strcmp(p.extensionName, extension) == 0)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
|
||||
{
|
||||
uint32_t gpu_count;
|
||||
VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
ImVector<VkPhysicalDevice> gpus;
|
||||
gpus.resize(gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
|
||||
check_vk_result(err);
|
||||
|
||||
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
|
||||
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
|
||||
// dedicated GPUs) is out of scope of this sample.
|
||||
for (VkPhysicalDevice& device : gpus)
|
||||
{
|
||||
VkPhysicalDeviceProperties properties;
|
||||
vkGetPhysicalDeviceProperties(device, &properties);
|
||||
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
|
||||
return device;
|
||||
}
|
||||
|
||||
// Use first GPU (Integrated) is a Discrete one is not available.
|
||||
if (gpu_count > 0)
|
||||
return gpus[0];
|
||||
return VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
|
@ -71,68 +118,61 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
|||
{
|
||||
VkInstanceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
create_info.enabledExtensionCount = extensions_count;
|
||||
create_info.ppEnabledExtensionNames = extensions;
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
|
||||
// Enumerate available extensions
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
|
||||
check_vk_result(err);
|
||||
|
||||
// Enable required extensions
|
||||
if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
|
||||
instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
|
||||
{
|
||||
instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
|
||||
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Enabling validation layers
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
|
||||
// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
|
||||
const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
|
||||
memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
|
||||
extensions_ext[extensions_count] = "VK_EXT_debug_report";
|
||||
create_info.enabledExtensionCount = extensions_count + 1;
|
||||
create_info.ppEnabledExtensionNames = extensions_ext;
|
||||
instance_extensions.push_back("VK_EXT_debug_report");
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = instance_extensions.Data;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
free(extensions_ext);
|
||||
|
||||
// Get the function pointer (required for any extensions)
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = NULL;
|
||||
debug_report_ci.pUserData = nullptr;
|
||||
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#else
|
||||
// Create Vulkan Instance without any debug feature
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
IM_UNUSED(g_DebugReport);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Select GPU
|
||||
{
|
||||
uint32_t gpu_count;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
|
||||
check_vk_result(err);
|
||||
|
||||
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
|
||||
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
|
||||
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
|
||||
g_PhysicalDevice = gpus[0];
|
||||
free(gpus);
|
||||
}
|
||||
// Select Physical Device (GPU)
|
||||
g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
|
||||
|
||||
// Select graphics queue family
|
||||
{
|
||||
uint32_t count;
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
|
||||
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
|
||||
for (uint32_t i = 0; i < count; i++)
|
||||
|
@ -147,8 +187,20 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
|||
|
||||
// Create Logical Device (with 1 queue)
|
||||
{
|
||||
int device_extension_count = 1;
|
||||
const char* device_extensions[] = { "VK_KHR_swapchain" };
|
||||
ImVector<const char*> device_extensions;
|
||||
device_extensions.push_back("VK_KHR_swapchain");
|
||||
|
||||
// Enumerate physical device extension
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
|
||||
#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
|
||||
device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
|
||||
#endif
|
||||
|
||||
const float queue_priority[] = { 1.0f };
|
||||
VkDeviceQueueCreateInfo queue_info[1] = {};
|
||||
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
|
@ -159,33 +211,25 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
|||
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
|
||||
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
|
||||
create_info.pQueueCreateInfos = queue_info;
|
||||
create_info.enabledExtensionCount = device_extension_count;
|
||||
create_info.ppEnabledExtensionNames = device_extensions;
|
||||
create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = device_extensions.Data;
|
||||
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
|
||||
check_vk_result(err);
|
||||
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
|
||||
}
|
||||
|
||||
// Create Descriptor Pool
|
||||
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes.
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
||||
pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.maxSets = 1;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
|
@ -214,7 +258,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
|||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
|
@ -231,11 +275,11 @@ static void CleanupVulkan()
|
|||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
|
@ -253,7 +297,7 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
|||
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
|
@ -326,39 +370,37 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
|||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup GLFW window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Create window with Vulkan context
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
|
||||
|
||||
// Setup Vulkan
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
|
||||
if (!glfwVulkanSupported())
|
||||
{
|
||||
printf("GLFW: Vulkan Not Supported\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
ImVector<const char*> extensions;
|
||||
uint32_t extensions_count = 0;
|
||||
const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
|
||||
SetupVulkan(extensions, extensions_count);
|
||||
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
|
||||
for (uint32_t i = 0; i < extensions_count; i++)
|
||||
extensions.push_back(glfw_extensions[i]);
|
||||
SetupVulkan(extensions);
|
||||
|
||||
// Create Window Surface
|
||||
VkSurfaceKHR surface;
|
||||
|
@ -375,12 +417,24 @@ int main(int, char**)
|
|||
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_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::StyleColorsClassic();
|
||||
//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_ImplGlfw_InitForVulkan(window, true);
|
||||
|
@ -392,56 +446,29 @@ int main(int, char**)
|
|||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.Subpass = 0;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
// 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).
|
||||
// - 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 \\ !
|
||||
//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);
|
||||
//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);
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
// Use any command queue
|
||||
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
|
||||
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
|
||||
|
||||
err = vkResetCommandPool(g_Device, command_pool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &command_buffer;
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
//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;
|
||||
|
@ -453,8 +480,8 @@ int main(int, char**)
|
|||
{
|
||||
// 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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - 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.
|
||||
glfwPollEvents();
|
||||
|
||||
|
@ -481,7 +508,7 @@ int main(int, char**)
|
|||
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 created a named 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;
|
||||
|
@ -500,7 +527,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -516,17 +543,25 @@ int main(int, char**)
|
|||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
||||
if (!is_minimized)
|
||||
ImDrawData* main_draw_data = ImGui::GetDrawData();
|
||||
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
if (!main_is_minimized)
|
||||
FrameRender(wd, main_draw_data);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
FrameRender(wd, draw_data);
|
||||
FramePresent(wd);
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
// Present Main Platform Window
|
||||
if (!main_is_minimized)
|
||||
FramePresent(wd);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
|
|
|
@ -17,7 +17,7 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui
|
|||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -28,27 +28,27 @@
|
|||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -90,7 +90,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -104,7 +105,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -120,8 +122,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -140,8 +143,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -172,10 +176,11 @@
|
|||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -54,8 +54,11 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -1,36 +1,124 @@
|
|||
// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// On Windows, you can install Freeglut using vcpkg:
|
||||
// git clone https://github.com/Microsoft/vcpkg
|
||||
// cd vcpkg
|
||||
// bootstrap - vcpkg.bat
|
||||
// vcpkg install freeglut --triplet=x86-windows ; for win32
|
||||
// vcpkg install freeglut --triplet=x64-windows ; for win64
|
||||
// vcpkg integrate install ; register include and libs in Visual Studio
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glut.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#ifdef __APPLE__
|
||||
#include <GLUT/glut.h>
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/freeglut.h>
|
||||
#include <GL/freeglut.h>
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed
|
||||
#endif
|
||||
|
||||
// Forward declarations of helper functions
|
||||
void MainLoopStep();
|
||||
|
||||
// Our state
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
void my_display_code()
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
// Create GLUT window
|
||||
glutInit(&argc, argv);
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
|
||||
#endif
|
||||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
|
||||
glutInitWindowSize(1280, 720);
|
||||
glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
|
||||
|
||||
// Setup GLUT display function
|
||||
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
|
||||
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
|
||||
glutDisplayFunc(MainLoopStep);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
|
||||
ImGui_ImplGLUT_Init();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() 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.
|
||||
ImGui_ImplGLUT_InstallFuncs();
|
||||
|
||||
// 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 \\ !
|
||||
//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);
|
||||
|
||||
// Main loop
|
||||
glutMainLoop();
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplGLUT_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void MainLoopStep()
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplGLUT_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// 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 created a named 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;
|
||||
|
@ -49,7 +137,7 @@ void my_display_code()
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -62,19 +150,9 @@ void my_display_code()
|
|||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
}
|
||||
|
||||
void glut_display_func()
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplGLUT_NewFrame();
|
||||
|
||||
my_display_code();
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)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);
|
||||
|
@ -84,64 +162,3 @@ void glut_display_func()
|
|||
glutSwapBuffers();
|
||||
glutPostRedisplay();
|
||||
}
|
||||
|
||||
// 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.
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
// Create GLUT window
|
||||
glutInit(&argc, argv);
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
|
||||
#endif
|
||||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
|
||||
glutInitWindowSize(1280, 720);
|
||||
glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
|
||||
|
||||
// Setup GLUT display function
|
||||
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
|
||||
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
|
||||
glutDisplayFunc(glut_display_func);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGLUT_Init();
|
||||
ImGui_ImplGLUT_InstallFuncs();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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 '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 \\ !
|
||||
//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);
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplGLUT_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -1,32 +0,0 @@
|
|||
# This file is for configuration settings for your
|
||||
# application.
|
||||
#
|
||||
# The syntax is similar to windows .ini files ie
|
||||
#
|
||||
# [GroupName]
|
||||
# Setting = Value
|
||||
#
|
||||
# Which can be read by your application using
|
||||
# e.g s3eConfigGetString("GroupName", "Setting", string)
|
||||
#
|
||||
# All settings must be documented in .config.txt files.
|
||||
# New settings specific to this application should be
|
||||
# documented in app.config.txt
|
||||
#
|
||||
# Some conditional operations are also permitted, see the
|
||||
# S3E documentation for details.
|
||||
|
||||
[S3E]
|
||||
MemSize=6000000
|
||||
MemSizeDebug=6000000
|
||||
DispFixRot=FixedLandscape
|
||||
|
||||
# emulate iphone 5 resolution, change these settings to emulate other display resolution
|
||||
WinWidth=1136
|
||||
WinHeight=640
|
||||
|
||||
[GX]
|
||||
DataCacheSize=131070
|
||||
|
||||
[Util]
|
||||
#MemoryBreakpoint=1282
|
|
@ -1,124 +0,0 @@
|
|||
// Dear ImGui: standalone example application for Marmalade
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of Dear ImGui
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_marmalade.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#include <s3eKeyboard.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <IwGx.h>
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
IwGxInit();
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_Marmalade_Init(true);
|
||||
|
||||
// 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 '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 \\ !
|
||||
//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);
|
||||
|
||||
// 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
|
||||
while (true)
|
||||
{
|
||||
if (s3eDeviceCheckQuitRequest())
|
||||
break;
|
||||
|
||||
// Poll and handle inputs
|
||||
// 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.
|
||||
s3eKeyboardUpdate();
|
||||
s3ePointerUpdate();
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_Marmalade_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
|
||||
IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
|
||||
IwGxClear();
|
||||
ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
|
||||
IwGxSwapBuffers();
|
||||
|
||||
s3eDeviceYield(0);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_Marmalade_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
IwGxTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -1,47 +0,0 @@
|
|||
#!/usr/bin/env mkb
|
||||
|
||||
# ImGui - standalone example application for Marmalade
|
||||
# Copyright (C) 2015 by Giovanni Zito
|
||||
# This file is part of ImGui
|
||||
# https://github.com/ocornut/imgui
|
||||
|
||||
define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
|
||||
define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
|
||||
define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
|
||||
define _snprintf=snprintf
|
||||
|
||||
options
|
||||
{
|
||||
optimise-speed=1
|
||||
}
|
||||
|
||||
includepaths
|
||||
{
|
||||
../..
|
||||
../../backends
|
||||
}
|
||||
|
||||
subprojects
|
||||
{
|
||||
iwgx
|
||||
}
|
||||
|
||||
files
|
||||
{
|
||||
(.)
|
||||
["imgui"]
|
||||
../../imgui.cpp
|
||||
../../imgui_demo.cpp
|
||||
../../imgui_draw.cpp
|
||||
../../imgui_tables.cpp
|
||||
../../imgui_widgets.cpp
|
||||
../../imconfig.h
|
||||
../../imgui.h
|
||||
../../imgui_internal.h
|
||||
|
||||
["imgui","Marmalade backend"]
|
||||
../../backends/imgui_impl_marmalade.h
|
||||
../../backends/imgui_impl_marmalade.cpp
|
||||
main.cpp
|
||||
|
||||
}
|
10
third_party/imgui/examples/example_null/Makefile
vendored
10
third_party/imgui/examples/example_null/Makefile
vendored
|
@ -17,7 +17,7 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
|
|||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS += -I$(IMGUI_DIR)
|
||||
CXXFLAGS += -std=c++11 -I$(IMGUI_DIR)
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
|
@ -40,7 +40,7 @@ endif
|
|||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
ifneq ($(WITH_EXTRA_WARNINGS), 0)
|
||||
ifeq ($(WITH_EXTRA_WARNINGS), 1)
|
||||
CXXFLAGS += -Wextra -Wpedantic
|
||||
ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1)
|
||||
CXXFLAGS += -Wshadow -Wsign-conversion
|
||||
|
@ -51,15 +51,15 @@ endif
|
|||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
ifneq ($(WITH_EXTRA_WARNINGS), 0)
|
||||
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long
|
||||
ifeq ($(WITH_EXTRA_WARNINGS), 1)
|
||||
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-poison-system-directories
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
ifneq ($(WITH_EXTRA_WARNINGS), 0)
|
||||
ifeq ($(WITH_EXTRA_WARNINGS), 1)
|
||||
CXXFLAGS += -Wextra -Wpedantic
|
||||
endif
|
||||
LIBS += -limm32
|
||||
|
|
|
@ -1,3 +1,3 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib
|
||||
cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib
|
||||
|
|
|
@ -11,7 +11,7 @@ int main(int, char**)
|
|||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build atlas
|
||||
unsigned char* tex_pixels = NULL;
|
||||
unsigned char* tex_pixels = nullptr;
|
||||
int tex_w, tex_h;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
|
||||
|
||||
|
@ -26,7 +26,7 @@ int main(int, char**)
|
|||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::ShowDemoWindow(NULL);
|
||||
ImGui::ShowDemoWindow(nullptr);
|
||||
|
||||
ImGui::Render();
|
||||
}
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl_directx11
|
||||
@set OUT_EXE=example_sdl2_directx11
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -20,36 +20,36 @@
|
|||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_directx11</RootNamespace>
|
||||
<RootNamespace>example_sdl2_directx11</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
<ProjectName>example_sdl_directx11</ProjectName>
|
||||
<ProjectName>example_sdl2_directx11</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -91,7 +91,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -105,7 +106,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -121,8 +123,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -141,8 +144,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -161,22 +165,23 @@
|
|||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -18,10 +18,10 @@
|
|||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_dx11.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_dx11.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
|
@ -44,17 +44,20 @@
|
|||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp">
|
||||
<ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -1,10 +1,14 @@
|
|||
// Dear ImGui: standalone example application for SDL2 + DirectX 11
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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_sdl.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
#include <d3d11.h>
|
||||
#include <stdio.h>
|
||||
|
@ -12,10 +16,10 @@
|
|||
#include <SDL_syswm.h>
|
||||
|
||||
// Data
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
static ID3D11Device* g_pd3dDevice = nullptr;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
|
||||
static IDXGISwapChain* g_pSwapChain = nullptr;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
|
||||
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
|
@ -28,16 +32,27 @@ int main(int, char**)
|
|||
{
|
||||
// Setup SDL
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// Setup window
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
|
@ -54,12 +69,24 @@ int main(int, char**)
|
|||
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_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::StyleColorsClassic();
|
||||
//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_ImplSDL2_InitForD3D(window);
|
||||
|
@ -68,17 +95,18 @@ int main(int, char**)
|
|||
// 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).
|
||||
// - 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 \\ !
|
||||
//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);
|
||||
//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);
|
||||
//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;
|
||||
|
@ -91,8 +119,8 @@ int main(int, char**)
|
|||
{
|
||||
// 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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - 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))
|
||||
|
@ -103,7 +131,7 @@ int main(int, char**)
|
|||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
|
||||
{
|
||||
{
|
||||
// Release all outstanding references to the swap chain's buffers before resizing.
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
|
||||
|
@ -113,14 +141,14 @@ int main(int, char**)
|
|||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
ImGui_ImplSDL2_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 created a named 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;
|
||||
|
@ -139,7 +167,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -156,10 +184,17 @@ int main(int, char**)
|
|||
// Rendering
|
||||
ImGui::Render();
|
||||
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
@ -176,8 +211,7 @@ int main(int, char**)
|
|||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
// Helper functions to use DirectX11
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
|
@ -201,7 +235,7 @@ bool CreateDeviceD3D(HWND hWnd)
|
|||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
|
||||
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
return false;
|
||||
|
||||
CreateRenderTarget();
|
||||
|
@ -211,20 +245,20 @@ bool CreateDeviceD3D(HWND hWnd)
|
|||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
|
||||
}
|
|
@ -6,18 +6,18 @@
|
|||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl_metal
|
||||
EXE = example_sdl2_metal
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.mm
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
|
@ -1,10 +1,14 @@
|
|||
// Dear ImGui: standalone example application for SDL2 + Metal
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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_sdl.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
|
@ -18,27 +22,38 @@ int main(int, char**)
|
|||
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_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
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//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;
|
||||
}
|
||||
|
||||
// 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).
|
||||
// - 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.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - 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 \\ !
|
||||
//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);
|
||||
//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);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Setup SDL
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
|
@ -52,15 +67,18 @@ int main(int, char**)
|
|||
// Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
|
||||
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
|
||||
|
||||
// Enable native IME.
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
if (window == NULL)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error creating window: %s\n", SDL_GetError());
|
||||
return -2;
|
||||
}
|
||||
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
if (renderer == NULL)
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
printf("Error creating renderer: %s\n", SDL_GetError());
|
||||
return -3;
|
||||
|
@ -88,8 +106,8 @@ int main(int, char**)
|
|||
{
|
||||
// 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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - 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))
|
||||
|
@ -116,14 +134,14 @@ int main(int, char**)
|
|||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
ImGui_ImplSDL2_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 created a named 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;
|
||||
|
@ -142,7 +160,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -160,6 +178,13 @@ int main(int, char**)
|
|||
ImGui::Render();
|
||||
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
|
@ -14,15 +14,15 @@
|
|||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl_opengl2
|
||||
EXE = example_sdl2_opengl2
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
29
third_party/imgui/examples/example_sdl2_opengl2/README.md
vendored
Normal file
29
third_party/imgui/examples/example_sdl2_opengl2/README.md
vendored
Normal file
|
@ -0,0 +1,29 @@
|
|||
|
||||
# How to Build
|
||||
|
||||
- On Windows with Visual Studio's IDE
|
||||
|
||||
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
```
|
8
third_party/imgui/examples/example_sdl2_opengl2/build_win32.bat
vendored
Normal file
8
third_party/imgui/examples/example_sdl2_opengl2/build_win32.bat
vendored
Normal file
|
@ -0,0 +1,8 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_opengl2
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -20,7 +20,7 @@
|
|||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_opengl2</RootNamespace>
|
||||
<RootNamespace>example_sdl2_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
|
@ -28,27 +28,27 @@
|
|||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -90,7 +90,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -104,7 +105,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -120,8 +122,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -140,8 +143,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -160,22 +164,23 @@
|
|||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -28,7 +28,7 @@
|
|||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp">
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
|
||||
|
@ -48,14 +48,17 @@
|
|||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -1,14 +1,18 @@
|
|||
// Dear ImGui: standalone example application for SDL2 + OpenGL
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_sdl_opengl3/ folder**
|
||||
// See imgui_impl_sdl.cpp for details.
|
||||
// **Prefer using the code in the example_sdl2_opengl3/ folder**
|
||||
// See imgui_impl_sdl2.cpp for details.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
|
@ -18,14 +22,17 @@
|
|||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// Setup window
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
|
@ -34,6 +41,12 @@ int main(int, char**)
|
|||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
@ -42,12 +55,24 @@ int main(int, char**)
|
|||
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_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::StyleColorsClassic();
|
||||
//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_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
|
@ -56,17 +81,18 @@ int main(int, char**)
|
|||
// 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).
|
||||
// - 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 \\ !
|
||||
//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);
|
||||
//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);
|
||||
//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;
|
||||
|
@ -79,8 +105,8 @@ int main(int, char**)
|
|||
{
|
||||
// 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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - 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))
|
||||
|
@ -94,14 +120,14 @@ int main(int, char**)
|
|||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
ImGui_ImplSDL2_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 created a named 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;
|
||||
|
@ -120,7 +146,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -141,6 +167,19 @@ int main(int, char**)
|
|||
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_ImplOpenGL2_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);
|
||||
}
|
||||
|
|
@ -14,47 +14,29 @@
|
|||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl_opengl3
|
||||
EXE = example_sdl2_opengl3
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL LOADER
|
||||
## OPENGL ES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## Using OpenGL loader: gl3w [default]
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
|
||||
## Using OpenGL loader: glew
|
||||
## (This assumes a system-wide installation)
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
# LIBS += -lGLEW
|
||||
|
||||
## Using OpenGL loader: glad
|
||||
# SOURCES += ../libs/glad/src/glad.c
|
||||
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
|
||||
## Using OpenGL loader: glad2
|
||||
# SOURCES += ../libs/glad/src/gl.c
|
||||
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD2
|
||||
|
||||
## Using OpenGL loader: glbinding
|
||||
## This assumes a system-wide installation
|
||||
## of either version 3.0.0 (or newer)
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
|
||||
# LIBS += -lglbinding
|
||||
## or the older version 2.x
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
|
||||
# LIBS += -lglbinding
|
||||
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
|
||||
# LINUX_GL_LIBS = -lGLESv2
|
||||
## If you're on a Raspberry Pi and want to use the legacy drivers,
|
||||
## use the following instead:
|
||||
# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
|
@ -62,7 +44,7 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
|
|||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||
LIBS += $(LINUX_GL_LIBS) -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
@ -99,12 +81,6 @@ endif
|
|||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/glad/src/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
92
third_party/imgui/examples/example_sdl2_opengl3/Makefile.emscripten
vendored
Normal file
92
third_party/imgui/examples/example_sdl2_opengl3/Makefile.emscripten
vendored
Normal file
|
@ -0,0 +1,92 @@
|
|||
#
|
||||
# Makefile to use with SDL+emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s USE_SDL=2
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
|
||||
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
|
||||
#EMS += -s BINARYEN_TRAP_MODE=clamp
|
||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(WEB_DIR):
|
||||
mkdir $@
|
||||
|
||||
serve: all
|
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -rf $(OBJS) $(WEB_DIR)
|
57
third_party/imgui/examples/example_sdl2_opengl3/README.md
vendored
Normal file
57
third_party/imgui/examples/example_sdl2_opengl3/README.md
vendored
Normal file
|
@ -0,0 +1,57 @@
|
|||
|
||||
# How to Build
|
||||
|
||||
## Windows with Visual Studio's IDE
|
||||
|
||||
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
|
||||
|
||||
## Windows with Visual Studio's CLI
|
||||
|
||||
Use build_win32.bat or directly:
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
## Linux and similar Unixes
|
||||
|
||||
Use our Makefile or directly:
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
|
||||
main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
|
||||
`sdl2-config --libs` -lGL -ldl
|
||||
```
|
||||
|
||||
## macOS
|
||||
|
||||
Use our Makefile or directly:
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
|
||||
main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
|
||||
`sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
```
|
||||
|
||||
## Emscripten
|
||||
|
||||
**Building**
|
||||
|
||||
You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
- Then build using `make -f Makefile.emscripten` while in the current directory.
|
||||
|
||||
**Running an Emscripten project**
|
||||
|
||||
To run on a local machine:
|
||||
- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
|
8
third_party/imgui/examples/example_sdl2_opengl3/build_win32.bat
vendored
Normal file
8
third_party/imgui/examples/example_sdl2_opengl3/build_win32.bat
vendored
Normal file
|
@ -0,0 +1,8 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -20,7 +20,7 @@
|
|||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_opengl3</RootNamespace>
|
||||
<RootNamespace>example_sdl2_opengl3</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
|
@ -28,27 +28,27 @@
|
|||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -90,7 +90,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -104,7 +105,8 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -120,8 +122,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -140,8 +143,9 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -160,25 +164,24 @@
|
|||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" />
|
||||
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
|
||||
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
|
||||
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -8,9 +8,6 @@
|
|||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="gl3w">
|
||||
<UniqueIdentifier>{f9997b32-5479-4756-9ffc-77793ad3764f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
|
@ -25,13 +22,10 @@
|
|||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp">
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
|
@ -51,23 +45,23 @@
|
|||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
|
||||
<Filter>gl3w</Filter>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -1,47 +1,32 @@
|
|||
// Dear ImGui: standalone example application for SDL2 + OpenGL
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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_sdl.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Initialize with glewInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Initialize with gladLoadGL()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
|
||||
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
|
||||
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
|
||||
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
|
||||
#include <glbinding/gl/gl.h>
|
||||
using namespace gl;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
|
||||
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
|
||||
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
|
||||
#include <glbinding/gl/gl.h>
|
||||
using namespace gl;
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <SDL_opengles2.h>
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#include <SDL_opengl.h>
|
||||
#endif
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
|
@ -49,7 +34,14 @@ int main(int, char**)
|
|||
}
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#ifdef __APPLE__
|
||||
#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
|
||||
|
@ -65,50 +57,49 @@ int main(int, char**)
|
|||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#endif
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// 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);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Initialize OpenGL loader
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
bool err = gl3wInit() != 0;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
bool err = glewInit() != GLEW_OK;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
bool err = gladLoadGL() == 0;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
|
||||
bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
|
||||
bool err = false;
|
||||
glbinding::Binding::initialize();
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
|
||||
bool err = false;
|
||||
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
|
||||
#else
|
||||
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
|
||||
#endif
|
||||
if (err)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// 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_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::StyleColorsClassic();
|
||||
//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_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
|
@ -117,17 +108,19 @@ int main(int, char**)
|
|||
// 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).
|
||||
// - 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);
|
||||
//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);
|
||||
//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;
|
||||
|
@ -136,12 +129,19 @@ int main(int, char**)
|
|||
|
||||
// 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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - 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))
|
||||
|
@ -155,14 +155,14 @@ int main(int, char**)
|
|||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
ImGui_ImplSDL2_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 created a named 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;
|
||||
|
@ -181,7 +181,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -201,8 +201,24 @@ int main(int, char**)
|
|||
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();
|
79
third_party/imgui/examples/example_sdl2_sdlrenderer2/Makefile
vendored
Normal file
79
third_party/imgui/examples/example_sdl2_sdlrenderer2/Makefile
vendored
Normal file
|
@ -0,0 +1,79 @@
|
|||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need SDL2 (http://www.libsdl.org):
|
||||
# Linux:
|
||||
# apt-get install libsdl2-dev
|
||||
# Mac OS X:
|
||||
# brew install sdl2
|
||||
# MSYS2:
|
||||
# pacman -S mingw-w64-i686-SDL2
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl2_sdlrenderer2
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer2.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
25
third_party/imgui/examples/example_sdl2_sdlrenderer2/README.md
vendored
Normal file
25
third_party/imgui/examples/example_sdl2_sdlrenderer2/README.md
vendored
Normal file
|
@ -0,0 +1,25 @@
|
|||
|
||||
# How to Build
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
```
|
8
third_party/imgui/examples/example_sdl2_sdlrenderer2/build_win32.bat
vendored
Normal file
8
third_party/imgui/examples/example_sdl2_sdlrenderer2/build_win32.bat
vendored
Normal file
|
@ -0,0 +1,8 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_sdlrenderer_
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
187
third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj
vendored
Normal file
187
third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj
vendored
Normal file
|
@ -0,0 +1,187 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid>
|
||||
<RootNamespace>example_sdl2_sdlrenderer2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
<ProjectName>example_sdl2_sdlrenderer2</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
64
third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters
vendored
Normal file
64
third_party/imgui/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters
vendored
Normal file
|
@ -0,0 +1,64 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
172
third_party/imgui/examples/example_sdl2_sdlrenderer2/main.cpp
vendored
Normal file
172
third_party/imgui/examples/example_sdl2_sdlrenderer2/main.cpp
vendored
Normal file
|
@ -0,0 +1,172 @@
|
|||
// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
|
||||
// (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
|
||||
|
||||
// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_sdlrenderer2.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
|
||||
#if !SDL_VERSION_ATLEAST(2,0,17)
|
||||
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
|
||||
#endif
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// Create window with SDL_Renderer graphics context
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
SDL_Log("Error creating SDL_Renderer!");
|
||||
return 0;
|
||||
}
|
||||
//SDL_RendererInfo info;
|
||||
//SDL_GetRendererInfo(renderer, &info);
|
||||
//SDL_Log("Current SDL_Renderer: %s", info.name);
|
||||
|
||||
// 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
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
|
||||
ImGui_ImplSDLRenderer2_Init(renderer);
|
||||
|
||||
// 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 \\ !
|
||||
//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;
|
||||
while (!done)
|
||||
{
|
||||
// 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_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplSDLRenderer2_NewFrame();
|
||||
ImGui_ImplSDL2_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();
|
||||
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
|
||||
SDL_RenderClear(renderer);
|
||||
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSDLRenderer2_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
10
third_party/imgui/examples/example_sdl2_vulkan/build_win32.bat
vendored
Normal file
10
third_party/imgui/examples/example_sdl2_vulkan/build_win32.bat
vendored
Normal file
|
@ -0,0 +1,10 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl2_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -20,7 +20,7 @@
|
|||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_vulkan</RootNamespace>
|
||||
<RootNamespace>example_sdl2_vulkan</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
|
@ -28,27 +28,27 @@
|
|||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -90,7 +90,9 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -104,7 +106,9 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -120,8 +124,10 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -140,8 +146,10 @@
|
|||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -160,7 +168,7 @@
|
|||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
|
@ -168,14 +176,15 @@
|
|||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -19,7 +19,7 @@
|
|||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp">
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
|
@ -31,6 +31,9 @@
|
|||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
|
@ -42,7 +45,7 @@
|
|||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
|
||||
|
@ -51,8 +54,11 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -1,6 +1,10 @@
|
|||
// Dear ImGui: standalone example application for SDL2 + Vulkan
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
|
@ -10,20 +14,22 @@
|
|||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_vulkan.h"
|
||||
#include <stdio.h> // printf, fprintf
|
||||
#include <stdlib.h> // abort
|
||||
#include <SDL.h>
|
||||
#include <SDL_vulkan.h>
|
||||
#include <vulkan/vulkan.h>
|
||||
//#include <vulkan/vulkan_beta.h>
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#define APP_USE_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
// Data
|
||||
static VkAllocationCallbacks* g_Allocator = nullptr;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
|
@ -46,16 +52,53 @@ static void check_vk_result(VkResult err)
|
|||
abort();
|
||||
}
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
|
||||
{
|
||||
for (const VkExtensionProperties& p : properties)
|
||||
if (strcmp(p.extensionName, extension) == 0)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
|
||||
{
|
||||
uint32_t gpu_count;
|
||||
VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
ImVector<VkPhysicalDevice> gpus;
|
||||
gpus.resize(gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
|
||||
check_vk_result(err);
|
||||
|
||||
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
|
||||
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
|
||||
// dedicated GPUs) is out of scope of this sample.
|
||||
for (VkPhysicalDevice& device : gpus)
|
||||
{
|
||||
VkPhysicalDeviceProperties properties;
|
||||
vkGetPhysicalDeviceProperties(device, &properties);
|
||||
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
|
||||
return device;
|
||||
}
|
||||
|
||||
// Use first GPU (Integrated) is a Discrete one is not available.
|
||||
if (gpu_count > 0)
|
||||
return gpus[0];
|
||||
return VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
|
@ -63,68 +106,61 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
|||
{
|
||||
VkInstanceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
create_info.enabledExtensionCount = extensions_count;
|
||||
create_info.ppEnabledExtensionNames = extensions;
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
|
||||
// Enumerate available extensions
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
|
||||
check_vk_result(err);
|
||||
|
||||
// Enable required extensions
|
||||
if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
|
||||
instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
|
||||
{
|
||||
instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
|
||||
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Enabling validation layers
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
|
||||
// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
|
||||
const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
|
||||
memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
|
||||
extensions_ext[extensions_count] = "VK_EXT_debug_report";
|
||||
create_info.enabledExtensionCount = extensions_count + 1;
|
||||
create_info.ppEnabledExtensionNames = extensions_ext;
|
||||
instance_extensions.push_back("VK_EXT_debug_report");
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = instance_extensions.Data;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
free(extensions_ext);
|
||||
|
||||
// Get the function pointer (required for any extensions)
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = NULL;
|
||||
debug_report_ci.pUserData = nullptr;
|
||||
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#else
|
||||
// Create Vulkan Instance without any debug feature
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
IM_UNUSED(g_DebugReport);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Select GPU
|
||||
{
|
||||
uint32_t gpu_count;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
|
||||
check_vk_result(err);
|
||||
|
||||
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
|
||||
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
|
||||
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
|
||||
g_PhysicalDevice = gpus[0];
|
||||
free(gpus);
|
||||
}
|
||||
// Select Physical Device (GPU)
|
||||
g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
|
||||
|
||||
// Select graphics queue family
|
||||
{
|
||||
uint32_t count;
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
|
||||
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
|
||||
for (uint32_t i = 0; i < count; i++)
|
||||
|
@ -139,8 +175,20 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
|||
|
||||
// Create Logical Device (with 1 queue)
|
||||
{
|
||||
int device_extension_count = 1;
|
||||
const char* device_extensions[] = { "VK_KHR_swapchain" };
|
||||
ImVector<const char*> device_extensions;
|
||||
device_extensions.push_back("VK_KHR_swapchain");
|
||||
|
||||
// Enumerate physical device extension
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
|
||||
#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
|
||||
device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
|
||||
#endif
|
||||
|
||||
const float queue_priority[] = { 1.0f };
|
||||
VkDeviceQueueCreateInfo queue_info[1] = {};
|
||||
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
|
@ -151,33 +199,25 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
|||
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
|
||||
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
|
||||
create_info.pQueueCreateInfos = queue_info;
|
||||
create_info.enabledExtensionCount = device_extension_count;
|
||||
create_info.ppEnabledExtensionNames = device_extensions;
|
||||
create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = device_extensions.Data;
|
||||
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
|
||||
check_vk_result(err);
|
||||
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
|
||||
}
|
||||
|
||||
// Create Descriptor Pool
|
||||
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes.
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
||||
pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.maxSets = 1;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
|
@ -206,7 +246,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
|||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef APP_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
|
@ -223,11 +263,11 @@ static void CleanupVulkan()
|
|||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
|
@ -245,7 +285,7 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
|||
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
|
@ -318,15 +358,16 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
|||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
|
@ -336,17 +377,26 @@ int main(int, char**)
|
|||
return -1;
|
||||
}
|
||||
|
||||
// Setup window
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// Create window with Vulkan graphics context
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Setup Vulkan
|
||||
ImVector<const char*> extensions;
|
||||
uint32_t extensions_count = 0;
|
||||
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL);
|
||||
const char** extensions = new const char*[extensions_count];
|
||||
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions);
|
||||
SetupVulkan(extensions, extensions_count);
|
||||
delete[] extensions;
|
||||
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
|
||||
extensions.resize(extensions_count);
|
||||
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data);
|
||||
SetupVulkan(extensions);
|
||||
|
||||
// Create Window Surface
|
||||
VkSurfaceKHR surface;
|
||||
|
@ -367,12 +417,24 @@ int main(int, char**)
|
|||
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_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.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
//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_ImplSDL2_InitForVulkan(window);
|
||||
|
@ -384,56 +446,29 @@ int main(int, char**)
|
|||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.Subpass = 0;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
// 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).
|
||||
// - 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 \\ !
|
||||
//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);
|
||||
//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);
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
// Use any command queue
|
||||
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
|
||||
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
|
||||
|
||||
err = vkResetCommandPool(g_Device, command_pool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &command_buffer;
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
//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;
|
||||
|
@ -446,8 +481,8 @@ int main(int, char**)
|
|||
{
|
||||
// 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.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// - 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))
|
||||
|
@ -475,14 +510,14 @@ int main(int, char**)
|
|||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
ImGui_ImplSDL2_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 created a named 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;
|
||||
|
@ -501,7 +536,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -517,17 +552,25 @@ int main(int, char**)
|
|||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
||||
if (!is_minimized)
|
||||
ImDrawData* main_draw_data = ImGui::GetDrawData();
|
||||
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
if (!main_is_minimized)
|
||||
FrameRender(wd, main_draw_data);
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
FrameRender(wd, draw_data);
|
||||
FramePresent(wd);
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
// Present Main Platform Window
|
||||
if (!main_is_minimized)
|
||||
FramePresent(wd);
|
||||
}
|
||||
|
||||
// Cleanup
|
84
third_party/imgui/examples/example_sdl3_opengl3/Makefile
vendored
Normal file
84
third_party/imgui/examples/example_sdl3_opengl3/Makefile
vendored
Normal file
|
@ -0,0 +1,84 @@
|
|||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl3_opengl3
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL ES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
|
||||
# LINUX_GL_LIBS = -lGLESv2
|
||||
## If you're on a Raspberry Pi and want to use the legacy drivers,
|
||||
## use the following instead:
|
||||
# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += $(LINUX_GL_LIBS) -ldl `sdl3-config --libs`
|
||||
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
96
third_party/imgui/examples/example_sdl3_opengl3/Makefile.emscripten
vendored
Normal file
96
third_party/imgui/examples/example_sdl3_opengl3/Makefile.emscripten
vendored
Normal file
|
@ -0,0 +1,96 @@
|
|||
|
||||
# IMPORTANT: SDL3 IS IN DEVELOPMENT, AS OF 2023-05-30, EMSCRIPTEN DOESN'T SUPPORT SDL3 YET.
|
||||
# WE ARE LEAVING THIS MAKEFILE AROUND FOR THE DAY IT WILL SUPPORT IT.
|
||||
|
||||
#
|
||||
# Makefile to use with SDL+emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s USE_SDL=2
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
|
||||
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
|
||||
#EMS += -s BINARYEN_TRAP_MODE=clamp
|
||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(WEB_DIR):
|
||||
mkdir $@
|
||||
|
||||
serve: all
|
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -rf $(OBJS) $(WEB_DIR)
|
40
third_party/imgui/examples/example_sdl3_opengl3/README.md
vendored
Normal file
40
third_party/imgui/examples/example_sdl3_opengl3/README.md
vendored
Normal file
|
@ -0,0 +1,40 @@
|
|||
|
||||
# How to Build
|
||||
|
||||
## Windows with Visual Studio's IDE
|
||||
|
||||
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
|
||||
|
||||
## Windows with Visual Studio's CLI
|
||||
|
||||
Use build_win32.bat or directly:
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl3_folder
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
## Linux and similar Unixes
|
||||
|
||||
Use our Makefile or directly:
|
||||
```
|
||||
c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
|
||||
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
|
||||
`sdl3-config --libs` -lGL -ldl
|
||||
```
|
||||
|
||||
## macOS
|
||||
|
||||
Use our Makefile or directly:
|
||||
```
|
||||
brew install sdl3
|
||||
c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
|
||||
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
|
||||
`sdl3-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
```
|
||||
|
||||
## Emscripten
|
||||
|
||||
As of 2023-05-30 Emscripten doesn't support SDL3 yet.
|
8
third_party/imgui/examples/example_sdl3_opengl3/build_win32.bat
vendored
Normal file
8
third_party/imgui/examples/example_sdl3_opengl3/build_win32.bat
vendored
Normal file
|
@ -0,0 +1,8 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl3_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
187
third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj
vendored
Normal file
187
third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj
vendored
Normal file
|
@ -0,0 +1,187 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{84AAA301-84FE-428B-9E3E-817BC8123C0C}</ProjectGuid>
|
||||
<RootNamespace>example_sdl3_opengl3</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
67
third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters
vendored
Normal file
67
third_party/imgui/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters
vendored
Normal file
|
@ -0,0 +1,67 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
232
third_party/imgui/examples/example_sdl3_opengl3/main.cpp
vendored
Normal file
232
third_party/imgui/examples/example_sdl3_opengl3/main.cpp
vendored
Normal file
|
@ -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;
|
||||
}
|
73
third_party/imgui/examples/example_sdl3_sdlrenderer3/Makefile
vendored
Normal file
73
third_party/imgui/examples/example_sdl3_sdlrenderer3/Makefile
vendored
Normal file
|
@ -0,0 +1,73 @@
|
|||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl3_sdlrenderer3
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -ldl `sdl3-config --libs`
|
||||
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `sdl3-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
8
third_party/imgui/examples/example_sdl3_sdlrenderer3/build_win32.bat
vendored
Normal file
8
third_party/imgui/examples/example_sdl3_sdlrenderer3/build_win32.bat
vendored
Normal file
|
@ -0,0 +1,8 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl3_sdlrenderer3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
186
third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj
vendored
Normal file
186
third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj
vendored
Normal file
|
@ -0,0 +1,186 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}</ProjectGuid>
|
||||
<RootNamespace>example_sdl3_opengl3</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp" />
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h" />
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
64
third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters
vendored
Normal file
64
third_party/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters
vendored
Normal file
|
@ -0,0 +1,64 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
178
third_party/imgui/examples/example_sdl3_sdlrenderer3/main.cpp
vendored
Normal file
178
third_party/imgui/examples/example_sdl3_sdlrenderer3/main.cpp
vendored
Normal file
|
@ -0,0 +1,178 @@
|
|||
// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
|
||||
// (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
|
||||
|
||||
// Important to understand: SDL_Renderer is an _optional_ component of SDL3.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl3.h"
|
||||
#include "imgui_impl_sdlrenderer3.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
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// Enable native IME.
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
|
||||
// Create window with SDL_Renderer graphics context
|
||||
Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
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
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
|
||||
ImGui_ImplSDLRenderer3_Init(renderer);
|
||||
|
||||
// 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_ImplSDLRenderer3_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();
|
||||
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
|
||||
SDL_RenderClear(renderer);
|
||||
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSDLRenderer3_Shutdown();
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
|
||||
# How to Build
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
```
|
|
@ -1,8 +0,0 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl_opengl2
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
|
@ -1,25 +0,0 @@
|
|||
|
||||
# How to Build
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
```
|
|
@ -1,8 +0,0 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I..\libs\gl3w
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
|
@ -5,4 +5,4 @@
|
|||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -28,27 +28,27 @@
|
|||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -87,6 +87,7 @@
|
|||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -100,6 +101,7 @@
|
|||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -116,6 +118,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -134,6 +137,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -162,10 +166,11 @@
|
|||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -53,8 +53,11 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -1,6 +1,10 @@
|
|||
// Dear ImGui: standalone example application for DirectX 10
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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_win32.h"
|
||||
|
@ -10,9 +14,10 @@
|
|||
#include <tchar.h>
|
||||
|
||||
// Data
|
||||
static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
static ID3D10Device* g_pd3dDevice = nullptr;
|
||||
static IDXGISwapChain* g_pSwapChain = nullptr;
|
||||
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
static ID3D10RenderTargetView* g_mainRenderTargetView = nullptr;
|
||||
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
|
@ -26,15 +31,15 @@ int main(int, char**)
|
|||
{
|
||||
// Create application window
|
||||
//ImGui_ImplWin32_EnableDpiAwareness();
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
::RegisterClassEx(&wc);
|
||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
|
||||
::RegisterClassExW(&wc);
|
||||
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -46,12 +51,24 @@ int main(int, char**)
|
|||
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_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::StyleColorsClassic();
|
||||
//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_ImplWin32_Init(hwnd);
|
||||
|
@ -60,17 +77,18 @@ int main(int, char**)
|
|||
// 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).
|
||||
// - 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 \\ !
|
||||
//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);
|
||||
//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);
|
||||
//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;
|
||||
|
@ -78,20 +96,29 @@ int main(int, char**)
|
|||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
while (msg.message != WM_QUIT)
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle messages (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.
|
||||
// - 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.
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
// See the WndProc() function below for our to dispatch events to the Win32 backend.
|
||||
MSG msg;
|
||||
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
if (msg.message == WM_QUIT)
|
||||
done = true;
|
||||
}
|
||||
if (done)
|
||||
break;
|
||||
|
||||
// Handle window resize (we don't resize directly in the WM_SIZE handler)
|
||||
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
|
||||
g_ResizeWidth = g_ResizeHeight = 0;
|
||||
CreateRenderTarget();
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
|
@ -103,7 +130,7 @@ int main(int, char**)
|
|||
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 created a named 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;
|
||||
|
@ -122,7 +149,7 @@ int main(int, char**)
|
|||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -139,10 +166,17 @@ int main(int, char**)
|
|||
// Rendering
|
||||
ImGui::Render();
|
||||
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
|
||||
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
@ -153,13 +187,12 @@ int main(int, char**)
|
|||
|
||||
CleanupDeviceD3D();
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
|
@ -181,7 +214,10 @@ bool CreateDeviceD3D(HWND hWnd)
|
|||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
|
||||
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
||||
HRESULT res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
|
||||
if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
|
||||
res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
|
||||
if (res != S_OK)
|
||||
return false;
|
||||
|
||||
CreateRenderTarget();
|
||||
|
@ -191,27 +227,31 @@ bool CreateDeviceD3D(HWND hWnd)
|
|||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
|
||||
}
|
||||
|
||||
// Forward declare message handler from imgui_impl_win32.cpp
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Win32 message handler
|
||||
// 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.
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
|
@ -220,12 +260,10 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
if (wParam == SIZE_MINIMIZED)
|
||||
return 0;
|
||||
g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
|
||||
g_ResizeHeight = (UINT)HIWORD(lParam);
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
|
@ -235,5 +273,5 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
|
|
@ -5,5 +5,5 @@
|
|||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
|
@ -27,27 +27,27 @@
|
|||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -86,6 +86,7 @@
|
|||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -99,6 +100,7 @@
|
|||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -115,6 +117,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -133,6 +136,7 @@
|
|||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -161,10 +165,11 @@
|
|||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
|
@ -53,8 +53,11 @@
|
|||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
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