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David Adair 2014-11-14 04:13:32 +00:00
commit 5001e4ba80
31 changed files with 26400 additions and 2 deletions

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CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
OBJS += ../../../imgui.o
UNAME_S := $(shell uname -s)

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@ -5,7 +5,7 @@
#endif
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" // for .png loading
#include "../../imgui.h"
#include "../../../imgui.h"
// glew & glfw
#define GLEW_STATIC

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#
# Cross Platform Make file
#
# Compatible with Ubuntu 14.04.1 and Mac OS X
#
#
# if you using Mac OS X:
# You should install glew via homebrew
# brew install glew
# Also you'll need glfw
# http://www.glfw.org
#
CXX = g++
OBJS = main.o
OBJS += ../../../imgui.o
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags sdl2`
LIBS = `pkg-config --static --libs sdl2` -lGLEW
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lsdl2
CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS += -I../../
# CXXFLAGS += -D__APPLE__
endif
.cpp.o:
$(CXX) $(CXXFLAGS) -c -o $@ $<
all:imgui_example
@echo Build complete for $(ECHO_MESSAGE)
imgui_example:$(OBJS)
$(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
clean:
rm $(OBJS)

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The OpenGL Extension Wrangler Library
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
Mesa 3-D graphics library
Version: 7.0
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Copyright (c) 2007 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

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See doc/index.html for more information.
If you downloaded the tarball from the GLEW website, you just need to:
Unix:
make
Windows:
use the project file in build/vc6/
If you wish to build GLEW from scratch (update the extension data from
the net or add your own extension information), you need a Unix
environment (including wget, perl, and GNU make). The extension data
is regenerated from the top level source directory with:
make extensions

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Major:
- add support for windows mini-client drivers
- add windows installer (msi)
- separate build of static and shared object files (for mingw and
cygwin)
- start designing GLEW 2.0
Minor:
- make auto scripts work with text mode cygwin mounts
- add support for all SUN, MTX, and OML extensions
- make auto/Makefile more robust against auto/core/*~ mistakes
- web poll on separating glew, glxew and wglew

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#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" // for .png loading
#include "../../../imgui.h"
// glew & glfw
//#define GLEW_STATIC
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <iostream>
static SDL_Window* window;
static SDL_GLContext context;
static GLuint fontTex;
static bool mousePressed[4] = { false, false };
static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
if (cmd_lists_count == 0)
return;
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// Setup texture
glBindTexture(GL_TEXTURE_2D, fontTex);
glEnable(GL_TEXTURE_2D);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Render command lists
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16));
int vtx_offset = 0;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
glDisable(GL_SCISSOR_TEST);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
void InitGL()
{
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
SDL_Init(SDL_INIT_EVERYTHING);
window = SDL_CreateWindow("SDL IMGui Example.",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720,
SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
glewExperimental = GL_TRUE;
GLenum status = glewInit();
if (status != GLEW_OK) {
printf("Could not initialize GLEW!\n");
}
}
void InitImGui()
{
int w, h;
int fb_w, fb_h;
SDL_GetWindowSize(window, &w, &h);
SDL_GetWindowSize(window, &fb_w, &fb_h); // Needs to be corrected for SDL Framebuffer
mousePosScale.x = (float)fb_w / w;
mousePosScale.y = (float)fb_h / h;
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
io.PixelCenterOffset = 0.0f; // Align OpenGL texels
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
// Load font texture
glGenTextures(1, &fontTex);
glBindTexture(GL_TEXTURE_2D, fontTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Default font (embedded in code)
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
int tex_x, tex_y, tex_comp;
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
IM_ASSERT(tex_data != NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
stbi_image_free(tex_data);
}
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
SDL_PumpEvents();
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
int mouse_x, mouse_y;
SDL_GetMouseState(&mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT));
io.MouseDown[1] = mousePressed[1] || (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_RIGHT));
// Start the frame
ImGui::NewFrame();
}
// Application code
int main(int argc, char** argv)
{
InitGL();
InitImGui();
bool running = true;
while (running) {
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
io.MouseWheel = 0;
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
}
UpdateImGui();
ImGui::Begin("Debug");
ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("OK")) {
std::cout << "Button clicked!\n";
}
ImGui::End();
// Rendering
glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
std::cout << gluErrorString(error) << std::endl;
}
SDL_GL_SwapWindow(window);
}
ImGui::Shutdown();
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
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<ProjectConfiguration Include="Release|Win32">
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<Platform>Win32</Platform>
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<PropertyGroup Label="Globals">
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
<RootNamespace>opengl_example</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<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>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
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<Link>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<AdditionalLibraryDirectories>$(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<SubSystem>NotSet</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\stb_textedit.h" />
<ClInclude Include="stb_image.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\LICENSE" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="stb_image.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\stb_textedit.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\LICENSE">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>

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