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Add Xlib backend for mouse/keyboard/clipboard handling, and one example
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examples/example_xlib_opengl3/main.cpp
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examples/example_xlib_opengl3/main.cpp
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// Dear ImGui: standalone example application for Xlib + OpenGL
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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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#include "imgui.h"
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#include "imgui_impl_xlib.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <GL/gl.h>
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#include <GL/glx.h>
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#include <GL/glxext.h>
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// Main code
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int main(int, char**)
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{
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// Setup Xlib
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Display *display = XOpenDisplay(NULL);
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if (display == NULL) {
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printf("Error: Could not open display\n");
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return -1;
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}
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int screen_id = DefaultScreen(display);
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static int visual_attribs[] = {
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
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GLX_DOUBLEBUFFER, True,
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GLX_RED_SIZE, 8,
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GLX_GREEN_SIZE, 8,
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GLX_BLUE_SIZE, 8,
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GLX_DEPTH_SIZE, 24,
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GLX_STENCIL_SIZE, 8,
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None
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};
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int num_fbc = 0;
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GLXFBConfig *fbc = glXChooseFBConfig(display, screen_id, visual_attribs, &num_fbc);
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if (!fbc) {
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printf("Error: glXChooseFBConfig() failed\n");
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return -1;
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}
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XVisualInfo *visual = glXGetVisualFromFBConfig(display, fbc[0]);
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if (visual == 0) {
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printf("Error: Could not create correct visual window\n");
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XCloseDisplay(display);
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return -1;
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}
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// Create window
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XSetWindowAttributes window_attribs;
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window_attribs.border_pixel = 0;
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window_attribs.background_pixel = None;
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window_attribs.colormap = XCreateColormap(display, RootWindow(display, screen_id), visual->visual, AllocNone);
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Window window = XCreateWindow(display, RootWindow(display, screen_id), 0, 0, 1280, 720, 0, visual->depth, InputOutput, visual->visual, CWBackPixel | CWColormap | CWBorderPixel, &window_attribs);
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// Handle window closing
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Atom wmDeleteMessage = XInternAtom(display, "WM_DELETE_WINDOW", False);
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XSetWMProtocols(display, window, &wmDeleteMessage, 1);
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XFree(visual);
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// Create GLX context
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PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = NULL;
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glXCreateContextAttribsARB = (PFNGLXCREATECONTEXTATTRIBSARBPROC) glXGetProcAddressARB((const GLubyte *)"glXCreateContextAttribsARB");
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100
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const char* glsl_version = "#version 100";
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int context_attribs[] = {
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GLX_CONTEXT_FLAGS_ARB , 0,
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GLX_CONTEXT_PROFILE_MASK_ARB , GLX_CONTEXT_ES2_PROFILE_BIT_EXT,
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GLX_CONTEXT_MAJOR_VERSION_ARB, 2,
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GLX_CONTEXT_MINOR_VERSION_ARB, 0,
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None
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};
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#else
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130";
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int context_attribs[] = {
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GLX_CONTEXT_FLAGS_ARB , 0,
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GLX_CONTEXT_PROFILE_MASK_ARB , GLX_CONTEXT_CORE_PROFILE_BIT_ARB,
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GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
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GLX_CONTEXT_MINOR_VERSION_ARB, 0,
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None
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};
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#endif
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GLXContext glx_context = glXCreateContextAttribsARB(display, fbc[0], 0, True, context_attribs);
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if (glx_context == 0) {
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printf("Error: Could not create GLX context\n");
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XCloseDisplay(display);
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return -1;
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}
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XMapWindow(display, window);
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glXMakeCurrent(display, window, glx_context);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplXlib_Init(display, window);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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while (!done)
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{
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// Poll and handle 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, 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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while (XPending(display))
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{
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XEvent event;
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XNextEvent(display, &event);
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ImGui_ImplXlib_ProcessEvent(&event);
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if (event.type == ClientMessage && event.xclient.window == window && (Atom)event.xclient.data.l[0] == wmDeleteMessage)
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done = true;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplXlib_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 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::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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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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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glXSwapBuffers(display, window);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplXlib_Shutdown();
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ImGui::DestroyContext();
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glXDestroyContext(display, glx_context);
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XDestroyWindow(display, window);
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XFreeColormap(display, window_attribs.colormap);
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XCloseDisplay(display);
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return 0;
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}
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