// Dear ImGui: standalone example application for Xlib + OpenGL // 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_xlib.h" #include "imgui_impl_opengl3.h" #include #include #include #include // Main code int main(int, char**) { // Setup Xlib Display *display = XOpenDisplay(NULL); if (display == NULL) { printf("Error: Could not open display\n"); return -1; } int screen_id = DefaultScreen(display); static int visual_attribs[] = { GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, GLX_DOUBLEBUFFER, True, GLX_RED_SIZE, 8, GLX_GREEN_SIZE, 8, GLX_BLUE_SIZE, 8, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, 8, None }; int num_fbc = 0; GLXFBConfig *fbc = glXChooseFBConfig(display, screen_id, visual_attribs, &num_fbc); if (!fbc) { printf("Error: glXChooseFBConfig() failed\n"); return -1; } XVisualInfo *visual = glXGetVisualFromFBConfig(display, fbc[0]); if (visual == 0) { printf("Error: Could not create correct visual window\n"); XCloseDisplay(display); return -1; } // Create window XSetWindowAttributes window_attribs; window_attribs.border_pixel = 0; window_attribs.background_pixel = None; window_attribs.colormap = XCreateColormap(display, RootWindow(display, screen_id), visual->visual, AllocNone); Window window = XCreateWindow(display, RootWindow(display, screen_id), 0, 0, 1280, 720, 0, visual->depth, InputOutput, visual->visual, CWBackPixel | CWColormap | CWBorderPixel, &window_attribs); // Handle window closing Atom wmDeleteMessage = XInternAtom(display, "WM_DELETE_WINDOW", False); XSetWMProtocols(display, window, &wmDeleteMessage, 1); XFree(visual); // Create GLX context PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = NULL; glXCreateContextAttribsARB = (PFNGLXCREATECONTEXTATTRIBSARBPROC) glXGetProcAddressARB((const GLubyte *)"glXCreateContextAttribsARB"); #if defined(IMGUI_IMPL_OPENGL_ES2) // GL ES 2.0 + GLSL 100 const char* glsl_version = "#version 100"; int context_attribs[] = { GLX_CONTEXT_FLAGS_ARB , 0, GLX_CONTEXT_PROFILE_MASK_ARB , GLX_CONTEXT_ES2_PROFILE_BIT_EXT, GLX_CONTEXT_MAJOR_VERSION_ARB, 2, GLX_CONTEXT_MINOR_VERSION_ARB, 0, None }; #else // GL 3.0 + GLSL 130 const char* glsl_version = "#version 130"; int context_attribs[] = { GLX_CONTEXT_FLAGS_ARB , 0, GLX_CONTEXT_PROFILE_MASK_ARB , GLX_CONTEXT_CORE_PROFILE_BIT_ARB, GLX_CONTEXT_MAJOR_VERSION_ARB, 3, GLX_CONTEXT_MINOR_VERSION_ARB, 0, None }; #endif GLXContext glx_context = glXCreateContextAttribsARB(display, fbc[0], 0, True, context_attribs); if (glx_context == 0) { printf("Error: Could not create GLX context\n"); XCloseDisplay(display); return -1; } XMapWindow(display, window); glXMakeCurrent(display, window, glx_context); // 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::StyleColorsLight(); // Setup Platform/Renderer backends ImGui_ImplXlib_Init(display, window); 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; 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. while (XPending(display)) { XEvent event; XNextEvent(display, &event); ImGui_ImplXlib_ProcessEvent(&event); if (event.type == ClientMessage && event.xclient.window == window && (Atom)event.xclient.data.l[0] == wmDeleteMessage) done = true; } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplXlib_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()); glXSwapBuffers(display, window); } // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplXlib_Shutdown(); ImGui::DestroyContext(); glXDestroyContext(display, glx_context); XDestroyWindow(display, window); XFreeColormap(display, window_attribs.colormap); XCloseDisplay(display); return 0; }