// main.cpp // Example program using imgui_impl_sdlsurface2 backend #include "imgui.h" #include "imgui_impl_sdl2.h" #include "imgui_impl_sdlsurface2.h" #include #include 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 float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_SHOWN); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Surface Example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (!window) { printf("Error creating window: %s\n", SDL_GetError()); return -1; } SDL_Surface* window_surface = SDL_GetWindowSurface(window); if (!window_surface) { printf("Error getting window surface: %s\n", SDL_GetError()); return -1; } int win_w = window_surface->w; int win_h = window_surface->h; SDL_Surface* framebuffer = SDL_CreateRGBSurfaceWithFormat(0, win_w, win_h, 32, SDL_PIXELFORMAT_RGBA32); if (!framebuffer) { printf("Error creating framebuffer: %s\n", SDL_GetError()); 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 // Setup Dear ImGui style ImGui::StyleColorsDark(); // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); style.ScaleAllSizes(main_scale); // Bake a fixed style scale. style.FontScaleDpi = main_scale; // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForOther(window); ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_AutoFirst, nullptr, 0); ImGui_ImplSDLSurface2_Init(framebuffer); // 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.) SDL_Event event; while (SDL_PollEvent(&event)) { ImGui_ImplSDL2_ProcessEvent(&event); if (event.type == SDL_QUIT) done = true; if (event.type == SDL_WINDOWEVENT) { if (event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED || event.window.event == SDL_WINDOWEVENT_RESIZED) { // Recreate framebuffer at new size window_surface = SDL_GetWindowSurface(window); int new_w = window_surface->w; int new_h = window_surface->h; if (new_w != win_w || new_h != win_h) { SDL_FreeSurface(framebuffer); framebuffer = SDL_CreateRGBSurfaceWithFormat(0, new_w, new_h, 32, SDL_PIXELFORMAT_RGBA32); if (!framebuffer) { printf("Error creating framebuffer after resize: %s\n", SDL_GetError()); return -1; } win_w = new_w; win_h = new_h; // Re-init the backend with the new framebuffer ImGui_ImplSDLSurface2_Shutdown(); ImGui_ImplSDLSurface2_Init(framebuffer); } } } } // Skip rendering when minimized to avoid busy-looping if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) { SDL_Delay(10); continue; } // Start the Dear ImGui frame ImGui_ImplSDLSurface2_NewFrame(); ImGui_ImplSDL2_NewFrame(); ImGui::NewFrame(); // 1. Show the big demo window if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); // 2. Show a simple window that we create ourselves. Mirror the SDL_Renderer example. { 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 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 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_FillRect(framebuffer, nullptr, SDL_MapRGBA(framebuffer->format, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255))); ImGui_ImplSDLSurface2_RenderDrawData(ImGui::GetDrawData()); SDL_BlitSurface(framebuffer, nullptr, window_surface, nullptr); SDL_UpdateWindowSurface(window); } ImGui_ImplSDLSurface2_Shutdown(); ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); SDL_FreeSurface(framebuffer); SDL_DestroyWindow(window); SDL_Quit(); return 0; }