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imgui/examples/example_xlib_opengl3/main.cpp

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C++

// 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 <stdio.h>
#include <GL/gl.h>
#include <GL/glx.h>
#include <GL/glxext.h>
// 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;
}