1
0
Fork 0
mirror of https://github.com/ocornut/imgui.git synced 2026-01-09 23:54:20 +00:00
imgui/examples/example_sdl2_surface/main.cpp

187 lines
6.6 KiB
C++

// main.cpp
// Example program using imgui_impl_sdlsurface2 backend
#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlsurface2.h"
#include <SDL.h>
#include <stdio.h>
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;
}