mirror of
https://github.com/ocornut/imgui.git
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187 lines
6.6 KiB
C++
187 lines
6.6 KiB
C++
// main.cpp
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// Example program using imgui_impl_sdlsurface2 backend
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_sdlsurface2.h"
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#include <SDL.h>
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#include <stdio.h>
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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}
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window
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float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_SHOWN);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Surface Example",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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(int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
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if (!window)
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{
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printf("Error creating window: %s\n", SDL_GetError());
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return -1;
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}
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SDL_Surface* window_surface = SDL_GetWindowSurface(window);
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if (!window_surface)
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{
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printf("Error getting window surface: %s\n", SDL_GetError());
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return -1;
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}
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int win_w = window_surface->w;
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int win_h = window_surface->h;
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SDL_Surface* framebuffer = SDL_CreateRGBSurfaceWithFormat(0, win_w, win_h, 32, SDL_PIXELFORMAT_RGBA32);
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if (!framebuffer)
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{
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printf("Error creating framebuffer: %s\n", SDL_GetError());
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return -1;
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}
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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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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale.
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style.FontScaleDpi = main_scale;
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOther(window);
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ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_AutoFirst, nullptr, 0);
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ImGui_ImplSDLSurface2_Init(framebuffer);
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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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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (event.type == SDL_WINDOWEVENT)
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{
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if (event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED || event.window.event == SDL_WINDOWEVENT_RESIZED)
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{
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// Recreate framebuffer at new size
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window_surface = SDL_GetWindowSurface(window);
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int new_w = window_surface->w;
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int new_h = window_surface->h;
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if (new_w != win_w || new_h != win_h)
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{
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SDL_FreeSurface(framebuffer);
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framebuffer = SDL_CreateRGBSurfaceWithFormat(0, new_w, new_h, 32, SDL_PIXELFORMAT_RGBA32);
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if (!framebuffer) { printf("Error creating framebuffer after resize: %s\n", SDL_GetError()); return -1; }
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win_w = new_w; win_h = new_h;
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// Re-init the backend with the new framebuffer
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ImGui_ImplSDLSurface2_Shutdown();
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ImGui_ImplSDLSurface2_Init(framebuffer);
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}
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}
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}
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}
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// Skip rendering when minimized to avoid busy-looping
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplSDLSurface2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window
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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. Mirror the SDL_Renderer example.
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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
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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
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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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SDL_FillRect(framebuffer, nullptr, SDL_MapRGBA(framebuffer->format,
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(Uint8)(clear_color.x * 255),
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(Uint8)(clear_color.y * 255),
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(Uint8)(clear_color.z * 255),
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(Uint8)(clear_color.w * 255)));
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ImGui_ImplSDLSurface2_RenderDrawData(ImGui::GetDrawData());
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SDL_BlitSurface(framebuffer, nullptr, window_surface, nullptr);
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SDL_UpdateWindowSurface(window);
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}
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ImGui_ImplSDLSurface2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_FreeSurface(framebuffer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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