1 | // Dear ImGui: standalone example application for SDL3 + OpenGL |
2 | // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) |
3 | |
4 | // Learn about Dear ImGui: |
5 | // - FAQ https://dearimgui.com/faq |
6 | // - Getting Started https://dearimgui.com/getting-started |
7 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
8 | // - Introduction, links and more at the top of imgui.cpp |
9 | |
10 | #include "imgui.h" |
11 | #include "imgui_impl_sdl3.h" |
12 | #include "imgui_impl_opengl3.h" |
13 | #include <stdio.h> |
14 | #include <SDL3/SDL.h> |
15 | #if defined(IMGUI_IMPL_OPENGL_ES2) |
16 | #include <SDL3/SDL_opengles2.h> |
17 | #else |
18 | #include <SDL3/SDL_opengl.h> |
19 | #endif |
20 | |
21 | #ifdef __EMSCRIPTEN__ |
22 | #include "../libs/emscripten/emscripten_mainloop_stub.h" |
23 | #endif |
24 | |
25 | // Main code |
26 | int main(int, char**) |
27 | { |
28 | // Setup SDL |
29 | // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] |
30 | if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) |
31 | { |
32 | printf("Error: SDL_Init(): %s\n" , SDL_GetError()); |
33 | return -1; |
34 | } |
35 | |
36 | // Decide GL+GLSL versions |
37 | #if defined(IMGUI_IMPL_OPENGL_ES2) |
38 | // GL ES 2.0 + GLSL 100 (WebGL 1.0) |
39 | const char* glsl_version = "#version 100" ; |
40 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
41 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); |
42 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
43 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
44 | #elif defined(IMGUI_IMPL_OPENGL_ES3) |
45 | // GL ES 3.0 + GLSL 300 es (WebGL 2.0) |
46 | const char* glsl_version = "#version 300 es" ; |
47 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
48 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); |
49 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
50 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
51 | #elif defined(__APPLE__) |
52 | // GL 3.2 Core + GLSL 150 |
53 | const char* glsl_version = "#version 150" ; |
54 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac |
55 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
56 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
57 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
58 | #else |
59 | // GL 3.0 + GLSL 130 |
60 | const char* glsl_version = "#version 130" ; |
61 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
62 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
63 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
64 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
65 | #endif |
66 | |
67 | // Create window with graphics context |
68 | SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
69 | SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
70 | SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
71 | Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; |
72 | SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example" , 1280, 720, window_flags); |
73 | if (window == nullptr) |
74 | { |
75 | printf("Error: SDL_CreateWindow(): %s\n" , SDL_GetError()); |
76 | return -1; |
77 | } |
78 | SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); |
79 | SDL_GLContext gl_context = SDL_GL_CreateContext(window); |
80 | if (gl_context == nullptr) |
81 | { |
82 | printf("Error: SDL_GL_CreateContext(): %s\n" , SDL_GetError()); |
83 | return -1; |
84 | } |
85 | |
86 | SDL_GL_MakeCurrent(window, gl_context); |
87 | SDL_GL_SetSwapInterval(1); // Enable vsync |
88 | SDL_ShowWindow(window); |
89 | |
90 | // Setup Dear ImGui context |
91 | IMGUI_CHECKVERSION(); |
92 | ImGui::CreateContext(); |
93 | ImGuiIO& io = ImGui::GetIO(); (void)io; |
94 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
95 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
96 | io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
97 | io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows |
98 | //io.ConfigViewportsNoAutoMerge = true; |
99 | //io.ConfigViewportsNoTaskBarIcon = true; |
100 | |
101 | // Setup Dear ImGui style |
102 | ImGui::StyleColorsDark(); |
103 | //ImGui::StyleColorsLight(); |
104 | |
105 | // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. |
106 | ImGuiStyle& style = ImGui::GetStyle(); |
107 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
108 | { |
109 | style.WindowRounding = 0.0f; |
110 | style.Colors[ImGuiCol_WindowBg].w = 1.0f; |
111 | } |
112 | |
113 | // Setup Platform/Renderer backends |
114 | ImGui_ImplSDL3_InitForOpenGL(window, gl_context); |
115 | ImGui_ImplOpenGL3_Init(glsl_version); |
116 | |
117 | // Load Fonts |
118 | // - 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. |
119 | // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
120 | // - 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). |
121 | // - 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. |
122 | // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
123 | // - Read 'docs/FONTS.md' for more instructions and details. |
124 | // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
125 | // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. |
126 | //io.Fonts->AddFontDefault(); |
127 | //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
128 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
129 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
130 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
131 | //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
132 | //IM_ASSERT(font != nullptr); |
133 | |
134 | // Our state |
135 | bool show_demo_window = true; |
136 | bool show_another_window = false; |
137 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
138 | |
139 | // Main loop |
140 | bool done = false; |
141 | #ifdef __EMSCRIPTEN__ |
142 | // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. |
143 | // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. |
144 | io.IniFilename = nullptr; |
145 | EMSCRIPTEN_MAINLOOP_BEGIN |
146 | #else |
147 | while (!done) |
148 | #endif |
149 | { |
150 | // Poll and handle events (inputs, window resize, etc.) |
151 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
152 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
153 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
154 | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
155 | // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] |
156 | SDL_Event event; |
157 | while (SDL_PollEvent(&event)) |
158 | { |
159 | ImGui_ImplSDL3_ProcessEvent(&event); |
160 | if (event.type == SDL_EVENT_QUIT) |
161 | done = true; |
162 | if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) |
163 | done = true; |
164 | } |
165 | |
166 | // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] |
167 | if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) |
168 | { |
169 | SDL_Delay(10); |
170 | continue; |
171 | } |
172 | |
173 | // Start the Dear ImGui frame |
174 | ImGui_ImplOpenGL3_NewFrame(); |
175 | ImGui_ImplSDL3_NewFrame(); |
176 | ImGui::NewFrame(); |
177 | |
178 | // 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!). |
179 | if (show_demo_window) |
180 | ImGui::ShowDemoWindow(p_open: &show_demo_window); |
181 | |
182 | // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
183 | { |
184 | static float f = 0.0f; |
185 | static int counter = 0; |
186 | |
187 | ImGui::Begin(name: "Hello, world!" ); // Create a window called "Hello, world!" and append into it. |
188 | |
189 | ImGui::Text(fmt: "This is some useful text." ); // Display some text (you can use a format strings too) |
190 | ImGui::Checkbox(label: "Demo Window" , v: &show_demo_window); // Edit bools storing our window open/close state |
191 | ImGui::Checkbox(label: "Another Window" , v: &show_another_window); |
192 | |
193 | ImGui::SliderFloat(label: "float" , v: &f, v_min: 0.0f, v_max: 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
194 | ImGui::ColorEdit3(label: "clear color" , col: (float*)&clear_color); // Edit 3 floats representing a color |
195 | |
196 | if (ImGui::Button(label: "Button" )) // Buttons return true when clicked (most widgets return true when edited/activated) |
197 | counter++; |
198 | ImGui::SameLine(); |
199 | ImGui::Text(fmt: "counter = %d" , counter); |
200 | |
201 | ImGui::Text(fmt: "Application average %.3f ms/frame (%.1f FPS)" , 1000.0f / io.Framerate, io.Framerate); |
202 | ImGui::End(); |
203 | } |
204 | |
205 | // 3. Show another simple window. |
206 | if (show_another_window) |
207 | { |
208 | ImGui::Begin(name: "Another Window" , p_open: &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) |
209 | ImGui::Text(fmt: "Hello from another window!" ); |
210 | if (ImGui::Button(label: "Close Me" )) |
211 | show_another_window = false; |
212 | ImGui::End(); |
213 | } |
214 | |
215 | // Rendering |
216 | ImGui::Render(); |
217 | glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
218 | glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); |
219 | glClear(GL_COLOR_BUFFER_BIT); |
220 | ImGui_ImplOpenGL3_RenderDrawData(draw_data: ImGui::GetDrawData()); |
221 | |
222 | // Update and Render additional Platform Windows |
223 | // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. |
224 | // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) |
225 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
226 | { |
227 | SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); |
228 | SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); |
229 | ImGui::UpdatePlatformWindows(); |
230 | ImGui::RenderPlatformWindowsDefault(); |
231 | SDL_GL_MakeCurrent(backup_current_window, backup_current_context); |
232 | } |
233 | |
234 | SDL_GL_SwapWindow(window); |
235 | } |
236 | #ifdef __EMSCRIPTEN__ |
237 | EMSCRIPTEN_MAINLOOP_END; |
238 | #endif |
239 | |
240 | // Cleanup |
241 | // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] |
242 | ImGui_ImplOpenGL3_Shutdown(); |
243 | ImGui_ImplSDL3_Shutdown(); |
244 | ImGui::DestroyContext(); |
245 | |
246 | SDL_GL_DestroyContext(gl_context); |
247 | SDL_DestroyWindow(window); |
248 | SDL_Quit(); |
249 | |
250 | return 0; |
251 | } |
252 | |