| 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 | float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); |
| 72 | SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; |
| 73 | SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example" , (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); |
| 74 | if (window == nullptr) |
| 75 | { |
| 76 | printf("Error: SDL_CreateWindow(): %s\n" , SDL_GetError()); |
| 77 | return -1; |
| 78 | } |
| 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_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); |
| 89 | SDL_ShowWindow(window); |
| 90 | |
| 91 | // Setup Dear ImGui context |
| 92 | IMGUI_CHECKVERSION(); |
| 93 | ImGui::CreateContext(); |
| 94 | ImGuiIO& io = ImGui::GetIO(); (void)io; |
| 95 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
| 96 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
| 97 | io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
| 98 | io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows |
| 99 | //io.ConfigViewportsNoAutoMerge = true; |
| 100 | //io.ConfigViewportsNoTaskBarIcon = true; |
| 101 | |
| 102 | // Setup Dear ImGui style |
| 103 | ImGui::StyleColorsDark(); |
| 104 | //ImGui::StyleColorsLight(); |
| 105 | |
| 106 | // Setup scaling |
| 107 | ImGuiStyle& style = ImGui::GetStyle(); |
| 108 | style.ScaleAllSizes(scale_factor: main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) |
| 109 | style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) |
| 110 | io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. |
| 111 | io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. |
| 112 | |
| 113 | // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. |
| 114 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| 115 | { |
| 116 | style.WindowRounding = 0.0f; |
| 117 | style.Colors[ImGuiCol_WindowBg].w = 1.0f; |
| 118 | } |
| 119 | |
| 120 | // Setup Platform/Renderer backends |
| 121 | ImGui_ImplSDL3_InitForOpenGL(window, gl_context); |
| 122 | ImGui_ImplOpenGL3_Init(glsl_version); |
| 123 | |
| 124 | // Load Fonts |
| 125 | // - 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. |
| 126 | // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
| 127 | // - 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). |
| 128 | // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
| 129 | // - Read 'docs/FONTS.md' for more instructions and details. |
| 130 | // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
| 131 | // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. |
| 132 | //style.FontSizeBase = 20.0f; |
| 133 | //io.Fonts->AddFontDefault(); |
| 134 | //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); |
| 135 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); |
| 136 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); |
| 137 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); |
| 138 | //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); |
| 139 | //IM_ASSERT(font != nullptr); |
| 140 | |
| 141 | // Our state |
| 142 | bool show_demo_window = true; |
| 143 | bool show_another_window = false; |
| 144 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
| 145 | |
| 146 | // Main loop |
| 147 | bool done = false; |
| 148 | #ifdef __EMSCRIPTEN__ |
| 149 | // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. |
| 150 | // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. |
| 151 | io.IniFilename = nullptr; |
| 152 | EMSCRIPTEN_MAINLOOP_BEGIN |
| 153 | #else |
| 154 | while (!done) |
| 155 | #endif |
| 156 | { |
| 157 | // Poll and handle events (inputs, window resize, etc.) |
| 158 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| 159 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
| 160 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
| 161 | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| 162 | // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] |
| 163 | SDL_Event event; |
| 164 | while (SDL_PollEvent(&event)) |
| 165 | { |
| 166 | ImGui_ImplSDL3_ProcessEvent(&event); |
| 167 | if (event.type == SDL_EVENT_QUIT) |
| 168 | done = true; |
| 169 | if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) |
| 170 | done = true; |
| 171 | } |
| 172 | |
| 173 | // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] |
| 174 | if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) |
| 175 | { |
| 176 | SDL_Delay(10); |
| 177 | continue; |
| 178 | } |
| 179 | |
| 180 | // Start the Dear ImGui frame |
| 181 | ImGui_ImplOpenGL3_NewFrame(); |
| 182 | ImGui_ImplSDL3_NewFrame(); |
| 183 | ImGui::NewFrame(); |
| 184 | |
| 185 | // 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!). |
| 186 | if (show_demo_window) |
| 187 | ImGui::ShowDemoWindow(p_open: &show_demo_window); |
| 188 | |
| 189 | // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
| 190 | { |
| 191 | static float f = 0.0f; |
| 192 | static int counter = 0; |
| 193 | |
| 194 | ImGui::Begin(name: "Hello, world!" ); // Create a window called "Hello, world!" and append into it. |
| 195 | |
| 196 | ImGui::Text(fmt: "This is some useful text." ); // Display some text (you can use a format strings too) |
| 197 | ImGui::Checkbox(label: "Demo Window" , v: &show_demo_window); // Edit bools storing our window open/close state |
| 198 | ImGui::Checkbox(label: "Another Window" , v: &show_another_window); |
| 199 | |
| 200 | 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 |
| 201 | ImGui::ColorEdit3(label: "clear color" , col: (float*)&clear_color); // Edit 3 floats representing a color |
| 202 | |
| 203 | if (ImGui::Button(label: "Button" )) // Buttons return true when clicked (most widgets return true when edited/activated) |
| 204 | counter++; |
| 205 | ImGui::SameLine(); |
| 206 | ImGui::Text(fmt: "counter = %d" , counter); |
| 207 | |
| 208 | ImGui::Text(fmt: "Application average %.3f ms/frame (%.1f FPS)" , 1000.0f / io.Framerate, io.Framerate); |
| 209 | ImGui::End(); |
| 210 | } |
| 211 | |
| 212 | // 3. Show another simple window. |
| 213 | if (show_another_window) |
| 214 | { |
| 215 | 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) |
| 216 | ImGui::Text(fmt: "Hello from another window!" ); |
| 217 | if (ImGui::Button(label: "Close Me" )) |
| 218 | show_another_window = false; |
| 219 | ImGui::End(); |
| 220 | } |
| 221 | |
| 222 | // Rendering |
| 223 | ImGui::Render(); |
| 224 | glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
| 225 | glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); |
| 226 | glClear(GL_COLOR_BUFFER_BIT); |
| 227 | ImGui_ImplOpenGL3_RenderDrawData(draw_data: ImGui::GetDrawData()); |
| 228 | |
| 229 | // Update and Render additional Platform Windows |
| 230 | // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. |
| 231 | // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) |
| 232 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| 233 | { |
| 234 | SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); |
| 235 | SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); |
| 236 | ImGui::UpdatePlatformWindows(); |
| 237 | ImGui::RenderPlatformWindowsDefault(); |
| 238 | SDL_GL_MakeCurrent(backup_current_window, backup_current_context); |
| 239 | } |
| 240 | |
| 241 | SDL_GL_SwapWindow(window); |
| 242 | } |
| 243 | #ifdef __EMSCRIPTEN__ |
| 244 | EMSCRIPTEN_MAINLOOP_END; |
| 245 | #endif |
| 246 | |
| 247 | // Cleanup |
| 248 | // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] |
| 249 | ImGui_ImplOpenGL3_Shutdown(); |
| 250 | ImGui_ImplSDL3_Shutdown(); |
| 251 | ImGui::DestroyContext(); |
| 252 | |
| 253 | SDL_GL_DestroyContext(gl_context); |
| 254 | SDL_DestroyWindow(window); |
| 255 | SDL_Quit(); |
| 256 | |
| 257 | return 0; |
| 258 | } |
| 259 | |