1 | // Dear ImGui: standalone example application for SDL3 + SDL_Renderer |
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 | // Important to understand: SDL_Renderer is an _optional_ component of SDL3. |
11 | // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. |
12 | |
13 | #include "imgui.h" |
14 | #include "imgui_impl_sdl3.h" |
15 | #include "imgui_impl_sdlrenderer3.h" |
16 | #include <stdio.h> |
17 | #include <SDL3/SDL.h> |
18 | |
19 | #ifdef __EMSCRIPTEN__ |
20 | #include "../libs/emscripten/emscripten_mainloop_stub.h" |
21 | #endif |
22 | |
23 | // Main code |
24 | int main(int, char**) |
25 | { |
26 | // Setup SDL |
27 | // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] |
28 | if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) |
29 | { |
30 | printf("Error: SDL_Init(): %s\n" , SDL_GetError()); |
31 | return -1; |
32 | } |
33 | |
34 | // Create window with SDL_Renderer graphics context |
35 | Uint32 window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; |
36 | SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example" , 1280, 720, window_flags); |
37 | if (window == nullptr) |
38 | { |
39 | printf("Error: SDL_CreateWindow(): %s\n" , SDL_GetError()); |
40 | return -1; |
41 | } |
42 | SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr); |
43 | SDL_SetRenderVSync(renderer, 1); |
44 | if (renderer == nullptr) |
45 | { |
46 | SDL_Log("Error: SDL_CreateRenderer(): %s\n" , SDL_GetError()); |
47 | return -1; |
48 | } |
49 | SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); |
50 | SDL_ShowWindow(window); |
51 | |
52 | // Setup Dear ImGui context |
53 | IMGUI_CHECKVERSION(); |
54 | ImGui::CreateContext(); |
55 | ImGuiIO& io = ImGui::GetIO(); (void)io; |
56 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
57 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
58 | io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
59 | |
60 | // Setup Dear ImGui style |
61 | ImGui::StyleColorsDark(); |
62 | //ImGui::StyleColorsLight(); |
63 | |
64 | // Setup Platform/Renderer backends |
65 | ImGui_ImplSDL3_InitForSDLRenderer(window, renderer); |
66 | ImGui_ImplSDLRenderer3_Init(renderer); |
67 | |
68 | // Load Fonts |
69 | // - 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. |
70 | // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
71 | // - 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). |
72 | // - 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. |
73 | // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
74 | // - Read 'docs/FONTS.md' for more instructions and details. |
75 | // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
76 | // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. |
77 | //io.Fonts->AddFontDefault(); |
78 | //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
79 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
80 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
81 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
82 | //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
83 | //IM_ASSERT(font != nullptr); |
84 | |
85 | // Our state |
86 | bool show_demo_window = true; |
87 | bool show_another_window = false; |
88 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
89 | |
90 | // Main loop |
91 | bool done = false; |
92 | #ifdef __EMSCRIPTEN__ |
93 | // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. |
94 | // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. |
95 | io.IniFilename = nullptr; |
96 | EMSCRIPTEN_MAINLOOP_BEGIN |
97 | #else |
98 | while (!done) |
99 | #endif |
100 | { |
101 | // Poll and handle events (inputs, window resize, etc.) |
102 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
103 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
104 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
105 | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
106 | // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] |
107 | SDL_Event event; |
108 | while (SDL_PollEvent(&event)) |
109 | { |
110 | ImGui_ImplSDL3_ProcessEvent(&event); |
111 | if (event.type == SDL_EVENT_QUIT) |
112 | done = true; |
113 | if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) |
114 | done = true; |
115 | } |
116 | |
117 | // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] |
118 | if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) |
119 | { |
120 | SDL_Delay(10); |
121 | continue; |
122 | } |
123 | |
124 | // Start the Dear ImGui frame |
125 | ImGui_ImplSDLRenderer3_NewFrame(); |
126 | ImGui_ImplSDL3_NewFrame(); |
127 | ImGui::NewFrame(); |
128 | |
129 | // 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!). |
130 | if (show_demo_window) |
131 | ImGui::ShowDemoWindow(p_open: &show_demo_window); |
132 | |
133 | // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
134 | { |
135 | static float f = 0.0f; |
136 | static int counter = 0; |
137 | |
138 | ImGui::Begin(name: "Hello, world!" ); // Create a window called "Hello, world!" and append into it. |
139 | |
140 | ImGui::Text(fmt: "This is some useful text." ); // Display some text (you can use a format strings too) |
141 | ImGui::Checkbox(label: "Demo Window" , v: &show_demo_window); // Edit bools storing our window open/close state |
142 | ImGui::Checkbox(label: "Another Window" , v: &show_another_window); |
143 | |
144 | 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 |
145 | ImGui::ColorEdit3(label: "clear color" , col: (float*)&clear_color); // Edit 3 floats representing a color |
146 | |
147 | if (ImGui::Button(label: "Button" )) // Buttons return true when clicked (most widgets return true when edited/activated) |
148 | counter++; |
149 | ImGui::SameLine(); |
150 | ImGui::Text(fmt: "counter = %d" , counter); |
151 | |
152 | ImGui::Text(fmt: "Application average %.3f ms/frame (%.1f FPS)" , 1000.0f / io.Framerate, io.Framerate); |
153 | ImGui::End(); |
154 | } |
155 | |
156 | // 3. Show another simple window. |
157 | if (show_another_window) |
158 | { |
159 | 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) |
160 | ImGui::Text(fmt: "Hello from another window!" ); |
161 | if (ImGui::Button(label: "Close Me" )) |
162 | show_another_window = false; |
163 | ImGui::End(); |
164 | } |
165 | |
166 | // Rendering |
167 | ImGui::Render(); |
168 | //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); |
169 | SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
170 | SDL_RenderClear(renderer); |
171 | ImGui_ImplSDLRenderer3_RenderDrawData(draw_data: ImGui::GetDrawData(), renderer); |
172 | SDL_RenderPresent(renderer); |
173 | } |
174 | #ifdef __EMSCRIPTEN__ |
175 | EMSCRIPTEN_MAINLOOP_END; |
176 | #endif |
177 | |
178 | // Cleanup |
179 | // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] |
180 | ImGui_ImplSDLRenderer3_Shutdown(); |
181 | ImGui_ImplSDL3_Shutdown(); |
182 | ImGui::DestroyContext(); |
183 | |
184 | SDL_DestroyRenderer(renderer); |
185 | SDL_DestroyWindow(window); |
186 | SDL_Quit(); |
187 | |
188 | return 0; |
189 | } |
190 | |