1 | // Dear ImGui: standalone example application for Win32 + OpenGL 3 |
2 | |
3 | // Learn about Dear ImGui: |
4 | // - FAQ https://dearimgui.com/faq |
5 | // - Getting Started https://dearimgui.com/getting-started |
6 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
7 | // - Introduction, links and more at the top of imgui.cpp |
8 | |
9 | // This is provided for completeness, however it is strongly recommended you use OpenGL with SDL or GLFW. |
10 | |
11 | #include "imgui.h" |
12 | #include "imgui_impl_opengl3.h" |
13 | #include "imgui_impl_win32.h" |
14 | #ifndef WIN32_LEAN_AND_MEAN |
15 | #define WIN32_LEAN_AND_MEAN |
16 | #endif |
17 | #include <windows.h> |
18 | #include <GL/GL.h> |
19 | #include <tchar.h> |
20 | |
21 | // Data stored per platform window |
22 | struct WGL_WindowData { HDC hDC; }; |
23 | |
24 | // Data |
25 | static HGLRC g_hRC; |
26 | static WGL_WindowData g_MainWindow; |
27 | static int g_Width; |
28 | static int g_Height; |
29 | |
30 | // Forward declarations of helper functions |
31 | bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data); |
32 | void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data); |
33 | void ResetDeviceWGL(); |
34 | LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
35 | |
36 | // Support function for multi-viewports |
37 | // Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL. |
38 | // We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32(). |
39 | static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport) |
40 | { |
41 | assert(viewport->RendererUserData == NULL); |
42 | |
43 | WGL_WindowData* data = IM_NEW(WGL_WindowData); |
44 | CreateDeviceWGL((HWND)viewport->PlatformHandle, data); |
45 | viewport->RendererUserData = data; |
46 | } |
47 | |
48 | static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport) |
49 | { |
50 | if (viewport->RendererUserData != NULL) |
51 | { |
52 | WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData; |
53 | CleanupDeviceWGL((HWND)viewport->PlatformHandle, data); |
54 | IM_DELETE(p: data); |
55 | viewport->RendererUserData = NULL; |
56 | } |
57 | } |
58 | |
59 | static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*) |
60 | { |
61 | // Activate the platform window DC in the OpenGL rendering context |
62 | if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData) |
63 | wglMakeCurrent(data->hDC, g_hRC); |
64 | } |
65 | |
66 | static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*) |
67 | { |
68 | if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData) |
69 | ::SwapBuffers(data->hDC); |
70 | } |
71 | |
72 | // Main code |
73 | int main(int, char**) |
74 | { |
75 | // Create application window |
76 | //ImGui_ImplWin32_EnableDpiAwareness(); |
77 | WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example" , nullptr }; |
78 | ::RegisterClassExW(&wc); |
79 | HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example" , WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); |
80 | |
81 | // Initialize OpenGL |
82 | if (!CreateDeviceWGL(hwnd, &g_MainWindow)) |
83 | { |
84 | CleanupDeviceWGL(hwnd, &g_MainWindow); |
85 | ::DestroyWindow(hwnd); |
86 | ::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
87 | return 1; |
88 | } |
89 | wglMakeCurrent(g_MainWindow.hDC, g_hRC); |
90 | |
91 | // Show the window |
92 | ::ShowWindow(hwnd, SW_SHOWDEFAULT); |
93 | ::UpdateWindow(hwnd); |
94 | |
95 | // Setup Dear ImGui context |
96 | IMGUI_CHECKVERSION(); |
97 | ImGui::CreateContext(); |
98 | ImGuiIO& io = ImGui::GetIO(); (void)io; |
99 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
100 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
101 | io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
102 | io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows |
103 | |
104 | // Setup Dear ImGui style |
105 | ImGui::StyleColorsDark(); |
106 | //ImGui::StyleColorsClassic(); |
107 | |
108 | // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. |
109 | ImGuiStyle& style = ImGui::GetStyle(); |
110 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
111 | { |
112 | style.WindowRounding = 0.0f; |
113 | style.Colors[ImGuiCol_WindowBg].w = 1.0f; |
114 | } |
115 | |
116 | // Setup Platform/Renderer backends |
117 | ImGui_ImplWin32_InitForOpenGL(hwnd); |
118 | ImGui_ImplOpenGL3_Init(); |
119 | |
120 | // Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api. |
121 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
122 | { |
123 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
124 | IM_ASSERT(platform_io.Renderer_CreateWindow == NULL); |
125 | IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL); |
126 | IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL); |
127 | IM_ASSERT(platform_io.Platform_RenderWindow == NULL); |
128 | platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow; |
129 | platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow; |
130 | platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers; |
131 | platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow; |
132 | } |
133 | |
134 | // Load Fonts |
135 | // - 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. |
136 | // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
137 | // - 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). |
138 | // - 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. |
139 | // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
140 | // - Read 'docs/FONTS.md' for more instructions and details. |
141 | // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
142 | //io.Fonts->AddFontDefault(); |
143 | //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
144 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
145 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
146 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
147 | //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
148 | //IM_ASSERT(font != nullptr); |
149 | |
150 | // Our state |
151 | bool show_demo_window = true; |
152 | bool show_another_window = false; |
153 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
154 | |
155 | // Main loop |
156 | bool done = false; |
157 | while (!done) |
158 | { |
159 | // Poll and handle messages (inputs, window resize, etc.) |
160 | // See the WndProc() function below for our to dispatch events to the Win32 backend. |
161 | MSG msg; |
162 | while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) |
163 | { |
164 | ::TranslateMessage(&msg); |
165 | ::DispatchMessage(&msg); |
166 | if (msg.message == WM_QUIT) |
167 | done = true; |
168 | } |
169 | if (done) |
170 | break; |
171 | if (::IsIconic(hwnd)) |
172 | { |
173 | ::Sleep(10); |
174 | continue; |
175 | } |
176 | |
177 | // Start the Dear ImGui frame |
178 | ImGui_ImplOpenGL3_NewFrame(); |
179 | ImGui_ImplWin32_NewFrame(); |
180 | ImGui::NewFrame(); |
181 | |
182 | // 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!). |
183 | if (show_demo_window) |
184 | ImGui::ShowDemoWindow(p_open: &show_demo_window); |
185 | |
186 | // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
187 | { |
188 | static float f = 0.0f; |
189 | static int counter = 0; |
190 | |
191 | ImGui::Begin(name: "Hello, world!" ); // Create a window called "Hello, world!" and append into it. |
192 | |
193 | ImGui::Text(fmt: "This is some useful text." ); // Display some text (you can use a format strings too) |
194 | ImGui::Checkbox(label: "Demo Window" , v: &show_demo_window); // Edit bools storing our window open/close state |
195 | ImGui::Checkbox(label: "Another Window" , v: &show_another_window); |
196 | |
197 | 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 |
198 | ImGui::ColorEdit3(label: "clear color" , col: (float*)&clear_color); // Edit 3 floats representing a color |
199 | |
200 | if (ImGui::Button(label: "Button" )) // Buttons return true when clicked (most widgets return true when edited/activated) |
201 | counter++; |
202 | ImGui::SameLine(); |
203 | ImGui::Text(fmt: "counter = %d" , counter); |
204 | |
205 | ImGui::Text(fmt: "Application average %.3f ms/frame (%.1f FPS)" , 1000.0f / io.Framerate, io.Framerate); |
206 | ImGui::End(); |
207 | } |
208 | |
209 | // 3. Show another simple window. |
210 | if (show_another_window) |
211 | { |
212 | 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) |
213 | ImGui::Text(fmt: "Hello from another window!" ); |
214 | if (ImGui::Button(label: "Close Me" )) |
215 | show_another_window = false; |
216 | ImGui::End(); |
217 | } |
218 | |
219 | // Rendering |
220 | ImGui::Render(); |
221 | glViewport(0, 0, g_Width, g_Height); |
222 | glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
223 | glClear(GL_COLOR_BUFFER_BIT); |
224 | ImGui_ImplOpenGL3_RenderDrawData(draw_data: ImGui::GetDrawData()); |
225 | |
226 | // Update and Render additional Platform Windows |
227 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
228 | { |
229 | ImGui::UpdatePlatformWindows(); |
230 | ImGui::RenderPlatformWindowsDefault(); |
231 | |
232 | // Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it. |
233 | wglMakeCurrent(g_MainWindow.hDC, g_hRC); |
234 | } |
235 | |
236 | // Present |
237 | ::SwapBuffers(g_MainWindow.hDC); |
238 | } |
239 | |
240 | ImGui_ImplOpenGL3_Shutdown(); |
241 | ImGui_ImplWin32_Shutdown(); |
242 | ImGui::DestroyContext(); |
243 | |
244 | CleanupDeviceWGL(hwnd, &g_MainWindow); |
245 | wglDeleteContext(g_hRC); |
246 | ::DestroyWindow(hwnd); |
247 | ::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
248 | |
249 | return 0; |
250 | } |
251 | |
252 | // Helper functions |
253 | bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data) |
254 | { |
255 | HDC hDc = ::GetDC(hWnd); |
256 | PIXELFORMATDESCRIPTOR pfd = { 0 }; |
257 | pfd.nSize = sizeof(pfd); |
258 | pfd.nVersion = 1; |
259 | pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; |
260 | pfd.iPixelType = PFD_TYPE_RGBA; |
261 | pfd.cColorBits = 32; |
262 | |
263 | const int pf = ::ChoosePixelFormat(hDc, &pfd); |
264 | if (pf == 0) |
265 | return false; |
266 | if (::SetPixelFormat(hDc, pf, &pfd) == FALSE) |
267 | return false; |
268 | ::ReleaseDC(hWnd, hDc); |
269 | |
270 | data->hDC = ::GetDC(hWnd); |
271 | if (!g_hRC) |
272 | g_hRC = wglCreateContext(data->hDC); |
273 | return true; |
274 | } |
275 | |
276 | void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data) |
277 | { |
278 | wglMakeCurrent(nullptr, nullptr); |
279 | ::ReleaseDC(hWnd, data->hDC); |
280 | } |
281 | |
282 | // Forward declare message handler from imgui_impl_win32.cpp |
283 | extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
284 | |
285 | // Win32 message handler |
286 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
287 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
288 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
289 | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
290 | LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
291 | { |
292 | if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
293 | return true; |
294 | |
295 | switch (msg) |
296 | { |
297 | case WM_SIZE: |
298 | if (wParam != SIZE_MINIMIZED) |
299 | { |
300 | g_Width = LOWORD(lParam); |
301 | g_Height = HIWORD(lParam); |
302 | } |
303 | return 0; |
304 | case WM_SYSCOMMAND: |
305 | if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu |
306 | return 0; |
307 | break; |
308 | case WM_DESTROY: |
309 | ::PostQuitMessage(0); |
310 | return 0; |
311 | } |
312 | return ::DefWindowProcW(hWnd, msg, wParam, lParam); |
313 | } |
314 | |