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 | |
172 | // Start the Dear ImGui frame |
173 | ImGui_ImplOpenGL3_NewFrame(); |
174 | ImGui_ImplWin32_NewFrame(); |
175 | ImGui::NewFrame(); |
176 | |
177 | // 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!). |
178 | if (show_demo_window) |
179 | ImGui::ShowDemoWindow(p_open: &show_demo_window); |
180 | |
181 | // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
182 | { |
183 | static float f = 0.0f; |
184 | static int counter = 0; |
185 | |
186 | ImGui::Begin(name: "Hello, world!" ); // Create a window called "Hello, world!" and append into it. |
187 | |
188 | ImGui::Text(fmt: "This is some useful text." ); // Display some text (you can use a format strings too) |
189 | ImGui::Checkbox(label: "Demo Window" , v: &show_demo_window); // Edit bools storing our window open/close state |
190 | ImGui::Checkbox(label: "Another Window" , v: &show_another_window); |
191 | |
192 | 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 |
193 | ImGui::ColorEdit3(label: "clear color" , col: (float*)&clear_color); // Edit 3 floats representing a color |
194 | |
195 | if (ImGui::Button(label: "Button" )) // Buttons return true when clicked (most widgets return true when edited/activated) |
196 | counter++; |
197 | ImGui::SameLine(); |
198 | ImGui::Text(fmt: "counter = %d" , counter); |
199 | |
200 | ImGui::Text(fmt: "Application average %.3f ms/frame (%.1f FPS)" , 1000.0f / io.Framerate, io.Framerate); |
201 | ImGui::End(); |
202 | } |
203 | |
204 | // 3. Show another simple window. |
205 | if (show_another_window) |
206 | { |
207 | 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) |
208 | ImGui::Text(fmt: "Hello from another window!" ); |
209 | if (ImGui::Button(label: "Close Me" )) |
210 | show_another_window = false; |
211 | ImGui::End(); |
212 | } |
213 | |
214 | // Rendering |
215 | ImGui::Render(); |
216 | glViewport(0, 0, g_Width, g_Height); |
217 | glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
218 | glClear(GL_COLOR_BUFFER_BIT); |
219 | ImGui_ImplOpenGL3_RenderDrawData(draw_data: ImGui::GetDrawData()); |
220 | |
221 | // Update and Render additional Platform Windows |
222 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
223 | { |
224 | ImGui::UpdatePlatformWindows(); |
225 | ImGui::RenderPlatformWindowsDefault(); |
226 | |
227 | // Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it. |
228 | wglMakeCurrent(g_MainWindow.hDC, g_hRC); |
229 | } |
230 | |
231 | // Present |
232 | ::SwapBuffers(g_MainWindow.hDC); |
233 | } |
234 | |
235 | ImGui_ImplOpenGL3_Shutdown(); |
236 | ImGui_ImplWin32_Shutdown(); |
237 | ImGui::DestroyContext(); |
238 | |
239 | CleanupDeviceWGL(hwnd, &g_MainWindow); |
240 | wglDeleteContext(g_hRC); |
241 | ::DestroyWindow(hwnd); |
242 | ::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
243 | |
244 | return 0; |
245 | } |
246 | |
247 | // Helper functions |
248 | bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data) |
249 | { |
250 | HDC hDc = ::GetDC(hWnd); |
251 | PIXELFORMATDESCRIPTOR pfd = { 0 }; |
252 | pfd.nSize = sizeof(pfd); |
253 | pfd.nVersion = 1; |
254 | pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; |
255 | pfd.iPixelType = PFD_TYPE_RGBA; |
256 | pfd.cColorBits = 32; |
257 | |
258 | const int pf = ::ChoosePixelFormat(hDc, &pfd); |
259 | if (pf == 0) |
260 | return false; |
261 | if (::SetPixelFormat(hDc, pf, &pfd) == FALSE) |
262 | return false; |
263 | ::ReleaseDC(hWnd, hDc); |
264 | |
265 | data->hDC = ::GetDC(hWnd); |
266 | if (!g_hRC) |
267 | g_hRC = wglCreateContext(data->hDC); |
268 | return true; |
269 | } |
270 | |
271 | void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data) |
272 | { |
273 | wglMakeCurrent(nullptr, nullptr); |
274 | ::ReleaseDC(hWnd, data->hDC); |
275 | } |
276 | |
277 | // Forward declare message handler from imgui_impl_win32.cpp |
278 | extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
279 | |
280 | // Win32 message handler |
281 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
282 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
283 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
284 | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
285 | LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
286 | { |
287 | if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
288 | return true; |
289 | |
290 | switch (msg) |
291 | { |
292 | case WM_SIZE: |
293 | if (wParam != SIZE_MINIMIZED) |
294 | { |
295 | g_Width = LOWORD(lParam); |
296 | g_Height = HIWORD(lParam); |
297 | } |
298 | return 0; |
299 | case WM_SYSCOMMAND: |
300 | if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu |
301 | return 0; |
302 | break; |
303 | case WM_DESTROY: |
304 | ::PostQuitMessage(0); |
305 | return 0; |
306 | } |
307 | return ::DefWindowProcW(hWnd, msg, wParam, lParam); |
308 | } |
309 | |