ferx/src/Application.cpp

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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
using std::string;
string log;
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
void debug(string message){
log = message;
}
bool open_main = true;
void show_main(){
if(ImGui::BeginMainMenuBar()){
if(ImGui::BeginMenu("File")){
if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
if (ImGui::MenuItem("Close", "Ctrl+W")) { show_another_window = false; }
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
}
void show_tools(){
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Tools"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
void show_console(){
ImGui::Begin("Console");
if(ImGui::Button("Clear")){
debug("");
}
ImGui::SameLine();
if(ImGui::Button("Debug")){
debug("Debug message");
}
ImGui::Text(log.c_str());
ImGui::End();
}
void show_inspector(){
ImGui::Begin("Inspector");
ImGui::End();
}
int main(void){
GLFWwindow* window;
if(!glfwInit())
return -1;
window = glfwCreateWindow(640, 480, "ImGui + GLFW", NULL, NULL);
if(!window){
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if(glewInit() != GLEW_OK)
std::cout << "Error while initializing GLEW!\n";
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init();
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
while(!glfwWindowShouldClose(window)){
glClear(GL_COLOR_BUFFER_BIT);
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::DockSpaceOverViewport();
// 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!).
// if (show_demo_window)
// ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
show_main();
show_tools();
show_console();
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window,ImGuiWindowFlags_MenuBar); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
if (ImGui::MenuItem("Close", "Ctrl+W")) { show_another_window = false; }
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Text("Hello from another window!");
ImGui::End();
}
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}