From b948b76c8ea5ec57b6a424baa1b117c0025c0328 Mon Sep 17 00:00:00 2001 From: Miodrag Milanovic Date: Sun, 21 Oct 2018 09:28:35 +0200 Subject: add imgui library --- .../imgui/examples/example_sdl_opengl2/README.md | 22 +++ .../examples/example_sdl_opengl2/build_win32.bat | 3 + .../example_sdl_opengl2.vcxproj | 175 +++++++++++++++++++++ .../example_sdl_opengl2.vcxproj.filters | 58 +++++++ .../imgui/examples/example_sdl_opengl2/main.cpp | 148 +++++++++++++++++ 5 files changed, 406 insertions(+) create mode 100644 3rdparty/imgui/examples/example_sdl_opengl2/README.md create mode 100644 3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat create mode 100644 3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj create mode 100644 3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters create mode 100644 3rdparty/imgui/examples/example_sdl_opengl2/main.cpp (limited to '3rdparty/imgui/examples/example_sdl_opengl2') diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/README.md b/3rdparty/imgui/examples/example_sdl_opengl2/README.md new file mode 100644 index 00000000..dfbfa7b6 --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/README.md @@ -0,0 +1,22 @@ + +# How to Build + +- On Windows with Visual Studio's CLI + +``` +set SDL2DIR=path_to_your_sdl2_folder +cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl +``` diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat b/3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat new file mode 100644 index 00000000..bc2eb3b2 --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat @@ -0,0 +1,3 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +mkdir Debug +cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj new file mode 100644 index 00000000..fa6b8d3a --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj @@ -0,0 +1,175 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {94E991D0-790A-4DAF-B442-AAADE3233C75} + example_sdl_opengl2 + + + + Application + true + MultiByte + + + Application + true + MultiByte + + + Application + false + true + MultiByte + + + Application + false + true + MultiByte + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + + + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + + + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters new file mode 100644 index 00000000..e0c1bf2e --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters @@ -0,0 +1,58 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + imgui + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + + sources + + + \ No newline at end of file diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/main.cpp b/3rdparty/imgui/examples/example_sdl_opengl2/main.cpp new file mode 100644 index 00000000..7e92b853 --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/main.cpp @@ -0,0 +1,148 @@ +// dear imgui: standalone example application for SDL2 + OpenGL +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the example_sdl_opengl3/ folder** +// See imgui_impl_sdl.cpp for details. + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_opengl2.h" +#include +#include +#include + +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Setup window + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + SDL_DisplayMode current; + SDL_GetCurrentDisplayMode(0, ¤t); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui binding + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL2_Init(); + + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Load Fonts + // - 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. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - 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. + // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplSDL2_NewFrame(window); + ImGui::NewFrame(); + + // 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. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // 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(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + SDL_GL_SwapWindow(window); + } + + // Cleanup + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} -- cgit v1.2.3