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authorAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
committerAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
commit432f24319319fe040e142059eb83279c53f90ab8 (patch)
tree5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/examples/example_win32_opengl3/main.cpp
parent5d34aff5888d3f0c624251f15bedb96c347978d6 (diff)
refactor 2
Diffstat (limited to 'imgui-1.92.1/examples/example_win32_opengl3/main.cpp')
-rw-r--r--imgui-1.92.1/examples/example_win32_opengl3/main.cpp243
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diff --git a/imgui-1.92.1/examples/example_win32_opengl3/main.cpp b/imgui-1.92.1/examples/example_win32_opengl3/main.cpp
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--- a/imgui-1.92.1/examples/example_win32_opengl3/main.cpp
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-// Dear ImGui: standalone example application for Win32 + OpenGL 3
-
-// Learn about Dear ImGui:
-// - FAQ https://dearimgui.com/faq
-// - Getting Started https://dearimgui.com/getting-started
-// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
-// - Introduction, links and more at the top of imgui.cpp
-
-// This is provided for completeness, however it is strongly recommended you use OpenGL with SDL or GLFW.
-
-#include "imgui.h"
-#include "imgui_impl_opengl3.h"
-#include "imgui_impl_win32.h"
-#ifndef WIN32_LEAN_AND_MEAN
-#define WIN32_LEAN_AND_MEAN
-#endif
-#include <windows.h>
-#include <GL/GL.h>
-#include <tchar.h>
-
-// Data stored per platform window
-struct WGL_WindowData { HDC hDC; };
-
-// Data
-static HGLRC g_hRC;
-static WGL_WindowData g_MainWindow;
-static int g_Width;
-static int g_Height;
-
-// Forward declarations of helper functions
-bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data);
-void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
-void ResetDeviceWGL();
-LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-
-// Main code
-int main(int, char**)
-{
- // Create application window
- //ImGui_ImplWin32_EnableDpiAwareness();
- WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
- ::RegisterClassExW(&wc);
- HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
-
- // Initialize OpenGL
- if (!CreateDeviceWGL(hwnd, &g_MainWindow))
- {
- CleanupDeviceWGL(hwnd, &g_MainWindow);
- ::DestroyWindow(hwnd);
- ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
- return 1;
- }
- wglMakeCurrent(g_MainWindow.hDC, g_hRC);
-
- // Show the window
- ::ShowWindow(hwnd, SW_SHOWDEFAULT);
- ::UpdateWindow(hwnd);
-
- // Setup Dear ImGui context
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO(); (void)io;
- io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
-
- // Setup Dear ImGui style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
-
- // Setup Platform/Renderer backends
- ImGui_ImplWin32_InitForOpenGL(hwnd);
- ImGui_ImplOpenGL3_Init();
-
- // 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
- // - Read 'docs/FONTS.md' 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 \\ !
- //style.FontSizeBase = 20.0f;
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
- //IM_ASSERT(font != nullptr);
-
- // Our state
- 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 messages (inputs, window resize, etc.)
- // See the WndProc() function below for our to dispatch events to the Win32 backend.
- MSG msg;
- while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- if (msg.message == WM_QUIT)
- done = true;
- }
- if (done)
- break;
- if (::IsIconic(hwnd))
- {
- ::Sleep(10);
- continue;
- }
-
- // Start the Dear ImGui frame
- ImGui_ImplOpenGL3_NewFrame();
- ImGui_ImplWin32_NewFrame();
- 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 create 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 / io.Framerate, io.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, g_Width, g_Height);
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
- glClear(GL_COLOR_BUFFER_BIT);
- ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
-
- // Present
- ::SwapBuffers(g_MainWindow.hDC);
- }
-
- ImGui_ImplOpenGL3_Shutdown();
- ImGui_ImplWin32_Shutdown();
- ImGui::DestroyContext();
-
- CleanupDeviceWGL(hwnd, &g_MainWindow);
- wglDeleteContext(g_hRC);
- ::DestroyWindow(hwnd);
- ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
-
- return 0;
-}
-
-// Helper functions
-bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data)
-{
- HDC hDc = ::GetDC(hWnd);
- PIXELFORMATDESCRIPTOR pfd = { 0 };
- pfd.nSize = sizeof(pfd);
- pfd.nVersion = 1;
- pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
- pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.cColorBits = 32;
-
- const int pf = ::ChoosePixelFormat(hDc, &pfd);
- if (pf == 0)
- return false;
- if (::SetPixelFormat(hDc, pf, &pfd) == FALSE)
- return false;
- ::ReleaseDC(hWnd, hDc);
-
- data->hDC = ::GetDC(hWnd);
- if (!g_hRC)
- g_hRC = wglCreateContext(data->hDC);
- return true;
-}
-
-void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
-{
- wglMakeCurrent(nullptr, nullptr);
- ::ReleaseDC(hWnd, data->hDC);
-}
-
-// Forward declare message handler from imgui_impl_win32.cpp
-extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-
-// Win32 message handler
-// 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, or clear/overwrite your copy of the mouse data.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
- return true;
-
- switch (msg)
- {
- case WM_SIZE:
- if (wParam != SIZE_MINIMIZED)
- {
- g_Width = LOWORD(lParam);
- g_Height = HIWORD(lParam);
- }
- return 0;
- case WM_SYSCOMMAND:
- if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
- return 0;
- break;
- case WM_DESTROY:
- ::PostQuitMessage(0);
- return 0;
- }
- return ::DefWindowProcW(hWnd, msg, wParam, lParam);
-}