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authorNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
committerNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
commiteda5bc26f44ee9a6f83dcf8c91f17296d7fc509d (patch)
treebc2efa38ff4e350f9a111ac87065cd7ae9a911c7 /src/imgui/examples/example_glfw_opengl2
downloadfsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.tar.gz
fsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.zip
Move into version control
Diffstat (limited to 'src/imgui/examples/example_glfw_opengl2')
-rw-r--r--src/imgui/examples/example_glfw_opengl2/Makefile81
-rw-r--r--src/imgui/examples/example_glfw_opengl2/build_win32.bat8
-rw-r--r--src/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj186
-rw-r--r--src/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters64
-rw-r--r--src/imgui/examples/example_glfw_opengl2/main.cpp166
5 files changed, 505 insertions, 0 deletions
diff --git a/src/imgui/examples/example_glfw_opengl2/Makefile b/src/imgui/examples/example_glfw_opengl2/Makefile
new file mode 100644
index 0000000..1f15c15
--- /dev/null
+++ b/src/imgui/examples/example_glfw_opengl2/Makefile
@@ -0,0 +1,81 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need GLFW (http://www.glfw.org):
+# Linux:
+# apt-get install libglfw-dev
+# Mac OS X:
+# brew install glfw
+# MSYS2:
+# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_opengl2
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -lGL `pkg-config --static --libs glfw3`
+
+ CXXFLAGS += `pkg-config --cflags glfw3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
+ #LIBS += -lglfw3
+ LIBS += -lglfw
+
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
+
+ CXXFLAGS += `pkg-config --cflags glfw3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
+
diff --git a/src/imgui/examples/example_glfw_opengl2/build_win32.bat b/src/imgui/examples/example_glfw_opengl2/build_win32.bat
new file mode 100644
index 0000000..24c0e08
--- /dev/null
+++ b/src/imgui/examples/example_glfw_opengl2/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_glfw_opengl2
+@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/src/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/src/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
new file mode 100644
index 0000000..2aa2550
--- /dev/null
+++ b/src/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
+ <RootNamespace>example_glfw_opengl2</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/src/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters b/src/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters
new file mode 100644
index 0000000..049b0b1
--- /dev/null
+++ b/src/imgui/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_glfw.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/src/imgui/examples/example_glfw_opengl2/main.cpp b/src/imgui/examples/example_glfw_opengl2/main.cpp
new file mode 100644
index 0000000..5e47b00
--- /dev/null
+++ b/src/imgui/examples/example_glfw_opengl2/main.cpp
@@ -0,0 +1,166 @@
+// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// 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
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the example_glfw_opengl2/ folder**
+// See imgui_impl_glfw.cpp for details.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl2.h"
+#include <stdio.h>
+#ifdef __APPLE__
+#define GL_SILENCE_DEPRECATION
+#endif
+#include <GLFW/glfw3.h>
+
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "GLFW Error %d: %s\n", error, description);
+}
+
+// Main code
+int main(int, char**)
+{
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Create window with graphics context
+ GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
+ if (window == nullptr)
+ return 1;
+ glfwMakeContextCurrent(window);
+ glfwSwapInterval(1); // Enable vsync
+
+ // 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::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplGlfw_InitForOpenGL(window, true);
+ ImGui_ImplOpenGL2_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).
+ // - 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.
+ // - 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 \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //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
+ while (!glfwWindowShouldClose(window))
+ {
+ // 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, 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.
+ glfwPollEvents();
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplGlfw_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();
+ 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);
+
+ // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+ // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
+ //GLint last_program;
+ //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ //glUseProgram(0);
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+ //glUseProgram(last_program);
+
+ glfwMakeContextCurrent(window);
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}