diff options
author | Nao Pross <np@0hm.ch> | 2024-02-12 14:52:43 +0100 |
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committer | Nao Pross <np@0hm.ch> | 2024-02-12 14:52:43 +0100 |
commit | eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d (patch) | |
tree | bc2efa38ff4e350f9a111ac87065cd7ae9a911c7 /src/imgui/examples/example_sdl3_sdlrenderer3 | |
download | fsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.tar.gz fsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.zip |
Move into version control
Diffstat (limited to 'src/imgui/examples/example_sdl3_sdlrenderer3')
5 files changed, 509 insertions, 0 deletions
diff --git a/src/imgui/examples/example_sdl3_sdlrenderer3/Makefile b/src/imgui/examples/example_sdl3_sdlrenderer3/Makefile new file mode 100644 index 0000000..d0a73bf --- /dev/null +++ b/src/imgui/examples/example_sdl3_sdlrenderer3/Makefile @@ -0,0 +1,73 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged. + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl3_sdlrenderer3 +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_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +LINUX_GL_LIBS = -lGL + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -ldl `sdl3-config --libs` + + CXXFLAGS += `sdl3-config --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `sdl3-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` + + CXXFLAGS += `pkg-config --cflags sdl3` + 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_sdl3_sdlrenderer3/build_win32.bat b/src/imgui/examples/example_sdl3_sdlrenderer3/build_win32.bat new file mode 100644 index 0000000..7bc131a --- /dev/null +++ b/src/imgui/examples/example_sdl3_sdlrenderer3/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_sdl3_sdlrenderer3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/src/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj b/src/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj new file mode 100644 index 0000000..8b71324 --- /dev/null +++ b/src/imgui/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.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>{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}</ProjectGuid> + <RootNamespace>example_sdl3_opengl3</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.$(Platform).user.props')" 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<OutDir>$(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;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> + <ClCompile> + <WarningLevel>Level4</WarningLevel> + <Optimization>Disabled</Optimization> + <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>opengl32.lib;SDL3.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;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <BufferSecurityCheck>false</BufferSecurityCheck> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <EnableCOMDATFolding>true</EnableCOMDATFolding> + <OptimizeReferences>true</OptimizeReferences> + <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries> + </IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> + <ClCompile> + <WarningLevel>Level4</WarningLevel> + <Optimization>MaxSpeed</Optimization> + <FunctionLevelLinking>true</FunctionLevelLinking> + <IntrinsicFunctions>true</IntrinsicFunctions> + <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <BufferSecurityCheck>false</BufferSecurityCheck> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <EnableCOMDATFolding>true</EnableCOMDATFolding> + <OptimizeReferences>true</OptimizeReferences> + <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries> + </IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemGroup> + <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp" /> + <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_sdl3.cpp" /> + <ClCompile Include="main.cpp" /> + </ItemGroup> + <ItemGroup> + <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h" /> + <ClInclude Include="..\..\imconfig.h" /> + <ClInclude Include="..\..\imgui.h" /> + <ClInclude Include="..\..\imgui_internal.h" /> + <ClInclude Include="..\..\backends\imgui_impl_sdl3.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>
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\ No newline at end of file diff --git a/src/imgui/examples/example_sdl3_sdlrenderer3/main.cpp b/src/imgui/examples/example_sdl3_sdlrenderer3/main.cpp new file mode 100644 index 0000000..9740054 --- /dev/null +++ b/src/imgui/examples/example_sdl3_sdlrenderer3/main.cpp @@ -0,0 +1,178 @@ +// Dear ImGui: standalone example application for SDL3 + SDL_Renderer +// (SDL 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 + +// Important to understand: SDL_Renderer is an _optional_ component of SDL3. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. + +#include "imgui.h" +#include "imgui_impl_sdl3.h" +#include "imgui_impl_sdlrenderer3.h" +#include <stdio.h> +#include <SDL3/SDL.h> +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include <SDL3/SDL_opengles2.h> +#else +#include <SDL3/SDL_opengl.h> +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) + { + printf("Error: SDL_Init(): %s\n", SDL_GetError()); + return -1; + } + + // Enable native IME. + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); + + // Create window with SDL_Renderer graphics context + Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); + if (renderer == nullptr) + { + SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError()); + return -1; + } + SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); + SDL_ShowWindow(window); + + // 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_ImplSDL3_InitForSDLRenderer(window, renderer); + ImGui_ImplSDLRenderer3_Init(renderer); + + // 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 \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //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 + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // 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. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplSDLRenderer3_NewFrame(); + ImGui_ImplSDL3_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(); + //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); + SDL_RenderClear(renderer); + ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData()); + SDL_RenderPresent(renderer); + } + + // Cleanup + ImGui_ImplSDLRenderer3_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} |