WIP : Add imgui based client to test that ui library
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Subproject commit c077dd4872f435dd959feb024e5a9adb2c7df20c
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@ -8,10 +8,13 @@ find_package(PkgConfig REQUIRED)
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# OpenGL
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find_package(OpenGL REQUIRED)
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#find_package(GLEW REQUIRED)
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find_package(GLUT REQUIRED)
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pkg_search_module(GLFW REQUIRED glfw3)
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# I can't get glew to initial windows. Always fails
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# with error 4 (Unknown) on Debian sid. - Kienan 2019.08.03
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#find_package(GLEW REQUIRED)
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# Glad
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set(GLAD_API "gl=3.3" CACHE STRING " " FORCE)
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add_subdirectory("${PROJECT_SOURCE_DIR}/3rdparty/glad")
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@ -19,13 +22,43 @@ add_subdirectory("${PROJECT_SOURCE_DIR}/3rdparty/glad")
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# Nuklear
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set(NUKLEAR_INCLUDE_DIR "${PROJECT_SOURCE_DIR}/3rdparty/nuklear")
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#Client
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# Imgui
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add_definitions(-DIMGUI_IMPL_LOADER_GLAD)
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set(imgui_dir "${PROJECT_SOURCE_DIR}/3rdparty/imgui")
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add_library(imgui STATIC
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${imgui_dir}/imgui.h
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${imgui_dir}/imstb_rectpack.h ${imgui_dir}/imstb_textedit.h ${imgui_dir}/imstb_truetype.h ${imgui_dir}/imgui_internal.h
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${imgui_dir}/imgui.cpp ${imgui_dir}/imgui_draw.cpp ${imgui_dir}/imgui_widgets.cpp)
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target_compile_definitions(imgui PUBLIC -DIMGUI_IMPL_OPENGL_LOADER_GLAD)
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target_include_directories(imgui PUBLIC ${imgui_dir})
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# Imgui glfw-gl3
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set(igo_dir "${imgui_dir}/examples")
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add_library(imgui-glfw-gl3 STATIC
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${igo_dir}/imgui_impl_glfw.h ${igo_dir}/imgui_impl_opengl3.h
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${igo_dir}/imgui_impl_glfw.cpp ${igo_dir}/imgui_impl_opengl3.cpp
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)
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target_compile_definitions(imgui-glfw-gl3 PUBLIC -DIMGUI_IMPL_OPENGL_LOADER_GLAD)
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target_include_directories(imgui-glfw-gl3 PUBLIC ${igo_dir})
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target_link_libraries(imgui-glfw-gl3 PUBLIC
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${GLFW_LIBRARIES} ${OPENGL_LIBRARIES} glad imgui
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)
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# Client (Nuklear, default)
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#target_include_directories(client "${PROJECT_SOURCE_DIR}/src/client")
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add_executable(client ${PROJECT_SOURCE_DIR}/src/client/client.cpp)
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target_include_directories(client PUBLIC ${GLFW_INCLUDE_DIRS} ${GLUT_INCLUDE_DIR} ${OPENGL_INCLUDE_DIRS} ${NUKLEAR_INCLUDE_DIR} ${GLAD_INCLUDE_DIRS})
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target_link_libraries(client ${GLFW_LIBRARIES} ${GLUT_LIBRARY}
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${OPENGL_LIBRARIES} ${GLAD_LIBRARIES} ${CMAKE_DL_LIBS})
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# Client (Imgui)
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add_executable(client_imgui ${PROJECT_SOURCE_DIR}/src/client/client_imgui.cpp)
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target_compile_definitions(client_imgui PUBLIC -DIMGUI_IMPL_OPENGL_LOADER_GLAD)
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target_include_directories(client_imgui PUBLIC ${GLFW_INCLUDE_DIRS} ${GLUT_INCLUDE_DIR} ${OPENGL_INCLUDE_DIRS} ${GLAD_INCLUDE_DIRS} ${imgui_dir} ${igo_dir})
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target_link_libraries(client_imgui ${GLFW_LIBRARIES} ${GLUT_LIBRARY}
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${OPENGL_LIBRARIES} ${GLAD_LIBRARIES} ${CMAKE_DL_LIBS} imgui imgui-glfw-gl3)
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# Server
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#target_include_directories(server "${PROJECT_SOURCE_DIR}/src/server")
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add_executable(server ${PROJECT_SOURCE_DIR}/src/server/server.cpp)
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@ -0,0 +1,111 @@
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error %d: %s\n", error, description);
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}
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int main(int argc, char** argv)
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{
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GLFWwindow* window;
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/* Initialize the library */
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glfwSetErrorCallback(error_callback);
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if (!glfwInit()) {
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fprintf(stdout, "[GFLW] Error: failed to init!\n");
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return -1;
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}
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/* Create a windowed mode window and its OpenGL context */
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(1024, 768, "Client", NULL, NULL);
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glfwSetWindowAttrib(window, GLFW_DECORATED, GLFW_TRUE);
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if (!window) {
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Vsync
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if (!gladLoadGL()) {
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fprintf(stderr, "[GLAD] Error loading\n");
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return 1;
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}
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 130");
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int height = 0, width = 0;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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while(!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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// Process input.
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) { // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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}
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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}
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// @TODO Game tick
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwTerminate();
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return 0;
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}
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