#include #include #include #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include #include static void error_callback(int error, const char* description) { fprintf(stderr, "Error %d: %s\n", error, description); } int main(int argc, char** argv) { GLFWwindow* window; /* Initialize the library */ glfwSetErrorCallback(error_callback); if (!glfwInit()) { fprintf(stdout, "[GFLW] Error: failed to init!\n"); return -1; } /* Create a windowed mode window and its OpenGL context */ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); window = glfwCreateWindow(1024, 768, "Client", NULL, NULL); glfwSetWindowAttrib(window, GLFW_DECORATED, GLFW_TRUE); if (!window) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSwapInterval(1); // Vsync if (!gladLoadGL()) { fprintf(stderr, "[GLAD] Error loading\n"); return 1; } // 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 bindings ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init("#version 130"); int height = 0, width = 0; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); while(!glfwWindowShouldClose(window)) { glfwPollEvents(); // Process input. // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); { 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::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(); } // @TODO Game tick // 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.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); return 0; }