game-test/src/client/client_imgui.cpp

112 lines
3.4 KiB
C++

#include <math.h>
#include <stdio.h>
#include <string.h>
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
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;
}