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[imgui] import dear-imgui
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tomwillow committed Dec 26, 2024
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1 change: 1 addition & 0 deletions src/CMakeLists.txt
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Expand Up @@ -3,3 +3,4 @@ add_subdirectory(Control)
add_subdirectory(Core)
add_subdirectory(Translator)
add_subdirectory(SmartCharsetConverter)
add_subdirectory(SmartCharsetConverter-imgui)
32 changes: 32 additions & 0 deletions src/SmartCharsetConverter-imgui/CMakeLists.txt
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# === SmartCharsetConverter-imgui =============
set(target_name SmartCharsetConverter-imgui)

file(GLOB SRC_CODE
*.h
*.cpp
)

# 目标exe
add_executable(${target_name}
${SRC_CODE}
)

find_package(imgui CONFIG REQUIRED)

target_link_libraries(${target_name} PRIVATE
Core
Translator
guicon
imgui::imgui
opengl32.lib
)

# 添加include目录
target_include_directories(${target_name} PRIVATE
.
)

# VS 设置 Subsystem 选项
set_target_properties(${target_name} PROPERTIES LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS")
set_target_properties(${target_name} PROPERTIES LINK_FLAGS_RELWITHDEBINFO "/SUBSYSTEM:WINDOWS")
set_target_properties(${target_name} PROPERTIES LINK_FLAGS_MINSIZEREL "/SUBSYSTEM:WINDOWS")
225 changes: 225 additions & 0 deletions src/SmartCharsetConverter-imgui/main.cpp
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// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable 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

#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#define GL_SILENCE_DEPRECATION
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif
#include <GLFW/glfw3.h> // Will drag system OpenGL headers

#include <Windows.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

// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif

static void glfw_error_callback(int error, const char *description) {
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}

#ifndef NDEBUG
int main() {
#else
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hInstPrev, LPSTR szCmdLine, int nCmdShow) {
#endif
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;

// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char *glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char *glsl_version = "#version 300 es";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char *glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char *glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif

// Create window with graphics context
GLFWwindow *window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 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);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
#endif
ImGui_ImplOpenGL3_Init(glsl_version);

// 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
#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 (!glfwWindowShouldClose(window))
#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.
glfwPollEvents();
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) {
// ImGui_ImplGlfw_Sleep(10);
continue;
}

// Start the Dear ImGui frame
ImGui_ImplOpenGL3_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);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

glfwSwapBuffers(window);
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif

// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();

glfwDestroyWindow(window);
glfwTerminate();

return 0;
}
9 changes: 8 additions & 1 deletion vcpkg.json
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Expand Up @@ -3,7 +3,14 @@
"icu",
"nlohmann-json",
"gtest",
"fmt"
"fmt",
{
"name": "imgui",
"features": [
"glfw-binding",
"opengl3-binding"
]
}
],
"builtin-baseline": "9b5cb8e554487f3edb5d50b80188883846f81e14"
}

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