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authorNic Gaffney <gaffney_nic@protonmail.com>2024-09-06 22:29:38 -0500
committerNic Gaffney <gaffney_nic@protonmail.com>2024-09-06 22:29:38 -0500
commit52a2f5b69eaf3430623ef2ebeeca0c50a3b8217c (patch)
tree0fc74f5b192d74452ad74f22ad512b8b663d2139 /vendor/rlImGui-main/examples/imgui_style_example.cpp
parentad6d55aeaa7c87a4008e56a5a3922d2608c73239 (diff)
downloadparticle-sim-52a2f5b69eaf3430623ef2ebeeca0c50a3b8217c.tar.gz
Quickfix: rlimgui bindings added to vendor/
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+// Dear ImGui: standalone example application for Raylib with OpenGL
+// (Raylib is a simple learning library for game development)
+
+// 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_raylib.h"
+#include "raylib.h"
+
+// Main code
+int main(int, char**)
+{
+ // Setup raylib window
+ SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
+ InitWindow(1280, 720, "Dear ImGui Raylib(OpenGL) example");
+
+ // Setup Dear ImGui context
+ 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_ImplRaylib_Init();
+
+ // 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 \\ !
+ 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("resources/driusstraight.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ IM_ASSERT(font != nullptr);
+
+ // required to be called to cache the font texture with raylib
+ Imgui_ImplRaylib_BuildFontAtlas();
+
+ // 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;
+ while (!done)
+ {
+ // 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.
+ ImGui_ImplRaylib_ProcessEvents();
+
+ // Start the Dear ImGui frame
+ ImGui_ImplRaylib_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();
+ BeginDrawing();
+ ClearBackground(Color{ (unsigned char)(clear_color.x * 255), (unsigned char)(clear_color.y * 255),(unsigned char)(clear_color.z * 255),(unsigned char)(clear_color.w * 255) });
+ ImGui_ImplRaylib_RenderDrawData(ImGui::GetDrawData());
+ EndDrawing();
+
+ done = WindowShouldClose();
+ }
+ // Cleanup
+ ImGui_ImplRaylib_Shutdown();
+ ImGui::DestroyContext();
+
+ CloseWindow();
+
+ return 0;
+}