backend_test folder modification for several examples

This commit is contained in:
sonoro1234
2022-06-21 19:35:37 +02:00
parent 633fe954bf
commit 433cccd795
2 changed files with 16 additions and 15 deletions

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Project(cimgui_sdl)
cmake_minimum_required(VERSION 2.8)
if(WIN32) #to mingw work as all the others
set(CMAKE_SHARED_LIBRARY_PREFIX "")
endif(WIN32)
#general settings
if (EXISTS ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui/backends)
set(BAKENDS_FOLDER "../../imgui/backends/")
else()
set(BAKENDS_FOLDER "../../imgui/examples/")
endif()
if (EXISTS ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui/imgui_tables.cpp)
set(TABLES_SOURCE "../../imgui/imgui_tables.cpp")
else()
set(TABLES_SOURCE "")
endif()
include_directories(../../imgui)
add_definitions("-DIMGUI_DISABLE_OBSOLETE_FUNCTIONS=1")
include_directories(../../)
set(IMGUI_SOURCES
../../cimgui.cpp
../../imgui/imgui.cpp
../../imgui/imgui_draw.cpp
../../imgui/imgui_demo.cpp
../../imgui/imgui_widgets.cpp
${TABLES_SOURCE}
)
set(IMGUI_SOURCES_sdl)
set(IMGUI_LIBRARIES )
if (WIN32)
add_definitions("-DIMGUI_IMPL_API=extern \"C\" __declspec\(dllexport\)")
else(WIN32)
add_definitions("-DIMGUI_IMPL_API=extern \"C\" ")
endif(WIN32)
add_compile_definitions("IMGUI_IMPL_OPENGL_LOADER_GL3W")
#optional adding freetype
option(IMGUI_FREETYPE "add Freetype2" OFF)
if(IMGUI_FREETYPE)
FIND_PACKAGE(freetype REQUIRED PATHS ${FREETYPE_PATH})
list(APPEND IMGUI_LIBRARIES freetype)
list(APPEND IMGUI_SOURCES ../../imgui/misc/freetype/imgui_freetype.cpp)
add_definitions("-DCIMGUI_FREETYPE=1")
endif(IMGUI_FREETYPE)
#opengl3
list(APPEND IMGUI_SOURCES ${BAKENDS_FOLDER}imgui_impl_opengl3.cpp)
include_directories(../../imgui/examples/libs/gl3w)
if(WIN32)
list(APPEND IMGUI_LIBRARIES opengl32)
else(WIN32)#Unix
list(APPEND IMGUI_LIBRARIES GL)
endif(WIN32)
#sdl2
list(APPEND IMGUI_SOURCES ${BAKENDS_FOLDER}imgui_impl_sdl.cpp)
if(DEFINED SDL_PATH)
message(STATUS "SDL_PATH defined as " ${SDL_PATH})
FIND_PACKAGE(SDL2 PATHS ${SDL_PATH})
else(DEFINED SDL_PATH)
# If SDL_PATH is not set, fallback and attempt to find SDL cmake script at a default location
find_package(SDL2)
endif(DEFINED SDL_PATH)
if(SDL2_FOUND)
get_target_property(SDL_INCLUDE SDL2::SDL2 INTERFACE_INCLUDE_DIRECTORIES)
message(STATUS "sdlinclude is " ${SDL_INCLUDE})
if ("${SDL_INCLUDE}" STREQUAL "" OR "${SDL_INCLUDE}" STREQUAL "SDL_INCLUDE-NOTFOUND") #if not found latest SDL2 cmake config use older
message(STATUS "sdlinclude2 is " ${SDL2_INCLUDE_DIRS})
include_directories(${SDL2_INCLUDE_DIRS})
set(IMGUI_SDL_LIBRARY ${SDL2_LIBRARIES})
message(STATUS IMGUI_SDL_LIBRARY ${SDL2_LIBRARIES})
else()#use new one SDL2 config
include_directories(${SDL_INCLUDE})
set(IMGUI_SDL_LIBRARY SDL2::SDL2)
set(SDL_MAIN SDL2::SDL2main)
message(STATUS ${SDL_MAIN} ${IMGUI_SDL_LIBRARY})
endif()
else(SDL2_FOUND)
if(DEFINED SDL_PATH)
message(FATAL_ERROR "Cannot find SDL at SDL_PATH")
else(DEFINED SDL_PATH)
message(FATAL_ERROR "Cannot find SDL. Maybe try specifying SDL_PATH?")
endif(DEFINED SDL_PATH)
endif(SDL2_FOUND)
add_library(cimgui_sdl SHARED ${IMGUI_SOURCES})
target_link_libraries(cimgui_sdl ${IMGUI_LIBRARIES} ${IMGUI_SDL_LIBRARY})
#using library
include_directories(../../generator/output/)
add_executable(test_sdl main.c)
target_compile_definitions(test_sdl PUBLIC -DCIMGUI_USE_OPENGL3 -DCIMGUI_USE_SDL)
if (MINGW)
target_link_options(test_sdl PRIVATE "-mconsole")
endif()
target_link_libraries(test_sdl ${IMGUI_SDL_LIBRARY} cimgui_sdl)

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#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS
#include "cimgui.h"
#include "cimgui_impl.h"
#include <stdio.h>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#ifdef _MSC_VER
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#ifdef IMGUI_HAS_IMSTR
#define igBegin igBegin_Str
#define igSliderFloat igSliderFloat_Str
#define igCheckbox igCheckbox_Str
#define igColorEdit3 igColorEdit3_Str
#define igButton igButton_Str
#endif
SDL_Window *window = NULL;
int main(int argc, char* argv[])
{
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
SDL_Log("failed to init: %s", SDL_GetError());
return -1;
}
// Decide GL+GLSL versions
#if __APPLE__
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
// and prepare OpenGL stuff
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
window = SDL_CreateWindow(
"Hello", 0, 0, 1024, 768,
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
);
if (window == NULL) {
SDL_Log("Failed to create window: %s", SDL_GetError());
return -1;
}
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // enable vsync
// check opengl version sdl uses
SDL_Log("opengl version: %s", (char*)glGetString(GL_VERSION));
// setup imgui
igCreateContext(NULL);
//set docking
ImGuiIO* ioptr = igGetIO();
ioptr->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//ioptr->ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
#ifdef IMGUI_HAS_DOCK
ioptr->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
ioptr->ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
#endif
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
igStyleColorsDark(NULL);
//ImFontAtlas_AddFontDefault(io.Fonts, NULL);
bool showDemoWindow = true;
bool showAnotherWindow = false;
ImVec4 clearColor;
clearColor.x = 0.45f;
clearColor.y = 0.55f;
clearColor.z = 0.60f;
clearColor.w = 1.00f;
bool quit = false;
while (!quit)
{
SDL_Event e;
// we need to call SDL_PollEvent to let window rendered, otherwise
// no window will be shown
while (SDL_PollEvent(&e) != 0)
{
ImGui_ImplSDL2_ProcessEvent(&e);
if (e.type == SDL_QUIT)
quit = true;
if (e.type == SDL_WINDOWEVENT && e.window.event == SDL_WINDOWEVENT_CLOSE && e.window.windowID == SDL_GetWindowID(window))
quit = true;
}
// start imgui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
igNewFrame();
if (showDemoWindow)
igShowDemoWindow(&showDemoWindow);
// show a simple window that we created ourselves.
{
static float f = 0.0f;
static int counter = 0;
igBegin("Hello, world!", NULL, 0);
igText("This is some useful text");
igCheckbox("Demo window", &showDemoWindow);
igCheckbox("Another window", &showAnotherWindow);
igSliderFloat("Float", &f, 0.0f, 1.0f, "%.3f", 0);
igColorEdit3("clear color", (float*)&clearColor, 0);
ImVec2 buttonSize;
buttonSize.x = 0;
buttonSize.y = 0;
if (igButton("Button", buttonSize))
counter++;
igSameLine(0.0f, -1.0f);
igText("counter = %d", counter);
igText("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / igGetIO()->Framerate, igGetIO()->Framerate);
igEnd();
}
if (showAnotherWindow)
{
igBegin("imgui Another Window", &showAnotherWindow, 0);
igText("Hello from imgui");
ImVec2 buttonSize;
buttonSize.x = 0; buttonSize.y = 0;
if (igButton("Close me", buttonSize))
{
showAnotherWindow = false;
}
igEnd();
}
// render
igRender();
SDL_GL_MakeCurrent(window, gl_context);
glViewport(0, 0, (int)ioptr->DisplaySize.x, (int)ioptr->DisplaySize.y);
glClearColor(clearColor.x, clearColor.y, clearColor.z, clearColor.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData());
#ifdef IMGUI_HAS_DOCK
if (ioptr->ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
igUpdatePlatformWindows();
igRenderPlatformWindowsDefault(NULL,NULL);
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
#endif
SDL_GL_SwapWindow(window);
}
// clean up
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
igDestroyContext(NULL);
SDL_GL_DeleteContext(gl_context);
if (window != NULL)
{
SDL_DestroyWindow(window);
window = NULL;
}
SDL_Quit();
return 0;
}