From 1af2dfbde432af9f13e8fba09b7ca29f5de71863 Mon Sep 17 00:00:00 2001 From: Jesper Jensen Date: Fri, 5 Jun 2026 13:53:11 +0200 Subject: Add imgui compilation --- src/main.c | 177 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 176 insertions(+), 1 deletion(-) (limited to 'src') diff --git a/src/main.c b/src/main.c index 9f8d151..10cbbfc 100644 --- a/src/main.c +++ b/src/main.c @@ -1,6 +1,17 @@ #include "cad.h" #include "cad/debug.h" +#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS +#include "cimgui/cimgui.h" +#include "cimgui/cimgui_impl.h" +#include + +#include +#include + +#define igGetIO igGetIO_Nil +SDL_Window *window = NULL; + struct smooth_line { struct component l1; struct component l2; @@ -151,7 +162,7 @@ void draw_from_constraints(struct constraints *c, struct topology *t, struct can free_drawing(&drawing); } -int main(int argc, char *argv[]) { +int main2(int argc, char *argv[]) { struct constraints constraints = {}; struct topology topo = {}; @@ -280,4 +291,168 @@ int main(int argc, char *argv[]) { free_constraints(&constraints); free_topology(&topo); + return 0; +} + +int main(int argc, char* argv[]) { + + if (SDL_Init(SDL_INIT_VIDEO) < 0) { + SDL_Log("failed to init: %s", SDL_GetError()); + return -1; + } + + // 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); + + // 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, ¤t); + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); + + 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_DockingEnable; + + // Setup scaling + ImGuiStyle* style = igGetStyle(); + ImGuiStyle_ScaleAllSizes(style, main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style->FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + ioptr->ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. + ioptr->ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. + + + 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()); + 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); + } + 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; } -- cgit v1.2.3