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main.cpp
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main.cpp
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// This is an open source non-commercial project. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++ and C#: http://www.viva64.com
#include <imgui/imgui.h>
#include <common/glfw/imgui_impl_glfw.h>
#include <opengl/imgui_impl_opengl3.h>
#include <stdio.h>
#include <ctools/FileHelper.h>
#include <MainFrame.h>
#include <Res/CustomFont.cpp>
#include <Res/Roboto_Medium.cpp>
#include <common/freetype/imgui_freetype.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define SHOW_CONSOLE
// [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
static void glfw_window_drop_callback(GLFWwindow* window, int count, const char** paths)
{
UNUSED(window);
MainFrame::Instance()->JustDropFiles(count, paths);
}
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
static void glfw_window_close_callback(GLFWwindow* window)
{
glfwSetWindowShouldClose(window, GL_FALSE); // block app closing
MainFrame::Instance()->IWantToCloseTheApp();
}
int main(int, char**argv)
{
FileHelper::Instance()->SetAppPath(std::string(argv[0]));
#ifdef _DEBUG
FileHelper::Instance()->SetCurDirectory(PROJECT_PATH);
#else
FileHelper::Instance()->SetCurDirectory(FileHelper::Instance()->GetAppPath());
#endif
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Decide GL+GLSL versions
#if 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* mainWindow = glfwCreateWindow(1280, 720, "ImGuiFontStudio", nullptr, nullptr);
if (mainWindow == 0)
return 1;
glfwMakeContextCurrent(mainWindow);
glfwSwapInterval(1); // Enable vsync
glfwSetWindowCloseCallback(mainWindow, glfw_window_close_callback);
glfwSetDropCallback(mainWindow, glfw_window_drop_callback);
if (gladLoadGL() == 0)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return 1;
}
#ifdef MSVC
#if defined(_DEBUG) && defined(SHOW_CONSOLE)
ShowWindow(GetConsoleWindow(), SW_SHOW); // show
#else
ShowWindow(GetConsoleWindow(), SW_HIDE); // hide
#endif
#endif
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Viewport
io.FontAllowUserScaling = true; // activate zoom feature with ctrl + mousewheel
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(mainWindow, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// load memory font file
ImGui::GetIO().Fonts->AddFontFromMemoryCompressedBase85TTF(FONT_ICON_BUFFER_NAME_RM, 15.0f);
static const ImWchar icons_ranges[] = { ICON_MIN_IGFS, ICON_MAX_IGFS, 0 };
ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
ImGui::GetIO().Fonts->AddFontFromMemoryCompressedBase85TTF(FONT_ICON_BUFFER_NAME_IGFS, 15.0f, &icons_config, icons_ranges);
ImGuiFreeType::FT_Error freetypeError;
uint32_t m_FreeTypeFlag = ImGuiFreeType::FreeType_Default;
if (!ImGuiFreeType::BuildFontAtlas(ImGui::GetIO().Fonts, m_FreeTypeFlag, &freetypeError))
{
printf("Faila to load font, reason : %s \n", ImGuiFreeType::GetErrorMessage(freetypeError));
return 1;
}
MainFrame::Instance(mainWindow)->Init();
// Main loop
int display_w, display_h;
ImVec2 pos, size;
while (!glfwWindowShouldClose(mainWindow))
{
// maintain active, prevent user change via imgui dialog
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
glfwGetFramebufferSize(mainWindow, &display_w, &display_h);
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGuiViewport* viewport = ImGui::GetMainViewport();
if (viewport)
{
pos = viewport->WorkPos;
size = viewport->WorkSize;
}
}
else
{
pos = ImVec2(0, 0);
size = ImVec2((float)display_w, (float)display_h);
}
MainFrame::Instance()->Display(pos, size);
ImGui::Render();
glViewport(0, 0, display_w, display_h);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(mainWindow);
}
MainFrame::Instance()->Unit();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(mainWindow);
glfwTerminate();
return 0;
}