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main.zig
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main.zig
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const std = @import ("std");
const builtin = @import ("builtin");
const ig = @import ("imgui.zig");
const fonts = @import("fonts.zig");
const IMGUI_HAS_DOCK = false; // true: Can't compile at this time.
fn glfw_error_callback(err: c_int, description: [*c]const u8) callconv(.C) void {
std.debug.print ("GLFW Error {d}: {s}\n", .{ err, description });
}
const MainWinWidth :i32 = 1024;
const MainWinHeight:i32 = 800;
//--------
// main()
//--------
pub fn main () !void {
//-------------
// For print()
//-------------
const stdout_file = std.io.getStdOut().writer();
var bw = std.io.bufferedWriter(stdout_file);
const stdout = bw.writer();
//-------------------
// GLFW initializing
//-------------------
_ = ig.glfwSetErrorCallback (glfw_error_callback);
if (ig.glfwInit() == 0) {
try stdout.print("Failed to initialize GLFW: [main.zig]: \n", .{});
try bw.flush(); // don't forget to flush!
return error.glfwInitFailure;
}
defer ig.glfwTerminate ();
//-------------------------
// Decide GL+GLSL versions
//-------------------------
const glsl_version = "#version 130";
ig.glfwWindowHint(ig.GLFW_OPENGL_FORWARD_COMPAT, ig.GLFW_TRUE);
ig.glfwWindowHint(ig.GLFW_OPENGL_PROFILE, ig.GLFW_OPENGL_CORE_PROFILE);
ig.glfwWindowHint(ig.GLFW_CONTEXT_VERSION_MAJOR, 3);
ig.glfwWindowHint(ig.GLFW_CONTEXT_VERSION_MINOR, 3);
//
ig.glfwWindowHint(ig.GLFW_RESIZABLE, ig.GLFW_TRUE); // Resizable window
ig.glfwWindowHint(ig.GLFW_VISIBLE, ig.GLFW_FALSE); // Needs this if OpenGL is not initialized !.
//---------------------------------------------
// Create GLFW window and activate OpenGL libs
//---------------------------------------------
const window = ig.glfwCreateWindow (MainWinWidth, MainWinHeight, "Dear ImGui example", null, null);
if (window == null) {
ig.glfwTerminate();
return error.glfwInitFailure;
}
defer ig.glfwDestroyWindow (window);
ig.glfwMakeContextCurrent(window);
//---------------------
// Load title bar icon
//---------------------
const TitleBarIconName = "z.png";
//--------------
// Get exe path
//--------------
// Refered to:
// https://stackoverflow.com/questions/77718355/how-do-i-build-a-path-relative-to-the-exe-in-zig
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
defer _ = gpa.deinit();
const allocator = gpa.allocator();
const exe_path = try std.fs.selfExePathAlloc(allocator);
defer allocator.free(exe_path);
const opt_exe_dir = std.fs.path.dirname(exe_path);
if (opt_exe_dir) |exe_dir| {
var paths = [_][]const u8{ exe_dir, TitleBarIconName };
const icon_path = try std.fs.path.join(allocator, &paths);
defer allocator.free(icon_path);
// Load icon
ig.LoadTitleBarIcon(window, icon_path.ptr);
}
//-------------------------------
// Visible/Show main window here
//-------------------------------
ig.glfwShowWindow(window);
ig.glfwSwapInterval(1); // Enable VSync --- Lower CPU load
// Setup Dear ImGui context
if (ig.igCreateContext (null) == null){
return error.ImGuiCreateContextFailure;
}
defer ig.igDestroyContext (null);
const pio = ig.igGetIO ();
pio.*.ConfigFlags |= ig.ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//pio.*.ConfigFlags |= ig.ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup doncking feature --- can't compile well at this moment.
if (IMGUI_HAS_DOCK) {
pio.*.ConfigFlags |= ig.ImGuiConfigFlags_DockingEnable; // Enable Docking
pio.*.ConfigFlags |= ig.ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
}
//-------------------------------------
// ImGui GLFW OpenGL backend interface
//-------------------------------------
_ = ig.ImGui_ImplGlfw_InitForOpenGL(window, true);
defer ig.ImGui_ImplGlfw_Shutdown ();
_ = ig.ImGui_ImplOpenGL3_Init(glsl_version);
defer ig.ImGui_ImplOpenGL3_Shutdown ();
//-------------
// Global vars
//-------------
var showDemoWindow = true;
var showAnotherWindow = false;
var fval: f32 = 0.0;
var counter: i32 = 0;
// Back ground color
var clearColor = [_]f32{0.25, 0.55,0.9,1.0};
// Input text buffer
var sTextInuputBuf = [_:0]u8{0} ** 200;
//------------------------
// Select Dear ImGui style
//------------------------
ig.igStyleColorsClassic (null);
//ig.igStyleColorsDark (null);
//ig.igStyleColorsLight (null);
fonts.setupFonts(); // Setup CJK fonts and Icon fonts
const DefaultButtonSize = ig.ImVec2 {.x = 0, .y = 0} ;
//---------------
// main loop GUI
//---------------
while (ig.glfwWindowShouldClose (window) == 0) {
ig.glfwPollEvents ();
// Start the Dear ImGui frame
ig.ImGui_ImplOpenGL3_NewFrame ();
ig.ImGui_ImplGlfw_NewFrame ();
ig.igNewFrame ();
//------------------
// Show demo window
//------------------
if (showDemoWindow) {
ig.igShowDemoWindow (&showDemoWindow);
}
//------------------
// Show main window
//------------------
if ( ig.igBegin (fonts.ICON_FA_THUMBS_UP ++ " Dear ImGui", null, 0)) {
defer ig.igEnd ();
ig.igText (fonts.ICON_FA_COMMENT ++ " GLFW v"); ig.igSameLine (0, -1.0);
ig.igText (ig.glfwGetVersionString());
ig.igText (fonts.ICON_FA_COMMENT ++ " OpenGL v"); ig.igSameLine (0, -1.0);
ig.igText (ig.glGetString(ig.GL_VERSION));
ig.igText (fonts.ICON_FA_CIRCLE_INFO ++ " Dear ImGui v"); ig.igSameLine (0, -1.0);
ig.igText (ig.igGetVersion());
ig.igText (fonts.ICON_FA_CIRCLE_INFO ++ " Zig v"); ig.igSameLine (0, -1.0);
ig.igText (builtin.zig_version_string);
ig.igSpacing();
_ = ig.igInputTextWithHint("InputText", "Input text here", &sTextInuputBuf, sTextInuputBuf.len, 0, null, null);
ig.igText("入力結果:"); ig.igSameLine(0, -1.0); ig.igText(&sTextInuputBuf);
ig.igSpacing();
_ = ig.igCheckbox ("デモ・ウインドウ", &showDemoWindow);
_ = ig.igCheckbox ("その他のウインドウ", &showAnotherWindow);
_ = ig.igSliderFloat ("浮動小数", &fval, 0.0, 1.0, "%.3f", 0);
_ = ig.igColorEdit3 ("背景色 変更", &clearColor, 0);
if (ig.igButton ("Button", DefaultButtonSize)) counter += 1;
ig.igSameLine (0, -1.0);
ig.igText ("カウンタ = %d", counter);
ig.igText ("画面更新レート %.3f ms/frame (%.1f FPS)", 1000.0 / pio.*.Framerate, pio.*.Framerate);
// Show icon fonts
ig.igSeparatorText(fonts.ICON_FA_WRENCH ++ " アイコン・フォントテスト");
ig.igText(fonts.ICON_FA_TRASH_CAN ++ " ゴミ箱");
ig.igSpacing();
ig.igText(fonts.ICON_FA_MAGNIFYING_GLASS_PLUS
++ " " ++ fonts.ICON_FA_POWER_OFF
++ " " ++ fonts.ICON_FA_MICROPHONE
++ " " ++ fonts.ICON_FA_MICROCHIP
++ " " ++ fonts.ICON_FA_VOLUME_HIGH
++ " " ++ fonts.ICON_FA_SCISSORS
++ " " ++ fonts.ICON_FA_SCREWDRIVER_WRENCH
++ " " ++ fonts.ICON_FA_BLOG);
} // end main window
//---------------------
// Show another window
//---------------------
if (showAnotherWindow) {
_ = ig.igBegin ("Another Window", &showAnotherWindow, 0);
defer ig.igEnd ();
ig.igText ("Hello from another window!");
if (ig.igButton ("Close Me", DefaultButtonSize)) showAnotherWindow = false;
}
//-----------
// End procs
//-----------
// Rendering
ig.igRender ();
ig.glfwMakeContextCurrent(window);
ig.glViewport(0, 0, @intFromFloat(pio.*.DisplaySize.x), @intFromFloat(pio.*.DisplaySize.y));
ig.glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
ig.glClear(ig.GL_COLOR_BUFFER_BIT);
ig.ImGui_ImplOpenGL3_RenderDrawData(ig.igGetDrawData());
// Docking featrue --- N/A
if (IMGUI_HAS_DOCK){
if (pio.*.ConfigFlags & ig.ImGuiConfigFlags_ViewPortsEnable) {
const backup_current_window = ig.glfwGetCurrentContext();
ig.igUpdatePlatformWindows();
ig.igRenderPlatformWindowsDefault();
ig.glfwMakeContextCurrent(backup_current_window);
}
}
ig.glfwSwapBuffers(window);
} // while end
} // main end