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| author | Clifford Wolf <clifford@clifford.at> | 2018-11-09 12:57:14 +0100 | 
|---|---|---|
| committer | Clifford Wolf <clifford@clifford.at> | 2018-11-09 12:57:14 +0100 | 
| commit | 66dd17664c08aca17b53d2853558121aa9e702e4 (patch) | |
| tree | b6bc5dd919e5f525ec7328861b81f616673a1ea6 /3rdparty/imgui/examples/example_sdl_opengl2 | |
| parent | e91241f10d68fcaaf0a81fa77e9a91666120ccee (diff) | |
| parent | 15d9b3d3cc05656e58d01ba2f97ec92b6daaee1c (diff) | |
| download | nextpnr-66dd17664c08aca17b53d2853558121aa9e702e4.tar.gz nextpnr-66dd17664c08aca17b53d2853558121aa9e702e4.tar.bz2 nextpnr-66dd17664c08aca17b53d2853558121aa9e702e4.zip  | |
Merge branch 'master' of github.com:YosysHQ/nextpnr into router_improve
Diffstat (limited to '3rdparty/imgui/examples/example_sdl_opengl2')
5 files changed, 406 insertions, 0 deletions
diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/README.md b/3rdparty/imgui/examples/example_sdl_opengl2/README.md new file mode 100644 index 00000000..dfbfa7b6 --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/README.md @@ -0,0 +1,22 @@ + +# How to Build + +- On Windows with Visual Studio's CLI + +``` +set SDL2DIR=path_to_your_sdl2_folder +cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl +``` diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat b/3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat new file mode 100644 index 00000000..bc2eb3b2 --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/build_win32.bat @@ -0,0 +1,3 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +mkdir Debug +cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj new file mode 100644 index 00000000..fa6b8d3a --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj @@ -0,0 +1,175 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> +  <ItemGroup Label="ProjectConfigurations"> +    <ProjectConfiguration Include="Debug|Win32"> +      <Configuration>Debug</Configuration> +      <Platform>Win32</Platform> +    </ProjectConfiguration> +    <ProjectConfiguration Include="Debug|x64"> +      <Configuration>Debug</Configuration> +      <Platform>x64</Platform> +    </ProjectConfiguration> +    <ProjectConfiguration Include="Release|Win32"> +      <Configuration>Release</Configuration> +      <Platform>Win32</Platform> +    </ProjectConfiguration> +    <ProjectConfiguration Include="Release|x64"> +      <Configuration>Release</Configuration> +      <Platform>x64</Platform> +    </ProjectConfiguration> +  </ItemGroup> +  <PropertyGroup Label="Globals"> +    <ProjectGuid>{94E991D0-790A-4DAF-B442-AAADE3233C75}</ProjectGuid> +    <RootNamespace>example_sdl_opengl2</RootNamespace> +  </PropertyGroup> +  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>true</UseDebugLibraries> +    <CharacterSet>MultiByte</CharacterSet> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>true</UseDebugLibraries> +    <CharacterSet>MultiByte</CharacterSet> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>false</UseDebugLibraries> +    <WholeProgramOptimization>true</WholeProgramOptimization> +    <CharacterSet>MultiByte</CharacterSet> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>false</UseDebugLibraries> +    <WholeProgramOptimization>true</WholeProgramOptimization> +    <CharacterSet>MultiByte</CharacterSet> +  </PropertyGroup> +  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> +  <ImportGroup Label="ExtensionSettings"> +  </ImportGroup> +  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> +    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> +  </ImportGroup> +  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> +    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> +  </ImportGroup> +  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> +    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> +  </ImportGroup> +  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> +    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> +  </ImportGroup> +  <PropertyGroup Label="UserMacros" /> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> +    <OutDir>$(ProjectDir)$(Configuration)\</OutDir> +    <IntDir>$(ProjectDir)$(Configuration)\</IntDir> +    <IncludePath>$(IncludePath)</IncludePath> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> +    <OutDir>$(ProjectDir)$(Configuration)\</OutDir> +    <IntDir>$(ProjectDir)$(Configuration)\</IntDir> +    <IncludePath>$(IncludePath)</IncludePath> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> +    <OutDir>$(ProjectDir)$(Configuration)\</OutDir> +    <IntDir>$(ProjectDir)$(Configuration)\</IntDir> +    <IncludePath>$(IncludePath)</IncludePath> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> +    <OutDir>$(ProjectDir)$(Configuration)\</OutDir> +    <IntDir>$(ProjectDir)$(Configuration)\</IntDir> +    <IncludePath>$(IncludePath)</IncludePath> +  </PropertyGroup> +  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> +    <ClCompile> +      <WarningLevel>Level4</WarningLevel> +      <Optimization>Disabled</Optimization> +      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> +    </ClCompile> +    <Link> +      <GenerateDebugInformation>true</GenerateDebugInformation> +      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> +      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> +      <SubSystem>Console</SubSystem> +      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> +    </Link> +  </ItemDefinitionGroup> +  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> +    <ClCompile> +      <WarningLevel>Level4</WarningLevel> +      <Optimization>Disabled</Optimization> +      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> +    </ClCompile> +    <Link> +      <GenerateDebugInformation>true</GenerateDebugInformation> +      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> +      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> +      <SubSystem>Console</SubSystem> +      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> +    </Link> +  </ItemDefinitionGroup> +  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> +    <ClCompile> +      <WarningLevel>Level4</WarningLevel> +      <Optimization>MaxSpeed</Optimization> +      <FunctionLevelLinking>true</FunctionLevelLinking> +      <IntrinsicFunctions>true</IntrinsicFunctions> +      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> +      <BufferSecurityCheck>false</BufferSecurityCheck> +    </ClCompile> +    <Link> +      <GenerateDebugInformation>true</GenerateDebugInformation> +      <EnableCOMDATFolding>true</EnableCOMDATFolding> +      <OptimizeReferences>true</OptimizeReferences> +      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> +      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> +      <SubSystem>Console</SubSystem> +      <IgnoreSpecificDefaultLibraries> +      </IgnoreSpecificDefaultLibraries> +    </Link> +  </ItemDefinitionGroup> +  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> +    <ClCompile> +      <WarningLevel>Level4</WarningLevel> +      <Optimization>MaxSpeed</Optimization> +      <FunctionLevelLinking>true</FunctionLevelLinking> +      <IntrinsicFunctions>true</IntrinsicFunctions> +      <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> +      <BufferSecurityCheck>false</BufferSecurityCheck> +    </ClCompile> +    <Link> +      <GenerateDebugInformation>true</GenerateDebugInformation> +      <EnableCOMDATFolding>true</EnableCOMDATFolding> +      <OptimizeReferences>true</OptimizeReferences> +      <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> +      <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> +      <SubSystem>Console</SubSystem> +      <IgnoreSpecificDefaultLibraries> +      </IgnoreSpecificDefaultLibraries> +    </Link> +  </ItemDefinitionGroup> +  <ItemGroup> +    <ClCompile Include="..\..\imgui.cpp" /> +    <ClCompile Include="..\..\imgui_demo.cpp" /> +    <ClCompile Include="..\..\imgui_draw.cpp" /> +    <ClCompile Include="..\..\imgui_widgets.cpp" /> +    <ClCompile Include="..\imgui_impl_opengl2.cpp" /> +    <ClCompile Include="..\imgui_impl_sdl.cpp" /> +    <ClCompile Include="main.cpp" /> +  </ItemGroup> +  <ItemGroup> +    <ClInclude Include="..\..\imconfig.h" /> +    <ClInclude Include="..\..\imgui.h" /> +    <ClInclude Include="..\..\imgui_internal.h" /> +    <ClInclude Include="..\imgui_impl_opengl2.h" /> +    <ClInclude Include="..\imgui_impl_sdl.h" /> +  </ItemGroup> +  <ItemGroup> +    <None Include="..\..\misc\natvis\imgui.natvis" /> +    <None Include="..\README.txt" /> +  </ItemGroup> +  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> +  <ImportGroup Label="ExtensionTargets"> +  </ImportGroup> +</Project>
\ No newline at end of file diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters new file mode 100644 index 00000000..e0c1bf2e --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters @@ -0,0 +1,58 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> +  <ItemGroup> +    <Filter Include="imgui"> +      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier> +    </Filter> +    <Filter Include="sources"> +      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier> +      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions> +    </Filter> +  </ItemGroup> +  <ItemGroup> +    <ClCompile Include="..\..\imgui.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_demo.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_draw.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="main.cpp"> +      <Filter>sources</Filter> +    </ClCompile> +    <ClCompile Include="..\imgui_impl_sdl.cpp"> +      <Filter>sources</Filter> +    </ClCompile> +    <ClCompile Include="..\imgui_impl_opengl2.cpp"> +      <Filter>sources</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_widgets.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +  </ItemGroup> +  <ItemGroup> +    <ClInclude Include="..\..\imconfig.h"> +      <Filter>imgui</Filter> +    </ClInclude> +    <ClInclude Include="..\..\imgui.h"> +      <Filter>imgui</Filter> +    </ClInclude> +    <ClInclude Include="..\..\imgui_internal.h"> +      <Filter>imgui</Filter> +    </ClInclude> +    <ClInclude Include="..\imgui_impl_opengl2.h"> +      <Filter>sources</Filter> +    </ClInclude> +    <ClInclude Include="..\imgui_impl_sdl.h"> +      <Filter>sources</Filter> +    </ClInclude> +  </ItemGroup> +  <ItemGroup> +    <None Include="..\README.txt" /> +    <None Include="..\..\misc\natvis\imgui.natvis"> +      <Filter>sources</Filter> +    </None> +  </ItemGroup> +</Project>
\ No newline at end of file diff --git a/3rdparty/imgui/examples/example_sdl_opengl2/main.cpp b/3rdparty/imgui/examples/example_sdl_opengl2/main.cpp new file mode 100644 index 00000000..7e92b853 --- /dev/null +++ b/3rdparty/imgui/examples/example_sdl_opengl2/main.cpp @@ -0,0 +1,148 @@ +// dear imgui: standalone example application for SDL2 + OpenGL +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the example_sdl_opengl3/ folder** +// See imgui_impl_sdl.cpp for details. + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_opengl2.h" +#include <stdio.h> +#include <SDL.h> +#include <SDL_opengl.h> + +int main(int, char**) +{ +    // Setup SDL +    if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) +    { +        printf("Error: %s\n", SDL_GetError()); +        return -1; +    } + +    // Setup window +    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); +    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); +    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); +    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); +    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +    SDL_DisplayMode current; +    SDL_GetCurrentDisplayMode(0, ¤t); +    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); +    SDL_GLContext gl_context = SDL_GL_CreateContext(window); +    SDL_GL_SetSwapInterval(1); // Enable vsync + +    // Setup Dear ImGui binding +    IMGUI_CHECKVERSION(); +    ImGui::CreateContext(); +    ImGuiIO& io = ImGui::GetIO(); (void)io; +    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls + +    ImGui_ImplSDL2_InitForOpenGL(window, gl_context); +    ImGui_ImplOpenGL2_Init(); + +    // Setup style +    ImGui::StyleColorsDark(); +    //ImGui::StyleColorsClassic(); + +    // 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 NULL. 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. +    // - Read 'misc/fonts/README.txt' 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f); +    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); +    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); +    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); +    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); +    //IM_ASSERT(font != NULL); + +    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. +        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +        SDL_Event event; +        while (SDL_PollEvent(&event)) +        { +            ImGui_ImplSDL2_ProcessEvent(&event); +            if (event.type == SDL_QUIT) +                done = true; +        } + +        // Start the Dear ImGui frame +        ImGui_ImplOpenGL2_NewFrame(); +        ImGui_ImplSDL2_NewFrame(window); +        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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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(); +        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); +        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); +        glClear(GL_COLOR_BUFFER_BIT); +        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound +        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); +        SDL_GL_SwapWindow(window); +    } + +    // Cleanup +    ImGui_ImplOpenGL2_Shutdown(); +    ImGui_ImplSDL2_Shutdown(); +    ImGui::DestroyContext(); + +    SDL_GL_DeleteContext(gl_context); +    SDL_DestroyWindow(window); +    SDL_Quit(); + +    return 0; +}  | 
