1 
2 module app;
3 
4 import std.stdio;
5 static import std.format;
6 import bindbc.sdl,
7        bindbc.sdl.dynload,
8        bindbc.imgui.dynload,
9        bindbc.imgui.bind.imgui,
10        bindbc.opengl;
11 
12 import bindbc.imgui.ogl;
13 
14 void main()
15 {
16     loadSDL();
17     loadImGui();
18 
19     const char* glsl_version = "#version 130";
20     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
21     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
22     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
23     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
24 
25         // Create window with graphics context
26     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
27     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
28     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
29     SDL_WindowFlags window_flags = cast(SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE /*| SDL_WINDOW_ALLOW_HIGHDPI*/);
30     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
31     SDL_GLContext gl_context = SDL_GL_CreateContext(window);
32     SDL_GL_MakeCurrent(window, gl_context);
33     SDL_GL_SetSwapInterval(1); // Enable vsync
34 
35     loadOpenGL();
36     //InitOpenGLForImGui();
37 
38 
39 
40 
41         // Setup Dear ImGui context
42     //IMGUI_CHECKVERSION();
43 
44     
45     igCreateContext(null);
46     ImGuiIO* io = igGetIO();
47     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
48     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
49     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
50     //io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
51 
52     // Setup Dear ImGui style
53     igStyleColorsDark(null);
54     //igStyleColorsClassic();
55 
56     // Setup Platform/Renderer backends
57     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
58     ImGuiOpenGLBackend.init(glsl_version);
59 
60     // Load Fonts
61     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use igPushFont()/PopFont() to select them.
62     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
63     // - 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).
64     // - 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.
65     // - Read 'docs/FONTS.md' for more instructions and details.
66     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
67     //io.Fonts.AddFontDefault();
68     //io.Fonts.AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
69     //io.Fonts.AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
70     //io.Fonts.AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
71     //io.Fonts.AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
72     //ImFont* font = io.Fonts.AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, null, io.Fonts.GetGlyphRangesJapanese());
73     //IM_ASSERT(font != null);
74 
75     // Our state
76     bool show_demo_window = true;
77     bool show_another_window = false;
78     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
79 
80     // Main loop
81     bool done = false;
82     while (!done)
83     {
84         // Poll and handle events (inputs, window resize, etc.)
85         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
86         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
87         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
88         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
89         SDL_Event event;
90         while (SDL_PollEvent(&event))
91         {
92             ImGui_ImplSDL2_ProcessEvent(&event);
93             if (event.type == SDL_QUIT)
94                 done = true;
95             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
96                 done = true;
97         }
98 
99         // Start the Dear ImGui frame
100         ImGuiOpenGLBackend.new_frame();
101         ImGui_ImplSDL2_NewFrame(window);
102         igNewFrame();
103 
104         igDockSpaceOverViewport(null, cast(ImGuiDockNodeFlags)0, null);
105 
106         // 1. Show the big demo window (Most of the sample code is in igShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
107         if (show_demo_window)
108             igShowDemoWindow(&show_demo_window);
109 
110         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
111         {
112             static float f = 0.0f;
113             static int counter = 0;
114 
115             igBegin("Hello, world!", null, cast(ImGuiWindowFlags)0);                          // Create a window called "Hello, world!" and append into it.
116 
117             igText("This is some useful text.");               // Display some text (you can use a format strings too)
118             igCheckbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
119             igCheckbox("Another Window", &show_another_window);
120 
121             igSliderFloat("float", &f, 0.0f, 1.0f, null, 0);            // Edit 1 float using a slider from 0.0f to 1.0f
122             //igColorEdit3("clear color", cast(float*)&clear_color.x); // Edit 3 floats representing a color
123 
124             if (igButton("Button", ImVec2(0,0)))                            // Buttons return true when clicked (most widgets return true when edited/activated)
125                 counter++;
126             igSameLine(0,0);
127             igText("counter = %d", counter);
128 
129             igText("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / igGetIO().Framerate, igGetIO().Framerate);
130             igEnd();
131         }
132 
133         // 3. Show another simple window.
134         if (show_another_window)
135         {
136             igBegin("Another Window", &show_another_window, 0);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
137             igText("Hello from another window!");
138             if (igButton("Close Me", ImVec2(0,0)))
139                 show_another_window = false;
140             igEnd();
141         }
142 
143         // Rendering
144         igRender();
145         glViewport(0, 0, cast(int)io.DisplaySize.x, cast(int)io.DisplaySize.y);
146         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
147         glClear(GL_COLOR_BUFFER_BIT);
148         ImGuiOpenGLBackend.render_draw_data(igGetDrawData());
149         SDL_GL_SwapWindow(window);
150         igUpdatePlatformWindows();
151     }
152 
153     // Cleanup
154     ImGuiOpenGLBackend.shutdown();
155     ImGui_ImplSDL2_Shutdown();
156     igDestroyContext(null);
157 
158     SDL_GL_DeleteContext(gl_context);
159     SDL_DestroyWindow(window);
160     SDL_Quit();
161 
162     writeln("Hello, world without explicit compilations!");
163 }