1 module app;
2 
3 import std.stdio;
4 import bindbc.sdl,
5        bindbc.sdl.dynload,
6        bindbc.imgui.dynload,
7        bindbc.imgui.bind.imgui,
8        bindbc.opengl;
9 
10 void main()
11 {
12     loadSDL();
13     loadImGui();
14 
15     const char* glsl_version = "#version 130";
16     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
17     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
18     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
19     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
20 
21         // Create window with graphics context
22     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
23     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
24     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
25     SDL_WindowFlags window_flags = cast(SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE /*| SDL_WINDOW_ALLOW_HIGHDPI*/);
26     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
27     SDL_GLContext gl_context = SDL_GL_CreateContext(window);
28     SDL_GL_MakeCurrent(window, gl_context);
29     SDL_GL_SetSwapInterval(1); // Enable vsync
30 
31     loadOpenGL();
32     InitOpenGLForImGui();
33 
34 
35 
36 
37         // Setup Dear ImGui context
38     //IMGUI_CHECKVERSION();
39 
40     
41     igCreateContext(null);
42     ImGuiIO* io = igGetIO();
43     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
44     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
45     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
46     //io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
47 
48     // Setup Dear ImGui style
49     igStyleColorsDark(null);
50     //igStyleColorsClassic();
51 
52     // Setup Platform/Renderer backends
53     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
54     ImGui_ImplOpenGL3_Init(glsl_version);
55 
56     // Load Fonts
57     // - 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.
58     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
59     // - 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).
60     // - 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.
61     // - Read 'docs/FONTS.md' for more instructions and details.
62     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
63     //io.Fonts->AddFontDefault();
64     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
65     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
66     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
67     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
68     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
69     //IM_ASSERT(font != NULL);
70 
71     // Our state
72     bool show_demo_window = true;
73     bool show_another_window = false;
74     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
75 
76     // Main loop
77     bool done = false;
78     while (!done)
79     {
80         // Poll and handle events (inputs, window resize, etc.)
81         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
82         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
83         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
84         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
85         SDL_Event event;
86         while (SDL_PollEvent(&event))
87         {
88             ImGui_ImplSDL2_ProcessEvent(&event);
89             if (event.type == SDL_QUIT)
90                 done = true;
91             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
92                 done = true;
93         }
94 
95         // Start the Dear ImGui frame
96         ImGui_ImplOpenGL3_NewFrame();
97         ImGui_ImplSDL2_NewFrame(window);
98         igNewFrame();
99 
100         igDockSpaceOverViewport(null, cast(ImGuiDockNodeFlags)0, null);
101 
102         // 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!).
103         if (show_demo_window)
104             igShowDemoWindow(&show_demo_window);
105 
106         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
107         {
108             static float f = 0.0f;
109             static int counter = 0;
110 
111             igBegin("Hello, world!", null, cast(ImGuiWindowFlags)0);                          // Create a window called "Hello, world!" and append into it.
112 
113             igText("This is some useful text.");               // Display some text (you can use a format strings too)
114             igCheckbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
115             igCheckbox("Another Window", &show_another_window);
116 
117             igSliderFloat("float", &f, 0.0f, 1.0f, null, 0);            // Edit 1 float using a slider from 0.0f to 1.0f
118             //igColorEdit3("clear color", cast(float*)&clear_color.x); // Edit 3 floats representing a color
119 
120             if (igButton("Button", ImVec2(0,0)))                            // Buttons return true when clicked (most widgets return true when edited/activated)
121                 counter++;
122             igSameLine(0,0);
123             igText("counter = %d", counter);
124 
125             igText("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / igGetIO().Framerate, igGetIO().Framerate);
126             igEnd();
127         }
128 
129         // 3. Show another simple window.
130         if (show_another_window)
131         {
132             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)
133             igText("Hello from another window!");
134             if (igButton("Close Me", ImVec2(0,0)))
135                 show_another_window = false;
136             igEnd();
137         }
138 
139         // Rendering
140         igRender();
141         glViewport(0, 0, cast(int)io.DisplaySize.x, cast(int)io.DisplaySize.y);
142         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
143         glClear(GL_COLOR_BUFFER_BIT);
144         ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData());
145         SDL_GL_SwapWindow(window);
146         igUpdatePlatformWindows();
147     }
148 
149     // Cleanup
150     ImGui_ImplOpenGL3_Shutdown();
151     ImGui_ImplSDL2_Shutdown();
152     igDestroyContext(null);
153 
154     SDL_GL_DeleteContext(gl_context);
155     SDL_DestroyWindow(window);
156     SDL_Quit();
157 
158     writeln("Hello, world without explicit compilations!");
159 }