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//// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline | ||
//// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) | ||
//// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | ||
//// Read online: https://github.com/ocornut/imgui/tree/master/docs | ||
// | ||
//#define main WinMain | ||
// | ||
//#include "imgui/imgui.h" | ||
//#include "imgui/imgui_impl_glfw.h" | ||
//#include "imgui/imgui_impl_opengl3.h" | ||
// | ||
//#include <stdio.h> | ||
//#if defined(IMGUI_IMPL_OPENGL_ES2) | ||
//#include <GLES2/gl2.h> | ||
//#endif | ||
//#include <GLFW/glfw3.h> // Will drag system OpenGL headers | ||
// | ||
//// [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_error_callback(int error, const char* description) | ||
//{ | ||
// fprintf(stderr, "Glfw Error %d: %s\n", error, description); | ||
//} | ||
// | ||
//int main(int, char**) | ||
//{ | ||
// // Setup window | ||
// glfwSetErrorCallback(glfw_error_callback); | ||
// if (!glfwInit()) | ||
// return 1; | ||
// | ||
// // Decide GL+GLSL versions | ||
//#if defined(IMGUI_IMPL_OPENGL_ES2) | ||
// // GL ES 2.0 + GLSL 100 | ||
// const char* glsl_version = "#version 100"; | ||
// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); | ||
// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | ||
// glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); | ||
//#elif defined(__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* window = glfwCreateWindow(1280, 720, "Feather", NULL, NULL); | ||
// if (window == NULL) | ||
// return 1; | ||
// glfwMakeContextCurrent(window); | ||
// glfwSwapInterval(1); // Enable vsync | ||
// | ||
// // Setup Dear ImGui context | ||
// IMGUI_CHECKVERSION(); | ||
// ImGui::CreateContext(); | ||
// ImGuiIO& io = ImGui::GetIO(); (void)io; | ||
// //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls | ||
// //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls | ||
// | ||
// // Setup Dear ImGui style | ||
// ImGui::StyleColorsDark(); | ||
// //ImGui::StyleColorsLight(); | ||
// | ||
// // Setup Platform/Renderer backends | ||
// ImGui_ImplGlfw_InitForOpenGL(window, true); | ||
// ImGui_ImplOpenGL3_Init(glsl_version); | ||
// | ||
// // 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 'docs/FONTS.md' 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); | ||
// | ||
// // Our state | ||
// bool show_demo_window = true; | ||
// bool show_another_window = false; | ||
// ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | ||
// | ||
// // Main loop | ||
// while (!glfwWindowShouldClose(window)) | ||
// { | ||
// // 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, or clear/overwrite your copy of the mouse data. | ||
// // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. | ||
// // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | ||
// glfwPollEvents(); | ||
// | ||
// // Start the Dear ImGui frame | ||
// ImGui_ImplOpenGL3_NewFrame(); | ||
// ImGui_ImplGlfw_NewFrame(); | ||
// 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(); | ||
// int display_w, display_h; | ||
// glfwGetFramebufferSize(window, &display_w, &display_h); | ||
// glViewport(0, 0, display_w, display_h); | ||
// glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); | ||
// glClear(GL_COLOR_BUFFER_BIT); | ||
// ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); | ||
// | ||
// glfwSwapBuffers(window); | ||
// } | ||
// | ||
// // Cleanup | ||
// ImGui_ImplOpenGL3_Shutdown(); | ||
// ImGui_ImplGlfw_Shutdown(); | ||
// ImGui::DestroyContext(); | ||
// | ||
// glfwDestroyWindow(window); | ||
// glfwTerminate(); | ||
// | ||
// return 0; | ||
//} |
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// Microsoft Visual C++ generated resource script. | ||
// | ||
#include "resource.h" | ||
|
||
#define APSTUDIO_READONLY_SYMBOLS | ||
///////////////////////////////////////////////////////////////////////////// | ||
// | ||
// Generated from the TEXTINCLUDE 2 resource. | ||
// | ||
#include "winres.h" | ||
|
||
///////////////////////////////////////////////////////////////////////////// | ||
#undef APSTUDIO_READONLY_SYMBOLS | ||
|
||
///////////////////////////////////////////////////////////////////////////// | ||
// Espa�ol (Espa�a, alfabetizaci�n internacional) resources | ||
|
||
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ESN) | ||
LANGUAGE LANG_SPANISH, SUBLANG_SPANISH_MODERN | ||
#pragma code_page(1252) | ||
|
||
#ifdef APSTUDIO_INVOKED | ||
///////////////////////////////////////////////////////////////////////////// | ||
// | ||
// TEXTINCLUDE | ||
// | ||
|
||
1 TEXTINCLUDE | ||
BEGIN | ||
"resource.h\0" | ||
END | ||
|
||
2 TEXTINCLUDE | ||
BEGIN | ||
"#include ""winres.h""\r\n" | ||
"\0" | ||
END | ||
|
||
3 TEXTINCLUDE | ||
BEGIN | ||
"\r\n" | ||
"\0" | ||
END | ||
|
||
#endif // APSTUDIO_INVOKED | ||
|
||
|
||
///////////////////////////////////////////////////////////////////////////// | ||
// | ||
// Icon | ||
// | ||
|
||
// Icon with lowest ID value placed first to ensure application icon | ||
// remains consistent on all systems. | ||
FEATHER_ICON ICON "Images\\Feather.ico" | ||
|
||
#endif // Espa�ol (Espa�a, alfabetizaci�n internacional) resources | ||
///////////////////////////////////////////////////////////////////////////// | ||
|
||
|
||
|
||
#ifndef APSTUDIO_INVOKED | ||
///////////////////////////////////////////////////////////////////////////// | ||
// | ||
// Generated from the TEXTINCLUDE 3 resource. | ||
// | ||
|
||
|
||
///////////////////////////////////////////////////////////////////////////// | ||
#endif // not APSTUDIO_INVOKED | ||
|
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
# Visual Studio Version 17 | ||
VisualStudioVersion = 17.2.32616.157 | ||
MinimumVisualStudioVersion = 10.0.40219.1 | ||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Feather", "Feather.vcxproj", "{A4730D99-84D8-4BAD-B554-31331AA41F1C}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|x64 = Debug|x64 | ||
Debug|x86 = Debug|x86 | ||
Release|x64 = Release|x64 | ||
Release|x86 = Release|x86 | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{A4730D99-84D8-4BAD-B554-31331AA41F1C}.Debug|x64.ActiveCfg = Debug|x64 | ||
{A4730D99-84D8-4BAD-B554-31331AA41F1C}.Debug|x64.Build.0 = Debug|x64 | ||
{A4730D99-84D8-4BAD-B554-31331AA41F1C}.Debug|x86.ActiveCfg = Debug|Win32 | ||
{A4730D99-84D8-4BAD-B554-31331AA41F1C}.Debug|x86.Build.0 = Debug|Win32 | ||
{A4730D99-84D8-4BAD-B554-31331AA41F1C}.Release|x64.ActiveCfg = Release|x64 | ||
{A4730D99-84D8-4BAD-B554-31331AA41F1C}.Release|x64.Build.0 = Release|x64 | ||
{A4730D99-84D8-4BAD-B554-31331AA41F1C}.Release|x86.ActiveCfg = Release|Win32 | ||
{A4730D99-84D8-4BAD-B554-31331AA41F1C}.Release|x86.Build.0 = Release|Win32 | ||
EndGlobalSection | ||
GlobalSection(SolutionProperties) = preSolution | ||
HideSolutionNode = FALSE | ||
EndGlobalSection | ||
GlobalSection(ExtensibilityGlobals) = postSolution | ||
SolutionGuid = {2D4E7A39-FE96-4673-9399-E6F65D0AC050} | ||
EndGlobalSection | ||
EndGlobal |
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