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Agregar archivos de proyecto.
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BuildTools committed Jul 12, 2022
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175 changes: 175 additions & 0 deletions ExampleGUI.cpp
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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;
//}
71 changes: 71 additions & 0 deletions Feather.rc
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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

31 changes: 31 additions & 0 deletions Feather.sln
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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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