// - 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 a nullptr. 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - 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 \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename=nullptr;
EMSCRIPTEN_MAINLOOP_BEGIN
#else
while(!glfwWindowShouldClose(window))
#endif
{
// 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 create a named window.
{
staticfloatf=0.0f;
staticintcounter=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::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/io.Framerate,io.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)