【C++】开源:ImGui图形用户界面库配置与使用

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这篇文章主要介绍ImGui图形用户界面库配置与使用。

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文章目录

    • :smirk:1. 项目介绍
    • :blush:2. 环境配置
    • :satisfied:3. 使用说明

      😏1. 项目介绍

      项目Github地址:https://github.com/ocornut/imgui

      Dear ImGui (ImGui) 是一个开源的、用 C++ 编写的图形用户界面(GUI)库。它由OCornut创建,旨在为应用程序和工具提供创建用户界面的简单高效的方式。

      以下是 Dear ImGui 的一些主要特性和特点:

      1.即时模式 GUI:ImGui 遵循即时模式 GUI 的范例,用户界面不是通过保留模式或对象层次结构构建的。相反,每一帧都需要重新创建和绘制用户界面。这种设计使得创建和更新界面变得非常灵活和直观。

      2.轻量级和可嵌入性:ImGui 是一个轻量级库,只有几个文件组成,可轻松嵌入到现有项目中。它没有任何外部依赖,使得集成和部署变得非常简单。

      3.跨平台支持:ImGui 可以在多个平台上运行,包括 Windows、MacOS、Linux 和其他一些操作系统。它提供了与底层图形 API(如OpenGL、DirectX)的集成,以便在不同平台上绘制用户界面。

      4.简单易用的 API:ImGui 提供了一个简单直观的 API,使得创建用户界面变得非常容易。您可以使用各种控件(如按钮、文本框、滑块等)来构建界面,并通过监听用户输入和响应事件来实现交互。

      5.自定义性强:ImGui 具有强大的自定义能力,您可以自定义主题、样式和控件外观以满足您的需求。此外,您还可以编写自定义的渲染器,以实现与不同图形 API 的集成。

      Dear ImGui 是一个简单、灵活且强大的 GUI 库,适用于各种应用程序和工具的用户界面开发。无论是创建原型、调试工具还是构建实际应用程序,它都提供了一套方便的工具和框架来简化界面开发过程。

      😊2. 环境配置

      下面进行环境配置:

      # windows vs
      # windows端需要预装directx,VS的Kit中默认会有
      # 源码中的example下有示例VS工程(.sln),下载源码后直接用VS打开运行
      
      # windows clion
      # CMakeLists.txt示例,提前装好了glfw+glad+freeglut+opencv
      cmake_minimum_required(VERSION 3.19)
      project(opengl_demo)
      set(CMAKE_CXX_STANDARD 14)
      include_directories("./env/include")
      link_directories("./env/lib")
      include_directories("./env/imgui")
      include_directories("./env/imgui/backends")
      set(OpenCV_DIR "D:/develop/opencv341_mingw/x64/mingw/lib")
      find_package(OpenCV 3 REQUIRED)
      MESSAGE("OpenCV version : ${OpenCV_VERSION}")
      include_directories(${OpenCV_INCLUDE_DIRS})
      link_directories(${OpenCV_LIBRARIES}) # ${OpenCV_LIB_DIR}
      file(GLOB IMGUI "./env/imgui/*.cpp") # 1.80
      add_executable(opengl_demo main.cpp env/glad.c ${IMGUI})
      target_link_libraries(opengl_demo
              glfw3 # 3.3.9
              opengl32
              freeglut # 3.4.0
              glu32
              ${OpenCV_LIBRARIES}
              xinput
      )
      
      # ubuntu cmake
      sudo apt install libglfw3 libglfw3-dev # 安装glfw
      # 一个博主已经写了一个基于cmake的示例,这里引用一下 http://t.csdnimg.cn/LDY5H
      https://github.com/tashaxing/imgui_cmake_starter
      # 包含了imgui 1.83的源码和示例程序,直接编译即可
      

      😆3. 使用说明

      运行示例:

      windows VS直接生成运行即可,ubuntu下cmake编译指令如下:

      mkdir build && cd build
      cmake ..
      make
      ./imgui_cmake_starter
      

      Imgui的示例代码:

      #include "imgui.h"
      #include "imgui_impl_glfw.h"
      #include "imgui_impl_opengl3.h"
      #include #if defined(IMGUI_IMPL_OPENGL_ES2)
      #include // About Desktop OpenGL function loaders:
      //  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
      //  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
      //  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
      #include  // Initialize with gl3wInit()
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
      #include  // Initialize with glewInit()
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
      #include  // Initialize with gladLoadGL()
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
      #include  // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
      #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
      #include  // Initialize with glbinding::Binding::initialize()
      #include using namespace gl;
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
      #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
      #include // Initialize with glbinding::initialize()
      #include using namespace gl;
      #else
      #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
      #endif
      // Include glfw3.h after our OpenGL definitions
      #include // [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 argc, char** argv)
      { // 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, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
          if (window == NULL)
              return 1;
          glfwMakeContextCurrent(window);
          glfwSwapInterval(1); // Enable vsync
          // Initialize OpenGL loader
      #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
          bool err = gl3wInit() != 0;
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
          bool err = glewInit() != GLEW_OK;
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
          bool err = gladLoadGL() == 0;
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
          bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
          bool err = false;
          glbinding::Binding::initialize();
      #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
          bool err = false;
          glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
      #else
          bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
      #endif
          if (err)
          { fprintf(stderr, "Failed to initialize OpenGL loader!\n");
              return 1;
          }
          // 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::StyleColorsClassic();
          // 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.
              // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
              // 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;
      }
      

      以上。