ImGui 窗口界面布局:标题栏、菜单栏、工具栏、地址栏、导航窗格、工作区、细节窗格、滚动条以及状态栏等元素
ImGui 窗口界面布局
ImGui界面也可以如Windows操作系统一样。包括:标题栏、菜单栏、工具栏、地址栏、导航窗格、工作区、细节窗格、滚动条以及状态栏等元素
下面分别使用两种方式,给出示例。
引言
ImGui 使用 GLFW3 进行工程开发, vcpkg 包准备:
CMakeLists.txt 文件,包含
find_package(ImGui CONFIG REQUIRED) find_package(OpenGL REQUIRED) find_package(glfw3 CONFIG REQUIRED) set(SRC_LIST main.cpp ../imgui-1.91.9/backends/imgui_impl_glfw.cpp ../imgui-1.91.9/backends/imgui_impl_opengl3.cpp Application.cpp Application.h) add_executable(${TEST_NAME} ${SRC_LIST}) target_link_libraries(${TEST_NAME} PUBLIC imgui::imgui) target_link_libraries(${TEST_NAME} PRIVATE glfw) target_link_libraries(${TEST_NAME} PRIVATE OpenGL::GL)
ImGui 和 GLFW3 初始化、运行:
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
int ImGui_glfw3_run() { glfwSetErrorCallback(glfw_error_callback); // 1-初始化GLFW窗口和OpenGL上下文 if (!glfwInit()) return 1; // Decide GL+GLSL versions #if defined(IMGUI_IMPL_OPENGL_ES2) // GL ES 2.0 + GLSL 100 (WebGL 1.0) 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(IMGUI_IMPL_OPENGL_ES3) // GL ES 3.0 + GLSL 300 es (WebGL 2.0) const char* glsl_version = "#version 300 es"; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 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 // 创建GLFW带有图形上下文的窗口 Create window with graphics context //GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); GLFWwindow* window = glfwCreateWindow(1280, 720, "HD Radar ", nullptr, nullptr); if (window == nullptr) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync 开启垂直同步 #if 0 GLFWimage images[2]; images [0] = load_icon("my_icon.png"); images [1] = load_icon("my_icon_small.png"); glfwSetWindowIcon(window,2,images); #endif GLFWimage icon; icon.width = 32; icon.height = 32; int channels = 3; icon.pixels = stbi_load("logo32.png", &icon.width, &icon.height, &channels, 4); glfwSetWindowIcon(window, 1, &icon); // 2-初始化 ImGui // 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 //io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking //io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows // Setup Dear ImGui style //ImGui::StyleColorsDark(); ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic(); // 设置平台/渲染器后端 Setup Platform/Renderer backends ImGui_ImplGlfw_InitForOpenGL(window, true); #ifdef __EMSCRIPTEN__ ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); #endif ImGui_ImplOpenGL3_Init(glsl_version); // 加载字体: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 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. //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != nullptr); //设置微软雅黑字体,并指定字体大小 ImFont* font = ImGui::GetIO().Fonts->AddFontFromFileTTF("c:\\windows\\fonts\\msyh.ttc", 18.0f, nullptr, ImGui::GetIO().Fonts->GetGlyphRangesChineseFull()); //设置加载中文 //必须判断一下字体有没有加载成功 IM_ASSERT(font != nullptr); // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); /*** 3-主循环:Main loop ***/ #ifdef __EMSCRIPTEN__ // 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(); // 处理输入事件 if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) { ImGui_ImplGlfw_Sleep(10); continue; } // 3.1 开始/更新新的一帧 // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); /** 3.2 绘制自定义的GUI元素 **/ #if 1 //App::RenderGUI(window, &show_demo_window); // 工作区(Work Area)用于布局 CreateLayout_1(window, &show_demo_window); // 主区(Main Area)/主视口(MainViewport)用于布局 CreateLayout_2(window, &show_demo_window); #else // 3.2.1 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); // Show demo window! :) // 3.2.2 Show a simple window that we create ourselves. We use a Begin/End pair to create 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 / io.Framerate, io.Framerate); ImGui::End(); } // 3.3.3 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(); } #endif /** 3.2 绘制自定义的GUI元素 **/ // 3.3 渲染GUI: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); // 交换前后缓冲区 } #ifdef __EMSCRIPTEN__ EMSCRIPTEN_MAINLOOP_END; #endif // 4-清理资源 Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); // 5-关闭窗口和释放相关资源 glfwDestroyWindow(window); glfwTerminate(); return 0; }
一、方式一:工作区(Work Area)用于布局
void CreateLayout_1(GLFWwindow* window, bool* p_open) { // "主"菜单栏 if (ImGui::BeginMainMenuBar()) { if (ImGui::BeginMenu("File")) { if (ImGui::MenuItem("New")) {} if (ImGui::MenuItem("Open", "Ctrl+O")) {} if (ImGui::MenuItem("Save", "Ctrl+S")) {} if (ImGui::MenuItem("Exit")) { glfwSetWindowShouldClose(window, true); } ImGui::EndMenu(); } if (ImGui::BeginMenu("View")) { ImGui::MenuItem("Show Demo Window", nullptr, p_open); //bool showDemoWindow = false; ImGui::EndMenu(); } ImGui::EndMainMenuBar(); } // 工作区(Work Area)用于布局 static bool use_work_area = true; const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); //ImGui::SetNextWindowPos(ImVec2(0, 23.5)); //ImGui::SetNextWindowSize(viewport->WorkSize); std::cout <<"Line["<< __LINE__ << "] DisplaySize: " << ImGui::GetIO().DisplaySize.x <<" "<< ImGui::GetIO().DisplaySize.y << std::endl; std::cout <<"Line["<< __LINE__ << "] WorkSize: " << viewport->WorkSize.x <<" "<< viewport->WorkSize.y << std::endl; std::cout <<"Line["<< __LINE__ << "] Size: " << viewport->Size.x <<" "<< viewport->Size.y << std::endl; // std::cout <<"Line["<< __LINE__ << "] WorkPos: " << viewport->WorkPos.x <<" "<< viewport->WorkPos.y << std::endl; std::cout <<"Line["<< __LINE__ << "] Pos: " << viewport->Pos.x <<" "<< viewport->Pos.y << std::endl; ImGui::Begin("MainWindow", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | //ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoBringToFrontOnFocus| ImGuiWindowFlags_NoCollapse); // 工具栏 ImGui::BeginChild("Toolbar", ImVec2(0, 40), true); if (ImGui::Button("New")) {} ImGui::SameLine(); if (ImGui::Button("Open")) {} ImGui::SameLine(); if (ImGui::Button("Save")) {} ImGui::EndChild(); // 导航区和工作区 ImGui::BeginChild("MainContent", ImVec2(0, -30), false); // 导航区(左侧) ImGui::BeginChild("Navigation", ImVec2(200, 0), true); ImGui::Text("Navigation"); if (ImGui::TreeNode("Folder 1")) { ImGui::Text("Item 1"); ImGui::Text("Item 2"); ImGui::TreePop(); } if (ImGui::TreeNode("Folder 2")) { ImGui::Text("Item 3"); ImGui::Text("Item 4"); ImGui::TreePop(); } ImGui::EndChild(); ImGui::SameLine(); // 工作区(右侧) ImGui::BeginChild("Workspace", ImVec2(0, 0), true); ImGui::Text("Workspace"); ImGui::Text("This is the main working area"); if (*p_open) //showDemoWindow ImGui::ShowDemoWindow(p_open); ImGui::EndChild(); ImGui::EndChild(); // 状态栏 ImGui::BeginChild("StatusBar", ImVec2(0, 30), true); ImGui::Text("Status: Ready | Objects: 0 | FPS: %.1f", ImGui::GetIO().Framerate); ImGui::EndChild(); ImGui::End(); }
二、方式二:主区(Main Area)/主视口(MainViewport)用于布局
void CreateLayout_2(GLFWwindow* window, bool* p_open) { // 主区(Main Area)/主视口(MainViewport)用于布局 static bool use_work_area = false; const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); //ImGui::SetNextWindowPos(ImVec2(0, 0)); //ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize); std::cout <<"Line["<< __LINE__ << "] DisplaySize: " << ImGui::GetIO().DisplaySize.x <<" "<< ImGui::GetIO().DisplaySize.y << std::endl; std::cout <<"Line["<< __LINE__ << "] WorkSize: " << viewport->WorkSize.x <<" "<< viewport->WorkSize.y << std::endl; std::cout <<"Line["<< __LINE__ << "] Size: " << viewport->Size.x <<" "<< viewport->Size.y << std::endl; // std::cout <<"Line["<< __LINE__ << "] WorkPos: " << viewport->WorkPos.x <<" "<< viewport->WorkPos.y << std::endl; std::cout <<"Line["<< __LINE__ << "] Pos: " << viewport->Pos.x <<" "<< viewport->Pos.y << std::endl; //ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); ImGui::Begin("MainWindow", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoCollapse); // "窗口"菜单栏 if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("File")) { if (ImGui::MenuItem("New")) {} if (ImGui::MenuItem("Open", "Ctrl+O")) {} if (ImGui::MenuItem("Save", "Ctrl+S")) {} if (ImGui::MenuItem("Exit")) { glfwSetWindowShouldClose(window, true); } ImGui::EndMenu(); } if (ImGui::BeginMenu("View")) { ImGui::MenuItem("Show Demo Window", nullptr, p_open); //bool showDemoWindow = false; ImGui::EndMenu(); } ImGui::EndMenuBar(); } // 工具栏 ImGui::BeginChild("Toolbar", ImVec2(0, 40), true); if (ImGui::Button("New")) {} ImGui::SameLine(); if (ImGui::Button("Open")) {} ImGui::SameLine(); if (ImGui::Button("Save")) {} ImGui::EndChild(); // 导航区和工作区 ImGui::BeginChild("MainContent", ImVec2(0, -30), false); // 导航区(左侧) ImGui::BeginChild("Navigation", ImVec2(200, 0), true); ImGui::Text("Navigation"); if (ImGui::TreeNode("Folder 1")) { ImGui::Text("Item 1"); ImGui::Text("Item 2"); ImGui::TreePop(); } if (ImGui::TreeNode("Folder 2")) { ImGui::Text("Item 3"); ImGui::Text("Item 4"); ImGui::TreePop(); } ImGui::EndChild(); ImGui::SameLine(); // 工作区(右侧) ImGui::BeginChild("Workspace", ImVec2(0, 0), true); ImGui::Text("Workspace"); ImGui::Text("This is the main working area"); if (*p_open) //showDemoWindow ImGui::ShowDemoWindow(p_open); ImGui::EndChild(); ImGui::EndChild(); // 状态栏 ImGui::BeginChild("StatusBar", ImVec2(0, 30), true); ImGui::Text("Status: Ready | Objects: 0 | FPS: %.1f", ImGui::GetIO().Framerate); ImGui::EndChild(); ImGui::End(); }
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