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();
}

 

posted @ 2025-06-20 16:18  suntroop  阅读(1038)  评论(0)    收藏  举报