【C++】开源:ImGui图形用户界面库配置与使用
- 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。
- 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
点击查看代码
# 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
- 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:
点击查看代码
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <iostream>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
// 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 <GL/gl3w.h>            // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h>            // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h>          // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h>            // 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 <glbinding/Binding.h>  // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
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 <glbinding/glbinding.h>// Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h>
// [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;
}
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