未定义对 ImGui::InputText() 的引用?

问题描述 投票:0回答:2

https://github.com/ocornut/imgui 上写着:

不需要特定的构建过程。您可以将 .cpp 文件添加到现有项目中。

我尝试使用带有相关

.cpp
文件的代码块,但是它给了我大约 500+
Undefined Reference to ... errors
imgui.cpp
的第一个开始是:

|1994|undefined reference to `ImGui::InputText(char const*, char*, unsigned long, int, int (*)(ImGuiInputTextCallbackData*), void*)'

这是我尝试过的代码:

#include "imgui.h"

int main()
{

    bool my_tool_active = true;
    float my_color = 0.5;


    // Create a window called "My First Tool", with a menu bar.
    ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
    if (ImGui::BeginMenuBar())
    {
        if (ImGui::BeginMenu("File"))
        {
            if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
            if (ImGui::MenuItem("Save", "Ctrl+S"))   { /* Do stuff */ }
            if (ImGui::MenuItem("Close", "Ctrl+W"))  { my_tool_active = false; }
            ImGui::EndMenu();
        }
        ImGui::EndMenuBar();
    }

    // Edit a color (stored as ~4 floats)
    ImGui::ColorEdit4("Color", &my_color);

    // Plot some values
    const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
    ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));

    // Display contents in a scrolling region
    ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
    ImGui::BeginChild("Scrolling");
    for (int n = 0; n < 50; n++)
        ImGui::Text("%04d: Some text", n);
    ImGui::EndChild();
    ImGui::End();


    return 0;
}

我错过了什么?我在网页上找不到任何链接器命令(根据我的经验,“未定义的引用...”通常是缺少链接器选项的结果)

c++ codeblocks undefined-reference imgui
2个回答
0
投票

我在编译 imgui 时遇到了一些问题,但一旦你得到它,事情就没那么复杂了。

首先你需要了解你需要什么样的设置,在我的例子中,我在 gentoo linux 上使用 gnome 和 wayland,所以我想将 imgui 与 opengl 和 glfw 一起使用,所以通过 https://github 上的入门文档。 com/ocornut/imgui/wiki/Getting-Started 我知道我需要包含以下内容

backends/imgui_impl_glfw.h
backends/imgui_impl_opengl3.h

然后我实际上只是复制了其中一个示例以使其正常工作,只需将 main 函数更改为 imgui_main 以便在我的原始 cpp 文件上手动运行它:

#include "my_imgui.h"

// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)

// Learn about Dear ImGui:
// - FAQ                  https://dearimgui.com/faq
// - Getting Started      https://dearimgui.com/getting-started
// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp

#include "imgui.h"
#include "backends/imgui_impl_glfw.h"
#include "backends/imgui_impl_opengl3.h"
#include <cstdio>
#define GL_SILENCE_DEPRECATION
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif
#include <GLFW/glfw3.h> // Will drag system OpenGL headers

// [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

// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif

static void glfw_error_callback(int error, const char* description)
{
    fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}

// Main code
int imgui_main(int, char**)
{
    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", nullptr, nullptr);
    if (window == nullptr)
        return 1;
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1); // Enable vsync

    // 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::StyleColorsLight();

    // 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 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);

    // 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
#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();

        // 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.
        {
            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. 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);
    }
#ifdef __EMSCRIPTEN__
    EMSCRIPTEN_MAINLOOP_END;
#endif

    // Cleanup
    ImGui_ImplOpenGL3_Shutdown();
    ImGui_ImplGlfw_Shutdown();
    ImGui::DestroyContext();

    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;
}

因此,如果我将此示例写入

features/imgui/my_imgui.cpp
,我也有
my_imgui.h
(最新我会将其转换为类,目前它是空的。

我将外部imgui库放置在

PROJECT_SRC/extern/imgui

现在是

CMakeList.txt

你可以按照你想要的方式做,我是新手

CMakeList.txt
可能有更好的方法,但它很干净并且有效:)

所以我创建了一个默认启用的选项

imgui
:

option(F_IMGUI "imgui Support" ON)

在我的 make cmakelists 文件中,我找到 opengl 和 glfw3 软件包,并将

extern/imgui
添加到包含目录中:

if (F_IMGUI)

    find_package(OpenGL REQUIRED)


    find_package(glfw3 3.3 REQUIRED)
    include_directories(${PROJECT_SOURCE_DIR}/extern/imgui)
endif()

src
目录内的 cmakelists 文件中,我链接 opengl 和 glfw 库并添加相关的 imgui 源文件:

if (F_IMGUI)
    target_link_libraries(tux_music_studio_server_cpp PRIVATE
            OpenGL::GL)
    target_link_libraries(tux_music_studio_server_cpp PRIVATE
            glfw)

    target_sources(tux_music_studio_server_cpp PRIVATE
            ${PROJECT_SOURCE_DIR}/extern/imgui/imgui.cpp
            ${PROJECT_SOURCE_DIR}/extern/imgui/imgui_demo.cpp
            ${PROJECT_SOURCE_DIR}/extern/imgui/imgui_draw.cpp
            ${PROJECT_SOURCE_DIR}/extern/imgui/imgui_widgets.cpp
            ${PROJECT_SOURCE_DIR}/extern/imgui/imgui_tables.cpp
            ${PROJECT_SOURCE_DIR}/extern/imgui/backends/imgui_impl_glfw.cpp
            ${PROJECT_SOURCE_DIR}/extern/imgui/backends/imgui_impl_opengl3.cpp
    )

    target_sources(tux_music_studio_server_cpp PRIVATE
            features/imgui/my_imgui.cpp
            features/imgui/my_imgui.h
    )



endif()

现在,如果你得到

undefined reference
到一个 imgui 函数,只需 grep 该函数定义的 imgui 源目录并将其添加到编译中。

如果您遇到分段错误,只要您正确遵循他们的入门指南,我会尝试不同的选项,vulkan 而不是 opengl,或任何其他可用的选项(我不太确定您在什么操作系统上)开)。

在我的示例中,我将 gtx3060 与 wayland 一起使用,因此除了 opengl 和 glfw 与 imgui 之外,我实际上没有太多选择,但如果在我的情况下它也会导致分段错误,那么我会创建一个简单的 hello world 示例每种技术单独,在这种情况下,我将尝试分别编译和运行 opengl 和 glfw 的 hello world 示例,也许其中之一会出现段错误,所以至少我会获得更多信息并从那里继续。

我真的很喜欢imgui,我相信你也会玩得开心。


0
投票

DearImgui 需要一个“渲染器”才能在屏幕上实际绘制内容。从源代码的外观来看,您没有在源代码中的 imgui.h 之后包含那些“渲染器”的实现

有很多事情可能会出错。这是一个简单的清单:

  1. 将 Dearimgui 存储库根文件夹中的每个 .cpp 和 .h 文件添加到您的 CB 项目中。
imgui(.cpp & .h)
imgui_internal.h
imgui_draw.cpp
imgui_widgets.cpp
imgui_tables.cpp

2)选择您的后端,并包含相应的 .cpp 文件(它们位于“backends”文件夹中。 例如,对于 opengl3 + glfw,您需要将它们添加到 CB 项目中:

imgui_impl_openlg3(.cpp & .h)
imgui_impl_opengl3_loader.h
imgui_impl_glfw(.cpp & .h)
  1. 在代码中包含标头。 (看看 DearImgui 仓库中的“examples/”)
#include "imgui.h"
/* this block of code will change depending on the renderer you use
#include "imgui_impl_opengl3.h"
#include "imgui_impl_glfw.h"
#include "GLFW/glfw"
*/

//your code here

4)如果您是第一次这样做,链接错误很可能来自您正在使用的渲染器。 例如,对于 opengl3+glfw,将以下参数添加到 CB 中的链接器设置中:

libopengl32.a
libgflw3.a
libgdi32.a
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