main.cpp 8.8 KB

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  1. // Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
  2. // (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
  3. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. // This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
  6. // It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
  7. // See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl.h"
  10. #include "imgui_impl_opengl3.h"
  11. #include <stdio.h>
  12. #include <emscripten.h>
  13. #include <SDL.h>
  14. #include <SDL_opengles2.h>
  15. // Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
  16. // Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
  17. SDL_Window* g_Window = NULL;
  18. SDL_GLContext g_GLContext = NULL;
  19. // For clarity, our main loop code is declared at the end.
  20. static void main_loop(void*);
  21. int main(int, char**)
  22. {
  23. // Setup SDL
  24. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  25. {
  26. printf("Error: %s\n", SDL_GetError());
  27. return -1;
  28. }
  29. // For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
  30. // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
  31. // run this code on Chrome for Android for example.
  32. const char* glsl_version = "#version 100";
  33. //const char* glsl_version = "#version 300 es";
  34. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  36. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  38. // Create window with graphics context
  39. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  40. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  41. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  42. SDL_DisplayMode current;
  43. SDL_GetCurrentDisplayMode(0, &current);
  44. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  45. g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  46. g_GLContext = SDL_GL_CreateContext(g_Window);
  47. if (!g_GLContext)
  48. {
  49. fprintf(stderr, "Failed to initialize WebGL context!\n");
  50. return 1;
  51. }
  52. SDL_GL_SetSwapInterval(1); // Enable vsync
  53. // Setup Dear ImGui context
  54. IMGUI_CHECKVERSION();
  55. ImGui::CreateContext();
  56. ImGuiIO& io = ImGui::GetIO(); (void)io;
  57. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  58. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  59. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  60. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  61. io.IniFilename = NULL;
  62. // Setup Dear ImGui style
  63. ImGui::StyleColorsDark();
  64. //ImGui::StyleColorsClassic();
  65. // Setup Platform/Renderer backends
  66. ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
  67. ImGui_ImplOpenGL3_Init(glsl_version);
  68. // Load Fonts
  69. // - 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.
  70. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  71. // - 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).
  72. // - 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.
  73. // - Read 'docs/FONTS.md' for more instructions and details.
  74. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  75. // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
  76. //io.Fonts->AddFontDefault();
  77. #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
  78. io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
  79. //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
  80. //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
  81. //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
  82. //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  83. //IM_ASSERT(font != NULL);
  84. #endif
  85. // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
  86. emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
  87. }
  88. static void main_loop(void* arg)
  89. {
  90. ImGuiIO& io = ImGui::GetIO();
  91. IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
  92. // Our state (make them static = more or less global) as a convenience to keep the example terse.
  93. static bool show_demo_window = true;
  94. static bool show_another_window = false;
  95. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  96. // Poll and handle events (inputs, window resize, etc.)
  97. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  98. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  99. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  100. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  101. SDL_Event event;
  102. while (SDL_PollEvent(&event))
  103. {
  104. ImGui_ImplSDL2_ProcessEvent(&event);
  105. // Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
  106. }
  107. // Start the Dear ImGui frame
  108. ImGui_ImplOpenGL3_NewFrame();
  109. ImGui_ImplSDL2_NewFrame();
  110. ImGui::NewFrame();
  111. // 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!).
  112. if (show_demo_window)
  113. ImGui::ShowDemoWindow(&show_demo_window);
  114. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  115. {
  116. static float f = 0.0f;
  117. static int counter = 0;
  118. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  119. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  120. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  121. ImGui::Checkbox("Another Window", &show_another_window);
  122. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  123. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  124. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  125. counter++;
  126. ImGui::SameLine();
  127. ImGui::Text("counter = %d", counter);
  128. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  129. ImGui::End();
  130. }
  131. // 3. Show another simple window.
  132. if (show_another_window)
  133. {
  134. 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)
  135. ImGui::Text("Hello from another window!");
  136. if (ImGui::Button("Close Me"))
  137. show_another_window = false;
  138. ImGui::End();
  139. }
  140. // Rendering
  141. ImGui::Render();
  142. SDL_GL_MakeCurrent(g_Window, g_GLContext);
  143. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  144. glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
  145. glClear(GL_COLOR_BUFFER_BIT);
  146. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  147. SDL_GL_SwapWindow(g_Window);
  148. }