main.cpp 8.2 KB

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  1. // dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
  2. // This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
  3. // It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
  4. // See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
  5. //
  6. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  7. // (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
  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 variables from main() to main_loop() here.
  16. // This will also hold some of our persistent data across loops. Remember: imgui is immediate mode, and doesn't store state.
  17. // 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.
  18. struct MainLoopVars {
  19. SDL_Window* window = NULL;
  20. SDL_GLContext gl_context = NULL;
  21. bool show_demo_window = true;
  22. bool show_another_window = false;
  23. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  24. };
  25. // For clarity, our main loop code is declared at the end.
  26. void main_loop(void*);
  27. int main(int, char**)
  28. {
  29. MainLoopVars vars;
  30. // Setup SDL
  31. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  32. {
  33. printf("Error: %s\n", SDL_GetError());
  34. return -1;
  35. }
  36. // For the browser using emscripten, we are going to use WebGL2 with GLES3. See the Makefile.emscripten for requirement details.
  37. // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
  38. // run this code on Chrome for Android for example.
  39. const char* glsl_version = "#version 300 es";
  40. SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
  41. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
  42. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  43. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
  44. // Create window with graphics context
  45. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  46. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  47. SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
  48. SDL_DisplayMode current;
  49. SDL_GetCurrentDisplayMode(0, &current);
  50. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  51. vars.window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  52. vars.gl_context = SDL_GL_CreateContext(vars.window);
  53. if (!vars.gl_context) {
  54. fprintf(stderr, "Failed to initialize WebGL context!\n");
  55. return 1;
  56. }
  57. SDL_GL_SetSwapInterval(1); // Enable vsync
  58. // Setup Dear ImGui context
  59. IMGUI_CHECKVERSION();
  60. ImGui::CreateContext();
  61. ImGuiIO& io = ImGui::GetIO(); (void)io;
  62. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  63. // Setup Dear ImGui style
  64. ImGui::StyleColorsDark();
  65. //ImGui::StyleColorsClassic();
  66. // Setup Platform/Renderer bindings
  67. ImGui_ImplSDL2_InitForOpenGL(vars.window, vars.gl_context);
  68. ImGui_ImplOpenGL3_Init(glsl_version);
  69. // Load Fonts
  70. // - 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.
  71. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  72. // - 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).
  73. // - 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.
  74. // - Read 'misc/fonts/README.txt' for more instructions and details.
  75. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  76. //io.Fonts->AddFontDefault();
  77. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  78. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  79. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  80. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  81. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  82. //IM_ASSERT(font != NULL);
  83. // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
  84. emscripten_set_main_loop_arg(main_loop, &vars, 0, true);
  85. }
  86. void main_loop(void* arg) {
  87. MainLoopVars* vars = (MainLoopVars*) arg;
  88. ImGuiIO& io = ImGui::GetIO();
  89. // Poll and handle events (inputs, window resize, etc.)
  90. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  91. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  92. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  93. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  94. SDL_Event event;
  95. while (SDL_PollEvent(&event))
  96. {
  97. ImGui_ImplSDL2_ProcessEvent(&event);
  98. // Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
  99. }
  100. // Start the Dear ImGui frame
  101. ImGui_ImplOpenGL3_NewFrame();
  102. ImGui_ImplSDL2_NewFrame(vars->window);
  103. ImGui::NewFrame();
  104. // 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!).
  105. if (vars->show_demo_window)
  106. ImGui::ShowDemoWindow(&vars->show_demo_window);
  107. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  108. {
  109. static float f = 0.0f;
  110. static int counter = 0;
  111. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  112. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  113. ImGui::Checkbox("Demo Window", &vars->show_demo_window); // Edit bools storing our window open/close state
  114. ImGui::Checkbox("Another Window", &vars->show_another_window);
  115. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  116. ImGui::ColorEdit3("clear color", (float*)&vars->clear_color); // Edit 3 floats representing a color
  117. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  118. counter++;
  119. ImGui::SameLine();
  120. ImGui::Text("counter = %d", counter);
  121. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  122. ImGui::End();
  123. }
  124. // 3. Show another simple window.
  125. if (vars->show_another_window)
  126. {
  127. ImGui::Begin("Another Window", &vars->show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
  128. ImGui::Text("Hello from another window!");
  129. if (ImGui::Button("Close Me"))
  130. vars->show_another_window = false;
  131. ImGui::End();
  132. }
  133. // Rendering
  134. ImGui::Render();
  135. SDL_GL_MakeCurrent(vars->window, vars->gl_context);
  136. glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
  137. glClearColor(vars->clear_color.x, vars->clear_color.y, vars->clear_color.z, vars->clear_color.w);
  138. glClear(GL_COLOR_BUFFER_BIT);
  139. ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
  140. SDL_GL_SwapWindow(vars->window);
  141. }