imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
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main.cpp (8999B)


      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 
      6 // This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
      7 // It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
      8 // See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
      9 
     10 #include "imgui.h"
     11 #include "imgui_impl_sdl.h"
     12 #include "imgui_impl_opengl3.h"
     13 #include <stdio.h>
     14 #include <emscripten.h>
     15 #include <SDL.h>
     16 #include <SDL_opengles2.h>
     17 
     18 // Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
     19 // 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.
     20 SDL_Window*     g_Window = NULL;
     21 SDL_GLContext   g_GLContext = NULL;
     22 
     23 // For clarity, our main loop code is declared at the end.
     24 static void main_loop(void*);
     25 
     26 int main(int, char**)
     27 {
     28     // Setup SDL
     29     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
     30     {
     31         printf("Error: %s\n", SDL_GetError());
     32         return -1;
     33     }
     34 
     35     // For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
     36     // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
     37     // run this code on Chrome for Android for example.
     38     const char* glsl_version = "#version 100";
     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, 2);
     43     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
     44 
     45     // Create window with graphics context
     46     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
     47     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
     48     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
     49     SDL_DisplayMode current;
     50     SDL_GetCurrentDisplayMode(0, &current);
     51     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
     52     g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
     53     g_GLContext = SDL_GL_CreateContext(g_Window);
     54     if (!g_GLContext)
     55     {
     56         fprintf(stderr, "Failed to initialize WebGL context!\n");
     57         return 1;
     58     }
     59     SDL_GL_SetSwapInterval(1); // Enable vsync
     60 
     61     // Setup Dear ImGui context
     62     IMGUI_CHECKVERSION();
     63     ImGui::CreateContext();
     64     ImGuiIO& io = ImGui::GetIO(); (void)io;
     65     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
     66     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
     67 
     68     // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
     69     // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
     70     io.IniFilename = NULL;
     71 
     72     // Setup Dear ImGui style
     73     ImGui::StyleColorsDark();
     74     //ImGui::StyleColorsClassic();
     75 
     76     // Setup Platform/Renderer backends
     77     ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
     78     ImGui_ImplOpenGL3_Init(glsl_version);
     79 
     80     // Load Fonts
     81     // - 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.
     82     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
     83     // - 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).
     84     // - 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.
     85     // - Read 'docs/FONTS.md' for more instructions and details.
     86     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     87     // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
     88     //io.Fonts->AddFontDefault();
     89 #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
     90     io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
     91     //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
     92     //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
     93     //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
     94     //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
     95     //IM_ASSERT(font != NULL);
     96 #endif
     97 
     98     // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
     99     emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
    100 }
    101 
    102 static void main_loop(void* arg)
    103 {
    104     ImGuiIO& io = ImGui::GetIO();
    105     IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
    106 
    107     // Our state (make them static = more or less global) as a convenience to keep the example terse.
    108     static bool show_demo_window = true;
    109     static bool show_another_window = false;
    110     static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
    111 
    112     // Poll and handle events (inputs, window resize, etc.)
    113     // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
    114     // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
    115     // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
    116     // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
    117     SDL_Event event;
    118     while (SDL_PollEvent(&event))
    119     {
    120         ImGui_ImplSDL2_ProcessEvent(&event);
    121         // Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
    122     }
    123 
    124     // Start the Dear ImGui frame
    125     ImGui_ImplOpenGL3_NewFrame();
    126     ImGui_ImplSDL2_NewFrame(g_Window);
    127     ImGui::NewFrame();
    128 
    129     // 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!).
    130     if (show_demo_window)
    131         ImGui::ShowDemoWindow(&show_demo_window);
    132 
    133     // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
    134     {
    135         static float f = 0.0f;
    136         static int counter = 0;
    137 
    138         ImGui::Begin("Hello, world!");                                // Create a window called "Hello, world!" and append into it.
    139 
    140         ImGui::Text("This is some useful text.");                     // Display some text (you can use a format strings too)
    141         ImGui::Checkbox("Demo Window", &show_demo_window);            // Edit bools storing our window open/close state
    142         ImGui::Checkbox("Another Window", &show_another_window);
    143 
    144         ImGui::SliderFloat("float", &f, 0.0f, 1.0f);                  // Edit 1 float using a slider from 0.0f to 1.0f
    145         ImGui::ColorEdit3("clear color", (float*)&clear_color);       // Edit 3 floats representing a color
    146 
    147         if (ImGui::Button("Button"))                                  // Buttons return true when clicked (most widgets return true when edited/activated)
    148             counter++;
    149         ImGui::SameLine();
    150         ImGui::Text("counter = %d", counter);
    151 
    152         ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
    153         ImGui::End();
    154     }
    155 
    156     // 3. Show another simple window.
    157     if (show_another_window)
    158     {
    159         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)
    160         ImGui::Text("Hello from another window!");
    161         if (ImGui::Button("Close Me"))
    162             show_another_window = false;
    163         ImGui::End();
    164     }
    165 
    166     // Rendering
    167     ImGui::Render();
    168     SDL_GL_MakeCurrent(g_Window, g_GLContext);
    169     glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
    170     glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
    171     glClear(GL_COLOR_BUFFER_BIT);
    172     ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
    173     SDL_GL_SwapWindow(g_Window);
    174 }