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, ¤t); 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 }