Examples: Made example_sdl_opengl3 and example_glfw_opengl3 build with Emscripten. Removed dedicated examples. (#2492, #2494, #3699, #3705)
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// Dear ImGui: standalone example application for Emscripten, using GLFW + OpenGL3
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// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// This is mostly the same code as the GLFW + OpenGL3 example, simply with the modifications needed to run on Emscripten.
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// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
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// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
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#include "imgui.h" |
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#include "imgui_impl_glfw.h" |
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#include "imgui_impl_opengl3.h" |
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#include <stdio.h> |
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#include <emscripten.h> |
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#define GL_SILENCE_DEPRECATION |
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#if defined(IMGUI_IMPL_OPENGL_ES2) |
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#include <GLES2/gl2.h> |
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#endif |
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#include <GLFW/glfw3.h> // Will drag system OpenGL headers |
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// Emscripten requires to have full control over the main loop. We're going to store our GLFW book-keeping variables globally.
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// 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.
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GLFWwindow* g_Window = NULL; |
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static void glfw_error_callback(int error, const char* description) |
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{ |
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fprintf(stderr, "Glfw Error %d: %s\n", error, description); |
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} |
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// For clarity, our main loop code is declared at the end.
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static void main_loop(void*); |
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int main(int, char**) |
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{ |
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// Setup window
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glfwSetErrorCallback(glfw_error_callback); |
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if (!glfwInit()) |
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return 1; |
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// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
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// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
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// run this code on Chrome for Android for example.
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const char* glsl_version = "#version 100"; |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); |
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); |
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// Create window with graphics context
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Emscripten example", NULL, NULL); |
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if (window == NULL) |
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return 1; |
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glfwMakeContextCurrent(window); |
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glfwSwapInterval(1); // Enable vsync
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g_Window = window; |
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = NULL; |
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// Setup Dear ImGui style
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true); |
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ImGui_ImplOpenGL3_Init(glsl_version); |
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
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//io.Fonts->AddFontDefault();
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#ifndef IMGUI_DISABLE_FILE_FUNCTIONS |
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//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
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io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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#endif |
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// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
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emscripten_set_main_loop_arg(main_loop, NULL, 0, true); |
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} |
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static void main_loop(void* arg) |
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{ |
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IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
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// Our state (make them static = more or less global) as a convenience to keep the example terse.
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static bool show_demo_window = true; |
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static bool show_another_window = false; |
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents(); |
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame(); |
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ImGui_ImplGlfw_NewFrame(); |
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ImGui::NewFrame(); |
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// 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!).
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if (show_demo_window) |
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ImGui::ShowDemoWindow(&show_demo_window); |
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{ |
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static float f = 0.0f; |
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static int counter = 0; |
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++; |
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ImGui::SameLine(); |
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ImGui::Text("counter = %d", counter); |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
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ImGui::End(); |
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} |
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// 3. Show another simple window.
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if (show_another_window) |
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{ |
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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)
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ImGui::Text("Hello from another window!"); |
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if (ImGui::Button("Close Me")) |
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show_another_window = false; |
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ImGui::End(); |
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} |
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// Rendering
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ImGui::Render(); |
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int display_w, display_h; |
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glfwGetFramebufferSize(g_Window, &display_w, &display_h); |
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glViewport(0, 0, display_w, display_h); |
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); |
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glClear(GL_COLOR_BUFFER_BIT); |
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); |
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glfwSwapBuffers(g_Window); |
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} |
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<!doctype html> |
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<html lang="en-us"> |
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<head> |
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<meta charset="utf-8"> |
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<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/> |
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<title>Dear ImGui GLFW+Emscripten example</title> |
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<style> |
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body { margin: 0; background-color: black } |
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/*.emscripten { |
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position: absolute; |
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top: 0px; |
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left: 0px; |
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margin: 0px; |
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border: 0; |
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width: 100%; |
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height: 100%; |
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overflow: hidden; |
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display: block; |
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image-rendering: optimizeSpeed; |
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image-rendering: -moz-crisp-edges; |
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image-rendering: -o-crisp-edges; |
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image-rendering: -webkit-optimize-contrast; |
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image-rendering: optimize-contrast; |
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image-rendering: crisp-edges; |
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image-rendering: pixelated; |
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-ms-interpolation-mode: nearest-neighbor; |
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}*/ |
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.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; } |
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</style> |
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</head> |
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<body> |
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<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas> |
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<script type='text/javascript'> |
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var Module = { |
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preRun: [], |
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postRun: [], |
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print: (function() { |
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return function(text) { |
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text = Array.prototype.slice.call(arguments).join(' '); |
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console.log(text); |
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}; |
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})(), |
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printErr: function(text) { |
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text = Array.prototype.slice.call(arguments).join(' '); |
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console.error(text); |
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}, |
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canvas: (function() { |
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var canvas = document.getElementById('canvas'); |
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//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false); |
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return canvas; |
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})(), |
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setStatus: function(text) { |
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console.log("status: " + text); |
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}, |
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monitorRunDependencies: function(left) { |
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// no run dependencies to log |
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} |
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}; |
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window.onerror = function() { |
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console.log("onerror: " + event); |
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}; |
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</script> |
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{{{ SCRIPT }}} |
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</body> |
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</html> |
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## How to Build |
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- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions |
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- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. |
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- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. |
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- Then build using `make` while in the `example_emscripten_opengl3/` directory. |
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## How to Run |
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To run on a local machine: |
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- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. |
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- Otherwise, generally you will need a local webserver: |
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- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br> |
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_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ |
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- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. |
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- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). |
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- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. |
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- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). |
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## Obsolete features: |
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- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported. |
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- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp` |
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// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
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// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
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// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
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// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
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#include "imgui.h" |
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#include "imgui_impl_sdl.h" |
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#include "imgui_impl_opengl3.h" |
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#include <stdio.h> |
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#include <emscripten.h> |
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#include <SDL.h> |
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#include <SDL_opengles2.h> |
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// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
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// 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.
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SDL_Window* g_Window = NULL; |
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// For clarity, our main loop code is declared at the end.
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static void main_loop(void*); |
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int main(int, char**) |
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{ |
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) |
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{ |
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printf("Error: %s\n", SDL_GetError()); |
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return -1; |
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} |
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// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
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// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
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// run this code on Chrome for Android for example.
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const char* glsl_version = "#version 100"; |
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//const char* glsl_version = "#version 300 es";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
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SDL_DisplayMode current; |
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SDL_GetCurrentDisplayMode(0, ¤t); |
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); |
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); |
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SDL_GLContext gl_context = SDL_GL_CreateContext(window); |
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if (!gl_context) |
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{ |
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fprintf(stderr, "Failed to initialize GL context!\n"); |
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return 1; |
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} |
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SDL_GL_MakeCurrent(window, gl_context); |
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = NULL; |
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// Setup Dear ImGui style
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context); |
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ImGui_ImplOpenGL3_Init(glsl_version); |
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
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//io.Fonts->AddFontDefault();
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#ifndef IMGUI_DISABLE_FILE_FUNCTIONS |
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//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
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io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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#endif |
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// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
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g_Window = window; |
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emscripten_set_main_loop_arg(main_loop, NULL, 0, true); |
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} |
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static void main_loop(void* arg) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
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// Our state (make them static = more or less global) as a convenience to keep the example terse.
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static bool show_demo_window = true; |
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static bool show_another_window = false; |
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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|
||||
// 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.
|
||||
SDL_Event event; |
||||
while (SDL_PollEvent(&event)) |
||||
{ |
||||
ImGui_ImplSDL2_ProcessEvent(&event); |
||||
// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
|
||||
} |
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame(); |
||||
ImGui_ImplSDL2_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 / ImGui::GetIO().Framerate, ImGui::GetIO().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(); |
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
||||
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()); |
||||
SDL_GL_SwapWindow(g_Window); |
||||
} |
Loading…
Reference in New Issue