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							171 lines
						
					
					
						
							8.7 KiB
						
					
					
				| // dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3 | |
| // This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten. | |
| // It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten. | |
| // See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that. | |
| // | |
| // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. | |
| // (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/) | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_sdl.h" | |
| #include "imgui_impl_opengl3.h" | |
| #include <stdio.h> | |
| #include <emscripten.h> | |
| #include <SDL.h> | |
| #include <SDL_opengles2.h> | |
|  | |
| // Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally. | |
| // 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. | |
| SDL_Window*     g_Window = NULL; | |
| SDL_GLContext   g_GLContext = NULL; | |
| 
 | |
| // For clarity, our main loop code is declared at the end. | |
| void main_loop(void*); | |
| 
 | |
| int main(int, char**) | |
| { | |
|     // Setup SDL | |
|     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) | |
|     { | |
|         printf("Error: %s\n", SDL_GetError()); | |
|         return -1; | |
|     } | |
| 
 | |
|     // For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details. | |
|     // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully | |
|     // run this code on Chrome for Android for example. | |
|     const char* glsl_version = "#version 100"; | |
|     //const char* glsl_version = "#version 300 es"; | |
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); | |
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); | |
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); | |
|     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); | |
| 
 | |
|     // Create window with graphics context | |
|     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | |
|     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); | |
|     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); | |
|     SDL_DisplayMode current; | |
|     SDL_GetCurrentDisplayMode(0, ¤t); | |
|     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); | |
|     g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); | |
|     g_GLContext = SDL_GL_CreateContext(g_Window); | |
|     if (!g_GLContext) | |
|     { | |
|         fprintf(stderr, "Failed to initialize WebGL context!\n"); | |
|         return 1; | |
|     } | |
|     SDL_GL_SetSwapInterval(1); // Enable vsync | |
|  | |
|     // Setup Dear ImGui context | |
|     IMGUI_CHECKVERSION(); | |
|     ImGui::CreateContext(); | |
|     ImGuiIO& io = ImGui::GetIO(); (void)io; | |
|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls | |
|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls | |
|     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking | |
|  | |
|     // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. | |
|     // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. | |
|     io.IniFilename = NULL; | |
| 
 | |
|     // Setup Dear ImGui style | |
|     ImGui::StyleColorsDark(); | |
|     //ImGui::StyleColorsClassic(); | |
|  | |
|     // Setup Platform/Renderer bindings | |
|     ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext); | |
|     ImGui_ImplOpenGL3_Init(glsl_version); | |
| 
 | |
|     // Load Fonts | |
|     // - 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. | |
|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | |
|     // - 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). | |
|     // - 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. | |
|     // - Read 'misc/fonts/README.txt' for more instructions and details. | |
|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | |
|     //io.Fonts->AddFontDefault(); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | |
|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | |
|     //IM_ASSERT(font != NULL); | |
|  | |
|     // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them. | |
|     emscripten_set_main_loop_arg(main_loop, NULL, 0, true); | |
| } | |
| 
 | |
| void main_loop(void* arg) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that. | |
|  | |
|     // Our state (make them static = more or less global) as a convenience to keep the example terse. | |
|     static bool show_demo_window = true; | |
|     static bool show_another_window = false; | |
|     static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
| 
 | |
|     // 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. | |
|     // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | |
|     // 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(g_Window); | |
|     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 created 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(); | |
|     SDL_GL_MakeCurrent(g_Window, g_GLContext); | |
|     glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); | |
|     glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); | |
|     glClear(GL_COLOR_BUFFER_BIT); | |
|     ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); | |
|     SDL_GL_SwapWindow(g_Window); | |
| }
 | |
| 
 |