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167 lines
8.4 KiB
167 lines
8.4 KiB
// 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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