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// 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>
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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 ;
SDL_GLContext g_GLContext = NULL ;
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// For clarity, our main loop code is declared at the end.
void main_loop ( void * ) ;
int main ( int , char * * )
{
// Setup SDL
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if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER ) ! = 0 )
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{
printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
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
// run this code on Chrome for Android for example.
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const char * glsl_version = " #version 100 " ;
//const char* glsl_version = "#version 300 es";
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SDL_GL_SetAttribute ( SDL_GL_CONTEXT_FLAGS , 0 ) ;
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 ) ;
// 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 , & current ) ;
SDL_WindowFlags window_flags = ( SDL_WindowFlags ) ( SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI ) ;
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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 )
{
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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 ;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//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.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io . IniFilename = NULL ;
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
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ImGui_ImplSDL2_InitForOpenGL ( g_Window , g_GLContext ) ;
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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.
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// - Read 'docs/FONTS.txt' 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
io . Fonts - > AddFontFromFileTTF ( " fonts/Roboto-Medium.ttf " , 16.0f ) ;
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//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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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.
// 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 ) ;
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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.
// - 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 ( ) ;
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ImGui_ImplSDL2_NewFrame ( g_Window ) ;
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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!).
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if ( show_demo_window )
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 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)
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ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our window open/close state
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)
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.
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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! " ) ;
if ( ImGui : : Button ( " Close Me " ) )
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show_another_window = false ;
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ImGui : : End ( ) ;
}
// Rendering
ImGui : : Render ( ) ;
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SDL_GL_MakeCurrent ( g_Window , g_GLContext ) ;
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glViewport ( 0 , 0 , ( int ) io . DisplaySize . x , ( int ) io . DisplaySize . y ) ;
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glClearColor ( clear_color . x , clear_color . y , clear_color . z , clear_color . w ) ;
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glClear ( GL_COLOR_BUFFER_BIT ) ;
ImGui_ImplOpenGL3_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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SDL_GL_SwapWindow ( g_Window ) ;
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}