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imgui/examples/example_emscripten_opengl3/main.cpp

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C++

// Dear ImGui: standalone example application for Emscripten + OpenGL 3, using programmable pipeline
// (Emscripten is a complete Open Source compiler toolchain to WebAssembly.)
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h"
#include "imgui_impl_emscripten.h"
#include "imgui_impl_opengl3.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h> // Use GL ES 2
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#include <emscripten/html5.h>
#include <emscripten/console.h>
#define TARGET_ELEMENT_ID "#canvas"
static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE g_ContextHandle;
static int g_CanvasWidth;
static int g_CanvasHeight;
static void ResizeCanvas(int width, int height)
{
g_CanvasWidth = width;
g_CanvasHeight = height;
emscripten_set_canvas_element_size(TARGET_ELEMENT_ID, g_CanvasWidth, g_CanvasHeight);
}
static bool CreateWebGLContext()
{
EmscriptenWebGLContextAttributes attr{};
emscripten_webgl_init_context_attributes(&attr);
attr.majorVersion = 1;
attr.minorVersion = 0;
attr.antialias = false;
attr.depth = false;
attr.stencil = false;
attr.alpha = true;
g_ContextHandle = emscripten_webgl_create_context(TARGET_ELEMENT_ID, &attr);
if (g_ContextHandle != 0)
{
double width, height;
emscripten_get_element_css_size(TARGET_ELEMENT_ID, &width, &height);
ResizeCanvas((int)width, (int)height);
}
return g_ContextHandle != 0;
}
static bool WindowResizeCallback(int type, const EmscriptenUiEvent* event, void* user_data)
{
ResizeCanvas(event->windowInnerWidth, event->windowInnerHeight);
ImGui_ImplEmscripten_UpdateCanvasSize(g_CanvasWidth, g_CanvasHeight);
return false;
}
// Main code
int main(int, char**)
{
const float main_scale = 1.f;
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
#endif
if (!CreateWebGLContext())
{
emscripten_console_error("Failed to create webgl context");
return 1;
}
emscripten_webgl_make_context_current(g_ContextHandle);
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, false, (em_ui_callback_func)&WindowResizeCallback);
// 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
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
// Setup Platform/Renderer backends
ImGui_ImplEmscripten_Init(TARGET_ELEMENT_ID);
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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
// 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 = nullptr;
EMSCRIPTEN_MAINLOOP_BEGIN
{
// 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.
// Emscripten backend uses callbacks to handle events so there is no need in this!
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplEmscripten_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 / io.Framerate, io.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();
int display_w, display_h;
emscripten_webgl_get_drawing_buffer_size(g_ContextHandle, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
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());
}
EMSCRIPTEN_MAINLOOP_END;
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplEmscripten_NewFrame();
ImGui::DestroyContext();
return 0;
}