2026-09-03 15:02:50 +01:00

211 lines
8.9 KiB
C++

// Dear ImGui: standalone example application for using Emscripten + OpenGL 3
// - This uses imgui_impl_emscripten for platform inputs and imgui_impl_opengl3 for rendering.
// - Emscripten is required to build this example. See https://emscripten.org.
// - WebGL 1 is used by default. Define IMGUI_IMPL_OPENGL_ES3 and enable WebGL 2 to use WebGL 2 instead.
// 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 <stdio.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#include <GLES3/gl3.h>
#endif
#include <emscripten.h>
#include <emscripten/html5.h>
#include "../libs/emscripten/emscripten_mainloop_stub.h"
// Data
static int gl_framebuffer_width = 0;
static int gl_framebuffer_height = 0;
// Forward declarations
static void GetFramebufferSizeFromDisplaySize(int width, int height, int* framebuffer_width, int* framebuffer_height);
static void ResizeCanvas(int width, int height);
static void GetFramebufferSizeFromDisplaySize(int width, int height, int* framebuffer_width, int* framebuffer_height)
{
ImGuiIO& io = ImGui::GetIO();
*framebuffer_width = (int)(width * io.DisplayFramebufferScale.x + 0.5f);
*framebuffer_height = (int)(height * io.DisplayFramebufferScale.y + 0.5f);
}
static void ResizeCanvas(int width, int height)
{
if (width <= 0 || height <= 0)
return;
int framebuffer_width = 0;
int framebuffer_height = 0;
GetFramebufferSizeFromDisplaySize(width, height, &framebuffer_width, &framebuffer_height);
if (framebuffer_width <= 0 || framebuffer_height <= 0)
return;
emscripten_set_canvas_element_size("#canvas", framebuffer_width, framebuffer_height);
gl_framebuffer_width = framebuffer_width;
gl_framebuffer_height = framebuffer_height;
}
// Main code
int main(int, char**)
{
// Decide GL+GLSL versions
EmscriptenWebGLContextAttributes context_attributes;
emscripten_webgl_init_context_attributes(&context_attributes);
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
context_attributes.majorVersion = 1;
context_attributes.minorVersion = 0;
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
context_attributes.majorVersion = 2;
context_attributes.minorVersion = 0;
#endif
// Create window with graphics context
EMSCRIPTEN_WEBGL_CONTEXT_HANDLE gl_context = emscripten_webgl_create_context("#canvas", &context_attributes);
if (gl_context == 0)
{
fprintf(stderr, "Failed to create WebGL context.\n");
return 1;
}
if (emscripten_webgl_make_context_current(gl_context) != EMSCRIPTEN_RESULT_SUCCESS)
{
fprintf(stderr, "Failed to make WebGL context current.\n");
emscripten_webgl_destroy_context(gl_context);
return 1;
}
// 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 Platform/Renderer backends
ImGui_ImplEmscripten_Init();
if (io.DisplaySize.x > 0.0f && io.DisplaySize.y > 0.0f)
ResizeCanvas((int)io.DisplaySize.x, (int)io.DisplaySize.y);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - 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->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
//IM_ASSERT(font != nullptr);
#endif
// 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
{
// Input handling is callback-driven via imgui_impl_emscripten, so there is no event pump here.
// React to changes in browser window size.
int width = (int)io.DisplaySize.x;
int height = (int)io.DisplaySize.y;
if (width <= 0 || height <= 0)
continue;
int framebuffer_width = 0;
int framebuffer_height = 0;
GetFramebufferSizeFromDisplaySize(width, height, &framebuffer_width, &framebuffer_height);
if (framebuffer_width != gl_framebuffer_width || framebuffer_height != gl_framebuffer_height)
ResizeCanvas(width, height);
// 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();
glViewport(0, 0, framebuffer_width, framebuffer_height);
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_Shutdown();
ImGui::DestroyContext();
emscripten_webgl_destroy_context(gl_context);
return 0;
}