diff options
author | chai <chaifix@163.com> | 2021-12-13 00:07:19 +0800 |
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committer | chai <chaifix@163.com> | 2021-12-13 00:07:19 +0800 |
commit | 60cbbdec07ab7a5636eac5b3c024ae44e937f4d4 (patch) | |
tree | b2c7b0a868f18159dbc43d8954e1bd7668549a88 /Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp |
+init
Diffstat (limited to 'Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp')
-rw-r--r-- | Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp | 174 |
1 files changed, 174 insertions, 0 deletions
diff --git a/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp new file mode 100644 index 0000000..be338a8 --- /dev/null +++ b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp @@ -0,0 +1,174 @@ +// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3 +// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// 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. + +#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. +static 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 + + // 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 backends + 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 'docs/FONTS.md' 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 \\ ! + // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. + //io.Fonts->AddFontDefault(); +#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()); + //IM_ASSERT(font != NULL); +#endif + + // 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); +} + +static 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(); + 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.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()); + SDL_GL_SwapWindow(g_Window); +} |