1 // Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
2 // (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
3 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
4 // Read online: https://github.com/ocornut/imgui/tree/master/docs
5 
6 // This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
7 // It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
8 // See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
9 
10 #include "imgui.h"
11 #include "imgui_impl_sdl.h"
12 #include "imgui_impl_opengl3.h"
13 #include <stdio.h>
14 #include <emscripten.h>
15 #include <SDL.h>
16 #include <SDL_opengles2.h>
17 
18 // Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
19 // 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.
20 SDL_Window*     g_Window = NULL;
21 SDL_GLContext   g_GLContext = NULL;
22 
23 // For clarity, our main loop code is declared at the end.
24 static void main_loop(void*);
25 
main(int,char **)26 int main(int, char**)
27 {
28     // Setup SDL
29     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
30     {
31         printf("Error: %s\n", SDL_GetError());
32         return -1;
33     }
34 
35     // For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
36     // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
37     // run this code on Chrome for Android for example.
38     const char* glsl_version = "#version 100";
39     //const char* glsl_version = "#version 300 es";
40     SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
41     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
42     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
43     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
44 
45     // Create window with graphics context
46     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
47     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
48     SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
49     SDL_DisplayMode current;
50     SDL_GetCurrentDisplayMode(0, &current);
51     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
52     g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
53     g_GLContext = SDL_GL_CreateContext(g_Window);
54     if (!g_GLContext)
55     {
56         fprintf(stderr, "Failed to initialize WebGL context!\n");
57         return 1;
58     }
59     SDL_GL_SetSwapInterval(1); // Enable vsync
60 
61     // Setup Dear ImGui context
62     IMGUI_CHECKVERSION();
63     ImGui::CreateContext();
64     ImGuiIO& io = ImGui::GetIO(); (void)io;
65     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
66     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
67     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
68 
69     // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
70     // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
71     io.IniFilename = NULL;
72 
73     // Setup Dear ImGui style
74     ImGui::StyleColorsDark();
75     //ImGui::StyleColorsClassic();
76 
77     // Setup Platform/Renderer backends
78     ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
79     ImGui_ImplOpenGL3_Init(glsl_version);
80 
81     // Load Fonts
82     // - 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.
83     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
84     // - 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).
85     // - 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.
86     // - Read 'docs/FONTS.md' for more instructions and details.
87     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
88     // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
89     //io.Fonts->AddFontDefault();
90 #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
91     io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
92     //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
93     //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
94     //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
95     //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
96     //IM_ASSERT(font != NULL);
97 #endif
98 
99     // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
100     emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
101 }
102 
main_loop(void * arg)103 static void main_loop(void* arg)
104 {
105     ImGuiIO& io = ImGui::GetIO();
106     IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
107 
108     // Our state (make them static = more or less global) as a convenience to keep the example terse.
109     static bool show_demo_window = true;
110     static bool show_another_window = false;
111     static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
112 
113     // Poll and handle events (inputs, window resize, etc.)
114     // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
115     // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
116     // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
117     // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
118     SDL_Event event;
119     while (SDL_PollEvent(&event))
120     {
121         ImGui_ImplSDL2_ProcessEvent(&event);
122         // Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
123     }
124 
125     // Start the Dear ImGui frame
126     ImGui_ImplOpenGL3_NewFrame();
127     ImGui_ImplSDL2_NewFrame();
128     ImGui::NewFrame();
129 
130     // 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!).
131     if (show_demo_window)
132         ImGui::ShowDemoWindow(&show_demo_window);
133 
134     // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
135     {
136         static float f = 0.0f;
137         static int counter = 0;
138 
139         ImGui::Begin("Hello, world!");                                // Create a window called "Hello, world!" and append into it.
140 
141         ImGui::Text("This is some useful text.");                     // Display some text (you can use a format strings too)
142         ImGui::Checkbox("Demo Window", &show_demo_window);            // Edit bools storing our window open/close state
143         ImGui::Checkbox("Another Window", &show_another_window);
144 
145         ImGui::SliderFloat("float", &f, 0.0f, 1.0f);                  // Edit 1 float using a slider from 0.0f to 1.0f
146         ImGui::ColorEdit3("clear color", (float*)&clear_color);       // Edit 3 floats representing a color
147 
148         if (ImGui::Button("Button"))                                  // Buttons return true when clicked (most widgets return true when edited/activated)
149             counter++;
150         ImGui::SameLine();
151         ImGui::Text("counter = %d", counter);
152 
153         ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
154         ImGui::End();
155     }
156 
157     // 3. Show another simple window.
158     if (show_another_window)
159     {
160         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)
161         ImGui::Text("Hello from another window!");
162         if (ImGui::Button("Close Me"))
163             show_another_window = false;
164         ImGui::End();
165     }
166 
167     // Rendering
168     ImGui::Render();
169     SDL_GL_MakeCurrent(g_Window, g_GLContext);
170     glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
171     glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
172     glClear(GL_COLOR_BUFFER_BIT);
173     ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
174     SDL_GL_SwapWindow(g_Window);
175 }
176