diff --git a/.gitignore b/.gitignore
index 73888ab50..3fd051e47 100644
--- a/.gitignore
+++ b/.gitignore
@@ -40,7 +40,8 @@ xcuserdata
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
-examples/example_emscripten_opengl3/web/*
+examples/example_glfw_opengl3/web/*
+examples/example_sdl_opengl3/web/*
examples/example_emscripten_wgpu/web/*
## JetBrains IDE artifacts
diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp
index 2bdfbbd6c..9f1a17c6a 100644
--- a/backends/imgui_impl_glfw.cpp
+++ b/backends/imgui_impl_glfw.cpp
@@ -21,7 +21,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
-// 2023-02-01: Inputs: flipping both wheel axises when running on Emscripten's GLFW emulation. (#6096)
// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
@@ -319,13 +318,6 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
if (bd->PrevUserCallbackScroll != nullptr && window == bd->Window)
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
-#if defined(__EMSCRIPTEN__)
- // Emscripten's GLFW emulation reports grossly mis-scaled and flipped scroll events.
- // The scale is still currently incorrect, see #4019 #6096 for details.
- xoffset /= -120.0f;
- yoffset /= -120.0f;
-#endif
-
ImGuiIO& io = ImGui::GetIO();
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
}
diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp
index 546beced5..e052a9cfb 100644
--- a/backends/imgui_impl_opengl3.cpp
+++ b/backends/imgui_impl_opengl3.cpp
@@ -109,12 +109,13 @@
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
-#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types
+#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
+#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types
#endif
// GL includes
diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp
index 171da4aba..8d89a4f40 100644
--- a/backends/imgui_impl_sdl.cpp
+++ b/backends/imgui_impl_sdl.cpp
@@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
@@ -288,8 +289,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_MOUSEWHEEL:
{
- float wheel_x = (event->wheel.x < 0) ? 1.0f : (event->wheel.x > 0) ? -1.0f : 0.0f; // About the clamping and flipped axis: see #4019
- float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
+ float wheel_x = -(float)event->wheel.x;
+ float wheel_y = (float)event->wheel.y;
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index c7bf4a061..ae8b28036 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -112,8 +112,6 @@ Breaking changes:
offer consistent horizontal scrolling direction. (#4019)
- Backends: SDL: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and
offer consistent horizontal scrolling direction. (#4019)
- - Backends: GLFW+Emscripten: flipping both wheels axises + scaling magnitude down when
- running on Emscripten's GLFW emulation. (#6096) [@topolarity]
- Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463)
(whereaas on OSX machines Shift+WheelY turns into WheelX at the OS level).
- If you use a custom-backend, you should verify that:
@@ -125,7 +123,7 @@ Breaking changes:
- (*) both axises flipped On Windows for touchpad only when 'Settings->Touchpad->Down motion scrolls up' is set.
- You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui.
- Known issues remaining with Emscripten:
- - The magnitude of wheeling values on Emscripten setups is still mostly wrong. (#6096)
+ - The magnitude of wheeling values on Emscripten setups is still not great. (#6096)
- When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX.
This is because we don't know that we are running on Mac and apply our own Shift+swapping
on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need
@@ -158,8 +156,14 @@ All changes:
can exacerbate that. (#6114, #3644)
- Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with
hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
+- Backends: SDL: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081)
+ Latest Emscripten seems to emit correct values.
- Backend: WebGPU: Fix building for latest WebGPU specs (remove implicit layout generation).
(#6117, #4116, #3632) [@tonygrue, @bfierz]
+- Examples: refactord all examples to use a "MainLoopStep()" function. This is in order
+ to be able to trivially make some compile with Emscripten. (#2492, #3699)
+ While not all examples are expected to compile on Emscripten, we try to keep all of them
+ as close as possible to each others.
- Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call
DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted
when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx]
diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md
index b7874099e..48203341e 100644
--- a/docs/EXAMPLES.md
+++ b/docs/EXAMPLES.md
@@ -104,15 +104,10 @@ OSX + OpenGL2 example.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
-[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/)
-Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
-Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
-We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
-
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/)
Emcripten + GLFW + WebGPU example.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
+Note that the 'example_glfw_opengl3' and 'example_sdl_opengl3' examples also supports Emscripten!
[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/)
GLFW (Mac) + Metal example.
@@ -121,18 +116,18 @@ GLFW (Mac) + Metal example.
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/)
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
-**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
-If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
-make things more complicated, will require your code to reset many OpenGL attributes to their initial
+If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
+make things more complicated, will require your code to reset many GL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/)
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
-This uses more modern OpenGL calls and custom shaders.
-This may actually also work with OpenGL 2.x contexts!
-Prefer using that if you are using modern OpenGL in your application (anything with shaders).
+This uses more modern GL calls and custom shaders.
+This support building with Emscripten and targetting WebGL.
+Prefer using that if you are using modern GL or WebGL in your application.
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/)
GLFW (Win32, Mac, Linux) + Vulkan example.
@@ -163,17 +158,18 @@ SDL2 (Mac) + Metal example.
[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/)
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
-**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
-If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
-make things more complicated, will require your code to reset many OpenGL attributes to their initial
+If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
+make things more complicated, will require your code to reset many GL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/)
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
-This uses more modern OpenGL calls and custom shaders.
-This may actually also work with OpenGL 2.x contexts!
+This uses more modern GL calls and custom shaders.
+This support building with Emscripten and targetting WebGL.
+Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/)
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath)
diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp
index 9dce5d213..d6d4c4377 100644
--- a/examples/example_allegro5/main.cpp
+++ b/examples/example_allegro5/main.cpp
@@ -16,6 +16,10 @@
#include "imgui.h"
#include "imgui_impl_allegro5.h"
+// Forward declarations of helper functions
+bool MainLoopStep(ALLEGRO_DISPLAY* display, ALLEGRO_EVENT_QUEUE* queue);
+
+// Main code
int main(int, char**)
{
// Setup Allegro
@@ -23,6 +27,8 @@ int main(int, char**)
al_install_keyboard();
al_install_mouse();
al_init_primitives_addon();
+
+ // Create window with graphics context and event queue
al_set_new_display_flags(ALLEGRO_RESIZABLE);
ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
al_set_window_title(display, "Dear ImGui Allegro 5 example");
@@ -61,79 +67,11 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_demo_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
-
// Main loop
- bool running = true;
- while (running)
+ while (true)
{
- // 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.
- ALLEGRO_EVENT ev;
- while (al_get_next_event(queue, &ev))
- {
- ImGui_ImplAllegro5_ProcessEvent(&ev);
- if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
- running = false;
- if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
- {
- ImGui_ImplAllegro5_InvalidateDeviceObjects();
- al_acknowledge_resize(display);
- ImGui_ImplAllegro5_CreateDeviceObjects();
- }
- }
-
- // Start the Dear ImGui frame
- ImGui_ImplAllegro5_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 / 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();
- al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
- ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
- al_flip_display();
+ if (!MainLoopStep(display, queue))
+ break;
}
// Cleanup
@@ -144,3 +82,83 @@ int main(int, char**)
return 0;
}
+
+bool MainLoopStep(ALLEGRO_DISPLAY* display, ALLEGRO_EVENT_QUEUE* queue)
+{
+ // 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.
+ bool done = false;
+ ALLEGRO_EVENT ev;
+ while (al_get_next_event(queue, &ev))
+ {
+ ImGui_ImplAllegro5_ProcessEvent(&ev);
+ if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
+ done = true;
+ if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
+ {
+ ImGui_ImplAllegro5_InvalidateDeviceObjects();
+ al_acknowledge_resize(display);
+ ImGui_ImplAllegro5_CreateDeviceObjects();
+ }
+ }
+ if (done)
+ return false;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplAllegro5_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
+ ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
+ al_flip_display();
+
+ return true;
+}
diff --git a/examples/example_android_opengl3/main.cpp b/examples/example_android_opengl3/main.cpp
index 0dab5d0c1..467f4849f 100644
--- a/examples/example_android_opengl3/main.cpp
+++ b/examples/example_android_opengl3/main.cpp
@@ -21,11 +21,72 @@ static char g_LogTag[] = "ImGuiExample";
static std::string g_IniFilename = "";
// Forward declarations of helper functions
+static void Init(struct android_app* app);
+static void Shutdown();
+static void MainLoopStep();
static int ShowSoftKeyboardInput();
static int PollUnicodeChars();
static int GetAssetData(const char* filename, void** out_data);
-void init(struct android_app* app)
+// Main code
+static void handleAppCmd(struct android_app* app, int32_t appCmd)
+{
+ switch (appCmd)
+ {
+ case APP_CMD_SAVE_STATE:
+ break;
+ case APP_CMD_INIT_WINDOW:
+ Init(app);
+ break;
+ case APP_CMD_TERM_WINDOW:
+ Shutdown();
+ break;
+ case APP_CMD_GAINED_FOCUS:
+ case APP_CMD_LOST_FOCUS:
+ break;
+ }
+}
+
+static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
+{
+ return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
+}
+
+void android_main(struct android_app* app)
+{
+ app->onAppCmd = handleAppCmd;
+ app->onInputEvent = handleInputEvent;
+
+ while (true)
+ {
+ int out_events;
+ struct android_poll_source* out_data;
+
+ // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
+ while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0)
+ {
+ // Process one event
+ if (out_data != NULL)
+ out_data->process(app, out_data);
+
+ // Exit the app by returning from within the infinite loop
+ if (app->destroyRequested != 0)
+ {
+ // shutdown() should have been called already while processing the
+ // app command APP_CMD_TERM_WINDOW. But we play save here
+ if (!g_Initialized)
+ Shutdown();
+
+ return;
+ }
+ }
+
+ // Initiate a new frame
+ MainLoopStep();
+ }
+}
+
+void Init(struct android_app* app)
{
if (g_Initialized)
return;
@@ -125,13 +186,14 @@ void init(struct android_app* app)
g_Initialized = true;
}
-void tick()
+void MainLoopStep()
{
ImGuiIO& io = ImGui::GetIO();
if (g_EglDisplay == EGL_NO_DISPLAY)
return;
// Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
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);
@@ -197,7 +259,7 @@ void tick()
eglSwapBuffers(g_EglDisplay, g_EglSurface);
}
-void shutdown()
+void Shutdown()
{
if (!g_Initialized)
return;
@@ -228,63 +290,7 @@ void shutdown()
g_Initialized = false;
}
-static void handleAppCmd(struct android_app* app, int32_t appCmd)
-{
- switch (appCmd)
- {
- case APP_CMD_SAVE_STATE:
- break;
- case APP_CMD_INIT_WINDOW:
- init(app);
- break;
- case APP_CMD_TERM_WINDOW:
- shutdown();
- break;
- case APP_CMD_GAINED_FOCUS:
- break;
- case APP_CMD_LOST_FOCUS:
- break;
- }
-}
-
-static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
-{
- return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
-}
-
-void android_main(struct android_app* app)
-{
- app->onAppCmd = handleAppCmd;
- app->onInputEvent = handleInputEvent;
-
- while (true)
- {
- int out_events;
- struct android_poll_source* out_data;
-
- // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
- while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0)
- {
- // Process one event
- if (out_data != NULL)
- out_data->process(app, out_data);
-
- // Exit the app by returning from within the infinite loop
- if (app->destroyRequested != 0)
- {
- // shutdown() should have been called already while processing the
- // app command APP_CMD_TERM_WINDOW. But we play save here
- if (!g_Initialized)
- shutdown();
-
- return;
- }
- }
-
- // Initiate a new frame
- tick();
- }
-}
+// Helper functions
// Unfortunately, there is no way to show the on-screen input from native code.
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
diff --git a/examples/example_emscripten_glfw_opengl3/main.cpp b/examples/example_emscripten_glfw_opengl3/main.cpp
deleted file mode 100644
index 24a93a8b6..000000000
--- a/examples/example_emscripten_glfw_opengl3/main.cpp
+++ /dev/null
@@ -1,167 +0,0 @@
-// Dear ImGui: standalone example application for Emscripten, using GLFW + 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 GLFW + 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_glfw.h"
-#include "imgui_impl_opengl3.h"
-#include
-#include
-#define GL_SILENCE_DEPRECATION
-#if defined(IMGUI_IMPL_OPENGL_ES2)
-#include
-#endif
-#include // Will drag system OpenGL headers
-
-// Emscripten requires to have full control over the main loop. We're going to store our GLFW 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.
-GLFWwindow* g_Window = NULL;
-
-static void glfw_error_callback(int error, const char* description)
-{
- fprintf(stderr, "Glfw Error %d: %s\n", error, description);
-}
-
-// For clarity, our main loop code is declared at the end.
-static void main_loop(void*);
-
-int main(int, char**)
-{
- // Setup window
- glfwSetErrorCallback(glfw_error_callback);
- if (!glfwInit())
- 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";
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
- glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
-
- // Create window with graphics context
- GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Emscripten example", NULL, NULL);
- if (window == NULL)
- return 1;
- glfwMakeContextCurrent(window);
- glfwSwapInterval(1); // Enable vsync
- g_Window = window;
-
- // 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::StyleColorsLight();
-
- // Setup Platform/Renderer backends
- ImGui_ImplGlfw_InitForOpenGL(window, true);
- 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.
- // - 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.
- // - 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/segoeui.ttf", 18.0f);
- io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
- //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)
-{
- 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, 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.
- glfwPollEvents();
-
- // Start the Dear ImGui frame
- ImGui_ImplOpenGL3_NewFrame();
- ImGui_ImplGlfw_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 / 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();
- int display_w, display_h;
- glfwGetFramebufferSize(g_Window, &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());
-
- glfwSwapBuffers(g_Window);
-}
diff --git a/examples/example_emscripten_glfw_opengl3/shell_minimal.html b/examples/example_emscripten_glfw_opengl3/shell_minimal.html
deleted file mode 100644
index c288c9208..000000000
--- a/examples/example_emscripten_glfw_opengl3/shell_minimal.html
+++ /dev/null
@@ -1,64 +0,0 @@
-
-
-
-
-
- Dear ImGui GLFW+Emscripten example
-
-
-
-
-
- {{{ SCRIPT }}}
-
-
diff --git a/examples/example_emscripten_opengl3/README.md b/examples/example_emscripten_opengl3/README.md
deleted file mode 100644
index e2b19e44b..000000000
--- a/examples/example_emscripten_opengl3/README.md
+++ /dev/null
@@ -1,26 +0,0 @@
-## How to Build
-
-- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
-
-- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
-
-- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
-
-- Then build using `make` while in the `example_emscripten_opengl3/` directory.
-
-## How to Run
-
-To run on a local machine:
-- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
-- Otherwise, generally you will need a local webserver:
- - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):
-_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- - Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
- - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
-
-## Obsolete features:
-
-- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported.
-- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`
diff --git a/examples/example_emscripten_opengl3/main.cpp b/examples/example_emscripten_opengl3/main.cpp
deleted file mode 100644
index fa9e80ecc..000000000
--- a/examples/example_emscripten_opengl3/main.cpp
+++ /dev/null
@@ -1,177 +0,0 @@
-// 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
-#include
-#include
-#include
-
-// 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 SDL+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
- io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
-
- // 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::StyleColorsLight();
-
- // 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.
- // - 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.
- // - 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/segoeui.ttf", 18.0f);
- io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
- //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, 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.
- 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 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 / 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);
-}
diff --git a/examples/example_emscripten_wgpu/main.cpp b/examples/example_emscripten_wgpu/main.cpp
index c34245935..bc9e3218b 100644
--- a/examples/example_emscripten_wgpu/main.cpp
+++ b/examples/example_emscripten_wgpu/main.cpp
@@ -21,17 +21,13 @@ static WGPUSwapChain wgpu_swap_chain = NULL;
static int wgpu_swap_chain_width = 0;
static int wgpu_swap_chain_height = 0;
-// States tracked across render frames
-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);
-
// Forward declarations
-static bool init_wgpu();
-static void main_loop(void* window);
+static void MainLoopStep(void* window);
+static bool InitWGPU();
static void print_glfw_error(int error, const char* description);
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
+// Main code
int main(int, char**)
{
glfwSetErrorCallback(print_glfw_error);
@@ -39,9 +35,8 @@ int main(int, char**)
return 1;
// Make sure GLFW does not initialize any graphics context.
- // This needs to be done explicitly later
+ // This needs to be done explicitly later.
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
-
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
if (!window)
{
@@ -50,7 +45,7 @@ int main(int, char**)
}
// Initialize the WebGPU environment
- if (!init_wgpu())
+ if (!InitWGPU())
{
if (window)
glfwDestroyWindow(window);
@@ -101,12 +96,12 @@ int main(int, char**)
// This function will directly return and exit the main function.
// Make sure that no required objects get cleaned up.
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
- emscripten_set_main_loop_arg(main_loop, window, 0, false);
+ emscripten_set_main_loop_arg(MainLoopStep, window, 0, false);
return 0;
}
-static bool init_wgpu()
+static bool InitWGPU()
{
wgpu_device = emscripten_webgpu_get_device();
if (!wgpu_device)
@@ -130,24 +125,21 @@ static bool init_wgpu()
return true;
}
-static void main_loop(void* window)
+static void MainLoopStep(void* window)
{
glfwPollEvents();
int width, height;
- glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
+ glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
// React to changes in screen size
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
{
ImGui_ImplWGPU_InvalidateDeviceObjects();
-
if (wgpu_swap_chain)
wgpuSwapChainRelease(wgpu_swap_chain);
-
wgpu_swap_chain_width = width;
wgpu_swap_chain_height = height;
-
WGPUSwapChainDescriptor swap_chain_desc = {};
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
@@ -155,7 +147,6 @@ static void main_loop(void* window)
swap_chain_desc.height = height;
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
-
ImGui_ImplWGPU_CreateDeviceObjects();
}
@@ -164,6 +155,12 @@ static void main_loop(void* window)
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
// 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);
@@ -229,7 +226,7 @@ static void main_loop(void* window)
static void print_glfw_error(int error, const char* description)
{
- printf("Glfw Error %d: %s\n", error, description);
+ printf("GLFW Error %d: %s\n", error, description);
}
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp
index 5e5b37068..f66f84760 100644
--- a/examples/example_glfw_opengl2/main.cpp
+++ b/examples/example_glfw_opengl2/main.cpp
@@ -23,22 +23,30 @@
#pragma comment(lib, "legacy_stdio_definitions")
#endif
+// Data
+static GLFWwindow* g_AppWindow = NULL;
+
+// Forward declarations of helper functions
+void MainLoopStep();
static void glfw_error_callback(int error, const char* description)
{
- fprintf(stderr, "Glfw Error %d: %s\n", error, description);
+ fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
+// Main code
int main(int, char**)
{
- // Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
+
+ // Create window with graphics context
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
if (window == NULL)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
+ g_AppWindow = window;
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
@@ -83,92 +91,9 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
while (!glfwWindowShouldClose(window))
- {
- // 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.
- glfwPollEvents();
-
- // Start the Dear ImGui frame
- ImGui_ImplOpenGL2_NewFrame();
- ImGui_ImplGlfw_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 / 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();
- int display_w, display_h;
- glfwGetFramebufferSize(window, &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);
-
- // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
- // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
- //GLint last_program;
- //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- //glUseProgram(0);
- ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
- //glUseProgram(last_program);
-
- // Update and Render additional Platform Windows
- // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
- // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- GLFWwindow* backup_current_context = glfwGetCurrentContext();
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- glfwMakeContextCurrent(backup_current_context);
- }
-
- glfwSwapBuffers(window);
- }
+ MainLoopStep();
// Cleanup
ImGui_ImplOpenGL2_Shutdown();
@@ -180,3 +105,92 @@ int main(int, char**)
return 0;
}
+
+void MainLoopStep()
+{
+ // 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.
+ GLFWwindow* window = g_AppWindow;
+ glfwPollEvents();
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ int display_w, display_h;
+ glfwGetFramebufferSize(window, &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);
+
+ // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+ // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
+ //GLint last_program;
+ //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ //glUseProgram(0);
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+ //glUseProgram(last_program);
+
+ // Update and Render additional Platform Windows
+ // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
+ // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ GLFWwindow* backup_current_context = glfwGetCurrentContext();
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ glfwMakeContextCurrent(backup_current_context);
+ }
+
+ glfwMakeContextCurrent(window);
+ glfwSwapBuffers(window);
+}
diff --git a/examples/example_emscripten_glfw_opengl3/Makefile b/examples/example_glfw_opengl3/Makefile.emscripten
similarity index 92%
rename from examples/example_emscripten_glfw_opengl3/Makefile
rename to examples/example_glfw_opengl3/Makefile.emscripten
index bdbd46349..8ea4eacfc 100644
--- a/examples/example_emscripten_glfw_opengl3/Makefile
+++ b/examples/example_glfw_opengl3/Makefile.emscripten
@@ -6,7 +6,7 @@
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
-# Running `make` will produce three files:
+# Running `make -f Makefile.emscripten` will produce three files:
# - web/index.html
# - web/index.js
# - web/index.wasm
@@ -32,9 +32,8 @@ EMS =
##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
-EMS += -s USE_GLFW=3
EMS += -s DISABLE_EXCEPTION_CATCHING=1
-LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
@@ -60,7 +59,8 @@ endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS)
-LDFLAGS += --shell-file shell_minimal.html $(EMS)
+# LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
##---------------------------------------------------------------------
## BUILD RULES
diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp
index e7d43d1ed..1eeb4ae3c 100644
--- a/examples/example_glfw_opengl3/main.cpp
+++ b/examples/example_glfw_opengl3/main.cpp
@@ -3,6 +3,8 @@
// 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 example can also compile and run with Emscripten. See Makefile.emscripten for details.
+
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
@@ -20,14 +22,24 @@
#pragma comment(lib, "legacy_stdio_definitions")
#endif
+// Data
+static GLFWwindow* g_AppWindow = NULL;
+
+// Forward declarations of helper functions
+void MainLoopStep();
+#ifdef __EMSCRIPTEN__
+#include
+void MainLoopForEmscripten(void*) { MainLoopStep(); }
+#endif
+
static void glfw_error_callback(int error, const char* description)
{
- fprintf(stderr, "Glfw Error %d: %s\n", error, description);
+ fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
+// Main code
int main(int, char**)
{
- // Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
@@ -61,6 +73,7 @@ int main(int, char**)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
+ g_AppWindow = window;
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
@@ -97,6 +110,7 @@ int main(int, char**)
// - 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.
// - 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.
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
@@ -105,85 +119,16 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
+#ifndef __EMSCRIPTEN__
while (!glfwWindowShouldClose(window))
- {
- // 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.
- glfwPollEvents();
-
- // Start the Dear ImGui frame
- ImGui_ImplOpenGL3_NewFrame();
- ImGui_ImplGlfw_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 / 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();
- int display_w, display_h;
- glfwGetFramebufferSize(window, &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());
-
- // Update and Render additional Platform Windows
- // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
- // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- GLFWwindow* backup_current_context = glfwGetCurrentContext();
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- glfwMakeContextCurrent(backup_current_context);
- }
-
- glfwSwapBuffers(window);
- }
+ MainLoopStep();
+#else
+ // 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;
+ emscripten_set_main_loop_arg(MainLoopForEmscripten, NULL, 0, true);
+#endif
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
@@ -195,3 +140,84 @@ int main(int, char**)
return 0;
}
+
+void MainLoopStep()
+{
+ // 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.
+ GLFWwindow* window = g_AppWindow;
+ glfwPollEvents();
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ int display_w, display_h;
+ glfwGetFramebufferSize(window, &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());
+
+ // Update and Render additional Platform Windows
+ // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
+ // For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ GLFWwindow* backup_current_context = glfwGetCurrentContext();
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ glfwMakeContextCurrent(backup_current_context);
+ }
+
+ glfwSwapBuffers(window);
+}
diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp
index bbf8ab14c..3f63ea773 100644
--- a/examples/example_glfw_vulkan/main.cpp
+++ b/examples/example_glfw_vulkan/main.cpp
@@ -31,6 +31,7 @@
#define IMGUI_VULKAN_DEBUG_REPORT
#endif
+// Data
static VkAllocationCallbacks* g_Allocator = NULL;
static VkInstance g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
@@ -41,10 +42,17 @@ static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+static GLFWwindow* g_AppWindow = NULL;
static ImGui_ImplVulkanH_Window g_MainWindowData;
static int g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
+// Forward declarations of helper functions
+void MainLoopStep();
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "GLFW Error %d: %s\n", error, description);
+}
static void check_vk_result(VkResult err)
{
if (err == 0)
@@ -347,22 +355,16 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}
-static void glfw_error_callback(int error, const char* description)
-{
- fprintf(stderr, "Glfw Error %d: %s\n", error, description);
-}
-
+// Main code
int main(int, char**)
{
- // Setup GLFW window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
+ // Create window with Vulkan context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
-
- // Setup Vulkan
if (!glfwVulkanSupported())
{
printf("GLFW: Vulkan Not Supported\n");
@@ -371,6 +373,7 @@ int main(int, char**)
uint32_t extensions_count = 0;
const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
SetupVulkan(extensions, extensions_count);
+ g_AppWindow = window;
// Create Window Surface
VkSurfaceKHR surface;
@@ -470,99 +473,9 @@ int main(int, char**)
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
- // 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
while (!glfwWindowShouldClose(window))
- {
- // 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.
- glfwPollEvents();
-
- // Resize swap chain?
- if (g_SwapChainRebuild)
- {
- int width, height;
- glfwGetFramebufferSize(window, &width, &height);
- if (width > 0 && height > 0)
- {
- ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
- ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
- g_MainWindowData.FrameIndex = 0;
- g_SwapChainRebuild = false;
- }
- }
-
- // Start the Dear ImGui frame
- ImGui_ImplVulkan_NewFrame();
- ImGui_ImplGlfw_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 / 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();
- ImDrawData* main_draw_data = ImGui::GetDrawData();
- const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
- wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
- wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
- wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
- wd->ClearValue.color.float32[3] = clear_color.w;
- if (!main_is_minimized)
- FrameRender(wd, main_draw_data);
-
- // Update and Render additional Platform Windows
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- }
-
- // Present Main Platform Window
- if (!main_is_minimized)
- FramePresent(wd);
- }
+ MainLoopStep();
// Cleanup
err = vkDeviceWaitIdle(g_Device);
@@ -579,3 +492,99 @@ int main(int, char**)
return 0;
}
+
+void MainLoopStep()
+{
+ // 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.
+ GLFWwindow* window = g_AppWindow;
+ glfwPollEvents();
+
+ // Resize swap chain?
+ if (g_SwapChainRebuild)
+ {
+ int width, height;
+ glfwGetFramebufferSize(window, &width, &height);
+ if (width > 0 && height > 0)
+ {
+ ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
+ g_MainWindowData.FrameIndex = 0;
+ g_SwapChainRebuild = false;
+ }
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ ImDrawData* main_draw_data = ImGui::GetDrawData();
+ const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
+ ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+ wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+ wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+ wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+ wd->ClearValue.color.float32[3] = clear_color.w;
+ if (!main_is_minimized)
+ FrameRender(wd, main_draw_data);
+
+ // Update and Render additional Platform Windows
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ }
+
+ // Present Main Platform Window
+ if (!main_is_minimized)
+ FramePresent(wd);
+}
diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp
index e4b3d97e3..8403cb854 100644
--- a/examples/example_glut_opengl2/main.cpp
+++ b/examples/example_glut_opengl2/main.cpp
@@ -19,22 +19,95 @@
#include "imgui_impl_opengl2.h"
#define GL_SILENCE_DEPRECATION
#ifdef __APPLE__
- #include
+#include
#else
- #include
+#include
#endif
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed
#endif
+// Forward declarations of helper functions
+void MainLoopStep();
+
// Our state
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);
-void my_display_code()
+int main(int argc, char** argv)
{
+ // Create GLUT window
+ glutInit(&argc, argv);
+#ifdef __FREEGLUT_EXT_H__
+ glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
+#endif
+ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
+ glutInitWindowSize(1280, 720);
+ glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
+
+ // Setup GLUT display function
+ // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
+ // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
+ glutDisplayFunc(MainLoopStep);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ // FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
+ ImGui_ImplGLUT_Init();
+ ImGui_ImplOpenGL2_Init();
+
+ // Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() 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.
+ ImGui_ImplGLUT_InstallFuncs();
+
+ // 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.
+ // - 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.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ // Main loop
+ glutMainLoop();
+
+ // Cleanup
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplGLUT_Shutdown();
+ ImGui::DestroyContext();
+
+ return 0;
+}
+
+void MainLoopStep()
+{
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplGLUT_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);
@@ -71,15 +144,6 @@ void my_display_code()
show_another_window = false;
ImGui::End();
}
-}
-
-void glut_display_func()
-{
- // Start the Dear ImGui frame
- ImGui_ImplOpenGL2_NewFrame();
- ImGui_ImplGLUT_NewFrame();
-
- my_display_code();
// Rendering
ImGui::Render();
@@ -93,67 +157,3 @@ void glut_display_func()
glutSwapBuffers();
glutPostRedisplay();
}
-
-// 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.
-
-int main(int argc, char** argv)
-{
- // Create GLUT window
- glutInit(&argc, argv);
-#ifdef __FREEGLUT_EXT_H__
- glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
-#endif
- glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
- glutInitWindowSize(1280, 720);
- glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
-
- // Setup GLUT display function
- // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
- // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
- glutDisplayFunc(glut_display_func);
-
- // Setup Dear ImGui context
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO(); (void)io;
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
-
- // Setup Dear ImGui style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsLight();
-
- // Setup Platform/Renderer backends
- // FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
- ImGui_ImplGLUT_Init();
- ImGui_ImplGLUT_InstallFuncs();
- ImGui_ImplOpenGL2_Init();
-
- // 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.
- // - 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.
- // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
- //IM_ASSERT(font != NULL);
-
- glutMainLoop();
-
- // Cleanup
- ImGui_ImplOpenGL2_Shutdown();
- ImGui_ImplGLUT_Shutdown();
- ImGui::DestroyContext();
-
- return 0;
-}
diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp
index bdf613749..e061447a1 100644
--- a/examples/example_sdl_directx11/main.cpp
+++ b/examples/example_sdl_directx11/main.cpp
@@ -12,12 +12,14 @@
#include
// Data
+static SDL_Window* g_AppWindow = NULL;
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
// Forward declarations of helper functions
+bool MainLoopStep();
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
@@ -42,6 +44,7 @@ int main(int, char**)
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);
HWND hwnd = (HWND)wmInfo.info.win.window;
+ g_AppWindow = window;
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
@@ -93,95 +96,11 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
- bool done = false;
- while (!done)
+ while (true)
{
- // 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.
- SDL_Event event;
- while (SDL_PollEvent(&event))
- {
- ImGui_ImplSDL2_ProcessEvent(&event);
- if (event.type == SDL_QUIT)
- done = true;
- if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
- done = true;
- if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
- {
- // Release all outstanding references to the swap chain's buffers before resizing.
- CleanupRenderTarget();
- g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
- CreateRenderTarget();
- }
- }
-
- // Start the Dear ImGui frame
- ImGui_ImplDX11_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 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 / 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();
- const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
- g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
- g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
- ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
-
- // Update and Render additional Platform Windows
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- }
-
- g_pSwapChain->Present(1, 0); // Present with vsync
- //g_pSwapChain->Present(0, 0); // Present without vsync
+ if (!MainLoopStep())
+ break;
}
// Cleanup
@@ -196,8 +115,100 @@ int main(int, char**)
return 0;
}
-// Helper functions
+bool MainLoopStep()
+{
+ // Poll and handle SDL 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.
+ SDL_Window* window = g_AppWindow;
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ return false;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ return false;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
+ {
+ // Release all outstanding references to the swap chain's buffers before resizing.
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
+ CreateRenderTarget();
+ }
+ }
+ // Start the Dear ImGui frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+ // Update and Render additional Platform Windows
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ }
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+
+ return true;
+}
+
+// Helper functions to use DirectX11
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp
index c005984cd..069706358 100644
--- a/examples/example_sdl_opengl2/main.cpp
+++ b/examples/example_sdl_opengl2/main.cpp
@@ -14,12 +14,16 @@
#include
#include
+// Data
+static SDL_Window* g_AppWindow = NULL;
+
+// Forward declarations of helper functions
+bool MainLoopStep();
+
// Main code
int main(int, char**)
{
// Setup SDL
- // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
- // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
@@ -37,6 +41,7 @@ int main(int, char**)
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
+ g_AppWindow = window;
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
@@ -81,93 +86,11 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
- bool done = false;
- while (!done)
+ while (true)
{
- // 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.
- SDL_Event event;
- while (SDL_PollEvent(&event))
- {
- ImGui_ImplSDL2_ProcessEvent(&event);
- if (event.type == SDL_QUIT)
- done = true;
- if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
- done = true;
- }
-
- // Start the Dear ImGui frame
- ImGui_ImplOpenGL2_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 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 / 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();
- 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);
- //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
- ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
-
- // Update and Render additional Platform Windows
- // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
- // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
- SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
- }
-
- SDL_GL_SwapWindow(window);
+ if (!MainLoopStep())
+ break;
}
// Cleanup
@@ -181,3 +104,95 @@ int main(int, char**)
return 0;
}
+
+bool MainLoopStep()
+{
+ // Poll and handle SDL 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.
+ SDL_Window* window = g_AppWindow;
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ return false;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ return false;
+ }
+
+ // Start the Dear ImGui frame
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ 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);
+ //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+
+ // Update and Render additional Platform Windows
+ // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
+ // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
+ SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
+ }
+
+ SDL_GL_SwapWindow(window);
+
+ return true;
+}
diff --git a/examples/example_emscripten_opengl3/Makefile b/examples/example_sdl_opengl3/Makefile.emscripten
similarity index 95%
rename from examples/example_emscripten_opengl3/Makefile
rename to examples/example_sdl_opengl3/Makefile.emscripten
index db8e582f2..778f1265c 100644
--- a/examples/example_emscripten_opengl3/Makefile
+++ b/examples/example_sdl_opengl3/Makefile.emscripten
@@ -6,7 +6,7 @@
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
-# Running `make` will produce three files:
+# Running `make -f Makefile.emscripten` will produce three files:
# - web/index.html
# - web/index.js
# - web/index.wasm
@@ -60,7 +60,8 @@ endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS)
-LDFLAGS += --shell-file shell_minimal.html $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
##---------------------------------------------------------------------
## BUILD RULES
diff --git a/examples/example_sdl_opengl3/README.md b/examples/example_sdl_opengl3/README.md
index 06d4b2d33..ccd580888 100644
--- a/examples/example_sdl_opengl3/README.md
+++ b/examples/example_sdl_opengl3/README.md
@@ -1,12 +1,13 @@
# How to Build
-- On Windows with Visual Studio's IDE
+## Windows with Visual Studio's IDE
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
-- On Windows with Visual Studio's CLI
+## Windows with Visual Studio's CLI
+Use build_win32.bat or directly:
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
@@ -15,15 +16,42 @@ cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
```
-- On Linux and similar Unixes
+## Linux and similar Unixes
+Use our Makefile or directly:
```
-c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -ldl
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
+ main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+ `sdl2-config --libs` -lGL -ldl
```
-- On Mac OS X
+## macOS
+Use our Makefile or directly:
```
brew install sdl2
-c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
+ main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+ `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
```
+
+## Emscripten
+
+**Building**
+
+You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
+
+- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
+- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
+- Then build using `make -f Makefile.emscripten` while in the current directory.
+
+**Running an Emscripten project**
+
+To run on a local machine:
+- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
+- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
+- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
+- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
+- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
+- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp
index a7b011f77..cfd218484 100644
--- a/examples/example_sdl_opengl3/main.cpp
+++ b/examples/example_sdl_opengl3/main.cpp
@@ -3,6 +3,8 @@
// 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 example can also compile and run with Emscripten. See Makefile.emscripten for details.
+
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl3.h"
@@ -14,12 +16,20 @@
#include
#endif
+// Data
+static SDL_Window* g_AppWindow = NULL;
+
+// Forward declarations of helper functions
+bool MainLoopStep();
+#ifdef __EMSCRIPTEN__
+#include
+void MainLoopForEmscripten(void*) { MainLoopStep(); }
+#endif
+
// Main code
int main(int, char**)
{
// Setup SDL
- // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
- // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
@@ -59,6 +69,7 @@ int main(int, char**)
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
+ g_AppWindow = window;
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
@@ -95,6 +106,7 @@ int main(int, char**)
// - 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.
// - 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.
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
@@ -103,93 +115,21 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
- bool done = false;
- while (!done)
+#ifndef __EMSCRIPTEN__
+ // Desktop Build
+ while (true)
{
- // 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.
- SDL_Event event;
- while (SDL_PollEvent(&event))
- {
- ImGui_ImplSDL2_ProcessEvent(&event);
- if (event.type == SDL_QUIT)
- done = true;
- if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
- done = true;
- }
-
- // 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 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 / 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();
- 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());
-
- // Update and Render additional Platform Windows
- // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
- // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
- SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
- }
-
- SDL_GL_SwapWindow(window);
+ if (!MainLoopStep())
+ break;
}
+#else
+ // Emscripten Build
+ // 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;
+ emscripten_set_main_loop_arg(MainLoopForEmscripten, NULL, 0, true);
+#endif
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
@@ -202,3 +142,94 @@ int main(int, char**)
return 0;
}
+
+bool MainLoopStep()
+{
+ // Poll and handle SDL 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.
+ SDL_Window* window = g_AppWindow;
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ return false;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ return false;
+ }
+
+ // Start the Dear ImGui frame
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ 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());
+
+ // Update and Render additional Platform Windows
+ // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
+ // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
+ SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
+ }
+
+ SDL_GL_SwapWindow(window);
+
+ return true;
+}
diff --git a/examples/example_sdl_sdlrenderer/main.cpp b/examples/example_sdl_sdlrenderer/main.cpp
index 2ba7ec231..bb6c1e4b3 100644
--- a/examples/example_sdl_sdlrenderer/main.cpp
+++ b/examples/example_sdl_sdlrenderer/main.cpp
@@ -17,29 +17,34 @@
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
+// Data
+static SDL_Window* g_AppWindow = NULL;
+static SDL_Renderer* g_AppWindowRenderer = NULL;
+
+// Forward declarations of helper functions
+bool MainLoopStep();
+
// Main code
int main(int, char**)
{
// Setup SDL
- // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
- // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
- // Setup window
+ // Create window with SDL_Renderer graphics context
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
-
- // Setup SDL_Renderer instance
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
SDL_Log("Error creating SDL_Renderer!");
return 0;
}
+ g_AppWindow = window;
+ g_AppWindowRenderer = renderer;
//SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &info);
//SDL_Log("Current SDL_Renderer: %s", info.name);
@@ -75,79 +80,11 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
- bool done = false;
- while (!done)
+ while (true)
{
- // 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.
- SDL_Event event;
- while (SDL_PollEvent(&event))
- {
- ImGui_ImplSDL2_ProcessEvent(&event);
- if (event.type == SDL_QUIT)
- done = true;
- if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
- done = true;
- }
-
- // Start the Dear ImGui frame
- ImGui_ImplSDLRenderer_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 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 / 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_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
- SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
- SDL_RenderClear(renderer);
- ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
- SDL_RenderPresent(renderer);
+ if (!MainLoopStep())
+ break;
}
// Cleanup
@@ -161,3 +98,82 @@ int main(int, char**)
return 0;
}
+
+bool MainLoopStep()
+{
+ // 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.
+ SDL_Window* window = g_AppWindow;
+ SDL_Renderer* renderer = g_AppWindowRenderer;
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ return false;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ return false;
+ }
+
+ // Start the Dear ImGui frame
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDLRenderer_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+ SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
+ SDL_RenderClear(renderer);
+ ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
+ SDL_RenderPresent(renderer);
+
+ return true;
+}
diff --git a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters b/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters
index 45d555a3d..f1d404ce6 100644
--- a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters
+++ b/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters
@@ -32,7 +32,7 @@
imgui
- sources
+ imgui
diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp
index ad9ce8fcb..bd52c423d 100644
--- a/examples/example_sdl_vulkan/main.cpp
+++ b/examples/example_sdl_vulkan/main.cpp
@@ -23,6 +23,7 @@
#define IMGUI_VULKAN_DEBUG_REPORT
#endif
+// Data
static VkAllocationCallbacks* g_Allocator = NULL;
static VkInstance g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
@@ -33,10 +34,14 @@ static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+static SDL_Window* g_AppWindow = NULL;
static ImGui_ImplVulkanH_Window g_MainWindowData;
static uint32_t g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
+// Forward declarations of helper functions
+bool MainLoopStep();
+
static void check_vk_result(VkResult err)
{
if (err == 0)
@@ -339,6 +344,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}
+// Main code
int main(int, char**)
{
// Setup SDL
@@ -348,17 +354,16 @@ int main(int, char**)
return -1;
}
- // Setup window
+ // Create window with Vulkan graphics context
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
-
- // Setup Vulkan
uint32_t extensions_count = 0;
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL);
const char** extensions = new const char*[extensions_count];
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions);
SetupVulkan(extensions, extensions_count);
delete[] extensions;
+ g_AppWindow = window;
// Create Window Surface
VkSurfaceKHR surface;
@@ -462,107 +467,11 @@ int main(int, char**)
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
- // 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
- bool done = false;
- while (!done)
+ while (true)
{
- // 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.
- SDL_Event event;
- while (SDL_PollEvent(&event))
- {
- ImGui_ImplSDL2_ProcessEvent(&event);
- if (event.type == SDL_QUIT)
- done = true;
- if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
- done = true;
- }
-
- // Resize swap chain?
- if (g_SwapChainRebuild)
- {
- int width, height;
- SDL_GetWindowSize(window, &width, &height);
- if (width > 0 && height > 0)
- {
- ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
- ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
- g_MainWindowData.FrameIndex = 0;
- g_SwapChainRebuild = false;
- }
- }
-
- // Start the Dear ImGui frame
- ImGui_ImplVulkan_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 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 / 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();
- ImDrawData* main_draw_data = ImGui::GetDrawData();
- const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
- wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
- wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
- wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
- wd->ClearValue.color.float32[3] = clear_color.w;
- if (!main_is_minimized)
- FrameRender(wd, main_draw_data);
-
- // Update and Render additional Platform Windows
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- }
-
- // Present Main Platform Window
- if (!main_is_minimized)
- FramePresent(wd);
+ if (!MainLoopStep())
+ break;
}
// Cleanup
@@ -580,3 +489,109 @@ int main(int, char**)
return 0;
}
+
+bool MainLoopStep()
+{
+ // 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.
+ SDL_Window* window = g_AppWindow;
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ return false;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ return false;
+ }
+
+ // Resize swap chain?
+ if (g_SwapChainRebuild)
+ {
+ int width, height;
+ SDL_GetWindowSize(window, &width, &height);
+ if (width > 0 && height > 0)
+ {
+ ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
+ g_MainWindowData.FrameIndex = 0;
+ g_SwapChainRebuild = false;
+ }
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ ImDrawData* main_draw_data = ImGui::GetDrawData();
+ const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
+ ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+ wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+ wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+ wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+ wd->ClearValue.color.float32[3] = clear_color.w;
+ if (!main_is_minimized)
+ FrameRender(wd, main_draw_data);
+
+ // Update and Render additional Platform Windows
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ }
+
+ // Present Main Platform Window
+ if (!main_is_minimized)
+ FramePresent(wd);
+
+ return true;
+}
diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp
index 7bac0e90d..45d89c568 100644
--- a/examples/example_win32_directx10/main.cpp
+++ b/examples/example_win32_directx10/main.cpp
@@ -15,6 +15,7 @@ static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
// Forward declarations of helper functions
+bool MainLoopStep();
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
@@ -85,88 +86,14 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
- bool done = false;
- while (!done)
+ while (true)
{
- // Poll and handle messages (inputs, window resize, etc.)
- // See the WndProc() function below for our to dispatch events to the Win32 backend.
- MSG msg;
- while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- if (msg.message == WM_QUIT)
- done = true;
- }
- if (done)
+ if (!MainLoopStep())
break;
-
- // Start the Dear ImGui frame
- ImGui_ImplDX10_NewFrame();
- ImGui_ImplWin32_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 / 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();
- const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
- g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
- g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
- ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
-
- // Update and Render additional Platform Windows
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- }
-
- g_pSwapChain->Present(1, 0); // Present with vsync
- //g_pSwapChain->Present(0, 0); // Present without vsync
}
+ // Cleanup
ImGui_ImplDX10_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
@@ -178,6 +105,90 @@ int main(int, char**)
return 0;
}
+bool MainLoopStep()
+{
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below where we dispatch events to the imgui_impl_win32 backend.
+ bool done = false;
+ MSG msg;
+ while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ return false;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX10_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+ ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
+
+ // Update and Render additional Platform Windows
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ }
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+
+ return true;
+}
+
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp
index f2260537d..a764fe642 100644
--- a/examples/example_win32_directx11/main.cpp
+++ b/examples/example_win32_directx11/main.cpp
@@ -15,6 +15,7 @@ static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
// Forward declarations of helper functions
+bool MainLoopStep();
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
@@ -90,86 +91,11 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
- bool done = false;
- while (!done)
+ while (true)
{
- // Poll and handle messages (inputs, window resize, etc.)
- // See the WndProc() function below for our to dispatch events to the Win32 backend.
- MSG msg;
- while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- if (msg.message == WM_QUIT)
- done = true;
- }
- if (done)
+ if (!MainLoopStep())
break;
-
- // Start the Dear ImGui frame
- ImGui_ImplDX11_NewFrame();
- ImGui_ImplWin32_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 / 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();
- const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
- g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
- g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
- ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
-
- // Update and Render additional Platform Windows
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- }
-
- g_pSwapChain->Present(1, 0); // Present with vsync
- //g_pSwapChain->Present(0, 0); // Present without vsync
}
// Cleanup
@@ -184,6 +110,89 @@ int main(int, char**)
return 0;
}
+bool MainLoopStep()
+{
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below where we dispatch events to the imgui_impl_win32 backend.
+ bool done = false;
+ MSG msg;
+ while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ return false;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+ // Update and Render additional Platform Windows
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ }
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+ return true;
+}
+
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp
index aeceac129..770c0a3f8 100644
--- a/examples/example_win32_directx12/main.cpp
+++ b/examples/example_win32_directx12/main.cpp
@@ -48,6 +48,7 @@ static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS]
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
// Forward declarations of helper functions
+bool MainLoopStep();
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
@@ -123,119 +124,15 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
- bool done = false;
- while (!done)
+ while (true)
{
- // Poll and handle messages (inputs, window resize, etc.)
- // See the WndProc() function below for our to dispatch events to the Win32 backend.
- MSG msg;
- while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- if (msg.message == WM_QUIT)
- done = true;
- }
- if (done)
+ if (!MainLoopStep())
break;
-
- // Start the Dear ImGui frame
- ImGui_ImplDX12_NewFrame();
- ImGui_ImplWin32_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 / 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();
-
- FrameContext* frameCtx = WaitForNextFrameResources();
- UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
- frameCtx->CommandAllocator->Reset();
-
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
- g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
- g_pd3dCommandList->ResourceBarrier(1, &barrier);
-
- // Render Dear ImGui graphics
- const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
- g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
- g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
- g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
- ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
- g_pd3dCommandList->ResourceBarrier(1, &barrier);
- g_pd3dCommandList->Close();
-
- g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
-
- // Update and Render additional Platform Windows
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
- }
-
- g_pSwapChain->Present(1, 0); // Present with vsync
- //g_pSwapChain->Present(0, 0); // Present without vsync
-
- UINT64 fenceValue = g_fenceLastSignaledValue + 1;
- g_pd3dCommandQueue->Signal(g_fence, fenceValue);
- g_fenceLastSignaledValue = fenceValue;
- frameCtx->FenceValue = fenceValue;
}
- WaitForLastSubmittedFrame();
-
// Cleanup
+ WaitForLastSubmittedFrame();
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
@@ -247,6 +144,118 @@ int main(int, char**)
return 0;
}
+bool MainLoopStep()
+{
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below where we dispatch events to the imgui_impl_win32 backend.
+ bool done = false;
+ MSG msg;
+ while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ return false;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX12_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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();
+
+ FrameContext* frameCtx = WaitForNextFrameResources();
+ UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+ frameCtx->CommandAllocator->Reset();
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+
+ // Render Dear ImGui graphics
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
+ g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
+ g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+ ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+ g_pd3dCommandList->Close();
+
+ g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
+
+ // Update and Render additional Platform Windows
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
+ }
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+
+ UINT64 fenceValue = g_fenceLastSignaledValue + 1;
+ g_pd3dCommandQueue->Signal(g_fence, fenceValue);
+ g_fenceLastSignaledValue = fenceValue;
+ frameCtx->FenceValue = fenceValue;
+
+ return true;
+}
+
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp
index 1a083a3a2..9fae3cf83 100644
--- a/examples/example_win32_directx9/main.cpp
+++ b/examples/example_win32_directx9/main.cpp
@@ -14,6 +14,7 @@ static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp = {};
// Forward declarations of helper functions
+bool MainLoopStep();
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void ResetDevice();
@@ -83,98 +84,14 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- // 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
- bool done = false;
- while (!done)
+ while (true)
{
- // Poll and handle messages (inputs, window resize, etc.)
- // See the WndProc() function below for our to dispatch events to the Win32 backend.
- MSG msg;
- while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- if (msg.message == WM_QUIT)
- done = true;
- }
- if (done)
+ if (!MainLoopStep())
break;
-
- // Start the Dear ImGui frame
- ImGui_ImplDX9_NewFrame();
- ImGui_ImplWin32_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 / 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::EndFrame();
- g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
- g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
- g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
- D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
- g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
- if (g_pd3dDevice->BeginScene() >= 0)
- {
- ImGui::Render();
- ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
- g_pd3dDevice->EndScene();
- }
-
- // Update and Render additional Platform Windows
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- }
-
- HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
-
- // Handle loss of D3D9 device
- if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
- ResetDevice();
}
+ // Cleanup
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
@@ -186,6 +103,100 @@ int main(int, char**)
return 0;
}
+bool MainLoopStep()
+{
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below where we dispatch events to the imgui_impl_win32 backend.
+ bool done = false;
+ MSG msg;
+ while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ return false;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX9_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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);
+
+ // 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 / 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::EndFrame();
+ g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x * clear_color.w * 255.0f), (int)(clear_color.y * clear_color.w * 255.0f), (int)(clear_color.z * clear_color.w * 255.0f), (int)(clear_color.w * 255.0f));
+ g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
+ if (g_pd3dDevice->BeginScene() >= 0)
+ {
+ ImGui::Render();
+ ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
+ g_pd3dDevice->EndScene();
+ }
+
+ // Update and Render additional Platform Windows
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ }
+
+ HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
+
+ // Handle loss of D3D9 device
+ if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
+ ResetDevice();
+
+ return true;
+}
+
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
diff --git a/examples/example_emscripten_opengl3/shell_minimal.html b/examples/libs/emscripten/shell_minimal.html
similarity index 93%
rename from examples/example_emscripten_opengl3/shell_minimal.html
rename to examples/libs/emscripten/shell_minimal.html
index 6cb61bd77..bcf626261 100644
--- a/examples/example_emscripten_opengl3/shell_minimal.html
+++ b/examples/libs/emscripten/shell_minimal.html
@@ -3,9 +3,10 @@
- Dear ImGui SDL+Emscripten example
+ Dear ImGui Emscripten example