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204 lines (165 loc) · 7.97 KB
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#define SDL_MAIN_HANDLED true
#include <iostream>
#include <algorithm>
#include <SDL3/SDL.h>
#ifndef __EMSCRIPTEN__
#include <SDL3_image/SDL_image.h>
#endif
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_sdlrenderer3.h"
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#ifdef __EMSCRIPTEN__
EM_JS(int, canvas_get_width, (), {
return canvas.width;
});
EM_JS(int, canvas_get_height, (), {
return canvas.height;
});
#endif
int main(int argc, char* argv[]) {
// unused argc, argv
(void) argc;
(void) argv;
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
printf("Error: %s\n", SDL_GetError());
return -1;
}
auto width = 1280;
auto height = 720;
#ifdef __EMSCRIPTEN__
width = canvas_get_width();
height = canvas_get_height();
#endif
// Setup window
SDL_WindowFlags window_flags = (SDL_WindowFlags) (SDL_WINDOW_RESIZABLE);
SDL_Window *window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", width, height, window_flags);
if (!window) {
std::cout << "Window could not be created!" << std::endl
<< "SDL_Error: " << SDL_GetError() << std::endl;
abort();
}
// Setup SDL_Renderer instance
SDL_Renderer *renderer = SDL_CreateRenderer(window, NULL);
if (renderer == nullptr) {
SDL_Log("Error creating SDL_Renderer!");
abort();
}
SDL_SetRenderVSync(renderer, 1);
//SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &info);
//SDL_Log("Current SDL_Renderer: %s", info.name);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer3_Init(renderer);
// 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 among.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//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;
// Declare rect of square
SDL_FRect squareRect;
// Square dimensions: Half of the min(SCREEN_WIDTH, SCREEN_HEIGHT)
squareRect.w = std::min<float>((float)width, (float)height) / 2.0f;
squareRect.h = std::min<float>((float)width, (float)height) / 2.0f;
// Square position: In the middle of the screen
squareRect.x = (float)width / 2.0f - squareRect.w / 2.0f;
squareRect.y = (float)height / 2.0f - squareRect.h / 2.0f;
// Event loop
while (!done) {
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if 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 mouse data.
// Generally you may always pass all inputs to imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT)
done = true;
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing 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_SetRenderDrawColor(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
SDL_RenderClear(renderer);
// todo: add your game logic here to be drawn before the ui rendering
// Set renderer color red to draw the square
SDL_SetRenderDrawColor(renderer, 1.0f, 0.0f, 0.0f, 1.0f);
// Draw filled square
SDL_RenderFillRect(renderer, &squareRect);
// present ui on top of your drawings
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer);
SDL_Delay(0);
}
// Cleanup
ImGui_ImplSDLRenderer3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}