diff --git a/examples/README.txt b/examples/README.txt index 28035f516959..b3e0fdb0e8c4 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -52,3 +52,8 @@ sdl_opengl_example/ allegro5_example/ Allegro 5 example. + +sdl_emscripten_example/ + SDL2 + OpenGL ES 2 (WebGL compatible) + Emscripten example. + Main event loop is different in Emscripten. + OpenGL ES 2 differs slightly from opengl3_example/ code diff --git a/examples/sdl_emscripten_example/README.md b/examples/sdl_emscripten_example/README.md new file mode 100644 index 000000000000..6e9471971784 --- /dev/null +++ b/examples/sdl_emscripten_example/README.md @@ -0,0 +1,29 @@ + +# How to Build + +- On Windows with Visual Studio's CLI + +\ is your SDL2 folder. + +``` +cl /MD /I /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp /link /LIBPATH: SDL2.lib SDL2main.lib +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -o sdl2example +``` + +- Emscripten + +``` +em++ -O2 -s USE_SDL=2 -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp -o html/index.html +``` diff --git a/examples/sdl_emscripten_example/imgui_impl_sdl.cpp b/examples/sdl_emscripten_example/imgui_impl_sdl.cpp new file mode 100644 index 000000000000..64f1623c8fcd --- /dev/null +++ b/examples/sdl_emscripten_example/imgui_impl_sdl.cpp @@ -0,0 +1,354 @@ +// ImGui SDL2 binding with OpenGL ES 2, compatible with WebGL when compiled with Emscripten +// https://github.com/ocornut/imgui + +#include +#include "imgui_impl_sdl.h" + +#include +#include +#ifdef __APPLE__ +#include +#include +#else +#include +#endif + +// Data +static double g_Time = 0.0f; +static bool g_MousePressed[3] = { false, false, false }; +static float g_MouseWheel = 0.0f; +static GLuint g_FontTexture = 0; +static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; +static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; +static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; + +// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) +// If text or lines are blurry when integrating ImGui in your engine: +// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) +{ + // Backup GL state + GLint last_program, last_texture, last_array_buffer, last_element_array_buffer; + glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); + glActiveTexture(GL_TEXTURE0); + + // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) + ImGuiIO& io = ImGui::GetIO(); + float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y; + draw_data->ScaleClipRects(io.DisplayFramebufferScale); + + // Setup orthographic projection matrix + const float ortho_projection[4][4] = + { + { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + {-1.0f, 1.0f, 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + + // Render command lists + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + +#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); +#undef OFFSETOF + + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawIdx* idx_buffer_offset = 0; + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); + + for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) + { + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer_offset); + } + idx_buffer_offset += pcmd->ElemCount; + } + } + + // Restore modified state + glDisableVertexAttribArray(g_AttribLocationPosition); + glDisableVertexAttribArray(g_AttribLocationUV); + glDisableVertexAttribArray(g_AttribLocationColor); + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glDisable(GL_SCISSOR_TEST); +} + +static const char* ImGui_ImplSdl_GetClipboardText() +{ + return SDL_GetClipboardText(); +} + +static void ImGui_ImplSdl_SetClipboardText(const char* text) +{ + SDL_SetClipboardText(text); +} + +bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + switch (event->type) + { + case SDL_MOUSEWHEEL: + { + if (event->wheel.y > 0) + g_MouseWheel = 1; + if (event->wheel.y < 0) + g_MouseWheel = -1; + return true; + } + case SDL_MOUSEBUTTONDOWN: + { + if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; + if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; + if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; + return true; + } + case SDL_TEXTINPUT: + { + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; + io.KeysDown[key] = (event->type == SDL_KEYDOWN); + io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); + io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); + io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); + return true; + } + } + return false; +} + +bool ImGui_ImplSdl_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + + const GLchar *vertex_shader = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader = +#ifdef __EMSCRIPTEN__ + // WebGL requires precision specifiers but OpenGL 2.1 disallows + // them, so I define the shader without it and then add it here. + "precision mediump float;\n" +#endif + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV);\n" + "}\n"; + + g_ShaderHandle = glCreateProgram(); + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_VertHandle, 1, &vertex_shader, 0); + glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glCompileShader(g_VertHandle); + glCompileShader(g_FragHandle); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + ImGuiIO& io = ImGui::GetIO(); + + // Build texture + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. + + // Create OpenGL texture + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; + + // Cleanup (don't clear the input data if you want to append new fonts later) + io.Fonts->ClearInputData(); + io.Fonts->ClearTexData(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + + return true; +} + +void ImGui_ImplSdl_InvalidateDeviceObjects() +{ + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + + glDetachShader(g_ShaderHandle, g_VertHandle); + glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + glDetachShader(g_ShaderHandle, g_FragHandle); + glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + if (g_FontTexture) + { + glDeleteTextures(1, &g_FontTexture); + ImGui::GetIO().Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +bool ImGui_ImplSdl_Init(SDL_Window *window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; + io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; + io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; + io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; + io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; + io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; + io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; + io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDLK_a; + io.KeyMap[ImGuiKey_C] = SDLK_c; + io.KeyMap[ImGuiKey_V] = SDLK_v; + io.KeyMap[ImGuiKey_X] = SDLK_x; + io.KeyMap[ImGuiKey_Y] = SDLK_y; + io.KeyMap[ImGuiKey_Z] = SDLK_z; + + io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. + io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; + +#ifdef _WIN32 + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + io.ImeWindowHandle = wmInfo.info.win.window; +#endif + + return true; +} + +void ImGui_ImplSdl_Shutdown() +{ + ImGui_ImplSdl_InvalidateDeviceObjects(); + ImGui::Shutdown(); +} + +void ImGui_ImplSdl_NewFrame(SDL_Window *window) +{ + if (!g_FontTexture) + ImGui_ImplSdl_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + SDL_GetWindowSize(window, &w, &h); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Setup time step + Uint32 time = SDL_GetTicks(); + double current_time = time / 1000.0; + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + // Setup inputs + // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) + int mx, my; + Uint32 mouseMask = SDL_GetMouseState(&mx, &my); + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) + io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + else + io.MousePos = ImVec2(-1,-1); + + io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; + + io.MouseWheel = g_MouseWheel; + g_MouseWheel = 0.0f; + + // Hide OS mouse cursor if ImGui is drawing it + SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + + // Start the frame + ImGui::NewFrame(); +} diff --git a/examples/sdl_emscripten_example/imgui_impl_sdl.h b/examples/sdl_emscripten_example/imgui_impl_sdl.h new file mode 100644 index 000000000000..1edd8980ec1b --- /dev/null +++ b/examples/sdl_emscripten_example/imgui_impl_sdl.h @@ -0,0 +1,14 @@ +// ImGui SDL2 binding with OpenGL +// https://github.com/ocornut/imgui + +struct SDL_Window; +typedef union SDL_Event SDL_Event; + +IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window *window); +IMGUI_API void ImGui_ImplSdl_Shutdown(); +IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window *window); +IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects(); diff --git a/examples/sdl_emscripten_example/main.cpp b/examples/sdl_emscripten_example/main.cpp new file mode 100644 index 000000000000..133e70802b39 --- /dev/null +++ b/examples/sdl_emscripten_example/main.cpp @@ -0,0 +1,123 @@ +// ImGui - standalone example application for SDL2 + OpenGL ES 2 + Emscripten + +#include +#include "imgui_impl_sdl.h" +#include +#include +#include + +#ifdef __EMSCRIPTEN__ +#include +#endif + +bool g_done = false; +SDL_Window* g_window; +bool g_show_test_window = true; +bool g_show_another_window = false; +ImVec4 g_clear_color = ImColor(114, 144, 154); + + +void main_loop() +{ + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSdl_ProcessEvent(&event); + if (event.type == SDL_QUIT) + g_done = true; + } + ImGui_ImplSdl_NewFrame(g_window); + + // 1. Show a simple window + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" + { + static float f = 0.0f; + ImGui::Text("Hello, world!"); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + ImGui::ColorEdit3("clear color", (float*)&g_clear_color); + if (ImGui::Button("Test Window")) g_show_test_window ^= 1; + if (ImGui::Button("Another Window")) g_show_another_window ^= 1; + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + } + + // 2. Show another simple window, this time using an explicit Begin/End pair + if (g_show_another_window) + { + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::Begin("Another Window", &g_show_another_window); + ImGui::Text("Hello"); + ImGui::End(); + } + + // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() + if (g_show_test_window) + { + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::ShowTestWindow(&g_show_test_window); + } + + // Rendering + glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); + glClearColor(g_clear_color.x, g_clear_color.y, g_clear_color.z, g_clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui::Render(); + SDL_GL_SwapWindow(g_window); +} + +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Setup window + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + SDL_DisplayMode current; + SDL_GetCurrentDisplayMode(0, ¤t); + g_window = SDL_CreateWindow("ImGui SDL2+OpenGLES+Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); + SDL_GLContext glcontext = SDL_GL_CreateContext(g_window); + + // Setup ImGui binding + ImGui_ImplSdl_Init(g_window); + + // Load Fonts + // (see extra_fonts/README.txt for more details) + //ImGuiIO& io = ImGui::GetIO(); + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); + //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + + // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons) + //ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; + //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true; + //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges); + + // Main loop +#ifdef __EMSCRIPTEN__ + emscripten_set_main_loop(main_loop, 0, 1); +#else + while (!g_done) + { + main_loop(); + } +#endif + + // Cleanup + ImGui_ImplSdl_Shutdown(); + SDL_GL_DeleteContext(glcontext); + SDL_DestroyWindow(g_window); + SDL_Quit(); + + return 0; +}