diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..c26b8db --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,215 @@ +cmake_minimum_required(VERSION 3.15) +project(netImgui) +set(CMAKE_CXX_STANDARD 17) + + +# +# Options for the project (edit or set those) +# +option(NETIMGUI_BUILD_CLIENT "Build client" ON) +option(NETIMGUI_BUILD_IMGUI "Build imgui from sources in netImgui" ${PROJECT_IS_TOP_LEVEL}) +option(NETIMGUI_BUILD_SAMPLES "Build samples" ${PROJECT_IS_TOP_LEVEL}) +option(NETIMGUI_BUILD_SERVER_LIB "Build server lib" ${PROJECT_IS_TOP_LEVEL}) +option(NETIMGUI_BUILD_SERVER_APP "Build server app" ${PROJECT_IS_TOP_LEVEL}) + +if(NETIMGUI_BUILD_SAMPLES) + # Set which backend to use for the samples between WIN32_DX11 and GLFW_GL3 + # (select only one backend!) + # (this backend is used only for the local display, the server app can use a different backend) + if (NOT WIN32) + set(not_win32 ON) + endif() + option(NETIMGUI_SAMPLES_BACKEND_WIN32_DX11 "Use Win32/DX11 backend for samples" ${WIN32}) + option(NETIMGUI_SAMPLES_BACKEND_GLFW_GL3 "Use GLFW/GL3 backend for samples" ${not_win32}) +endif() +if(NETIMGUI_BUILD_SERVER_APP) + # NETIMGUI_SERVER_APP_BACKEND: + # Set which backend to use, between SOKOL, WIN32_DX11, and GLFW_GL3 + # By default, we use Sokol + # (select only one backend!) + option(NETIMGUI_SERVER_APP_BACKEND_SOKOL "Use Sokol backend for server app" ON) + + # implementation to be completed below + # option(NETIMGUI_SERVER_APP_BACKEND_WIN32_DX11 "Use Win32/DX11 backend for server app" OFF) + # option(NETIMGUI_SERVER_APP_BACKEND_GLFW_GL3 "Use GLFW/GL3 backend for server app" OFF) +endif() + +# +# Code directories +# +set(CODE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/Code) +set(CLIENT_DIR ${CODE_DIR}/Client) +set(SERVER_DIR ${CODE_DIR}/ServerApp/Source) +set(SAMPLES_DIR ${CODE_DIR}/Sample) +set(IMGUI_DIR ${CODE_DIR}/ThirdParty/DearImgui) +set(COMMON_DIR ${SAMPLES_DIR}/Common) + +# +# Add imgui +# +function(add_imgui) + file(GLOB imgui_files ${IMGUI_DIR}/*.cpp ${IMGUI_DIR}/*.h) + add_library(imgui ${imgui_files}) + target_include_directories(imgui PUBLIC ${IMGUI_DIR} $) + # target_compile_definitions(imgui PUBLIC ImTextureID=uint64_t) +endfunction() + +# +# Add netImgui Client: this is the library that will be linked to the application logic. +# The client will sent display commands to the server +# +function(add_net_imgui_client) + file(GLOB_RECURSE client_files ${CLIENT_DIR}/*.cpp ${CLIENT_DIR}/*.h) + add_library(net_imgui_client ${client_files}) + target_include_directories(net_imgui_client PUBLIC $) + target_link_libraries(net_imgui_client PUBLIC imgui) +endfunction() + +# +# Add netImgui Server lib (because several server apps can be created, using different backends) +# +function(add_net_imgui_server_lib) + file(GLOB server_files ${SERVER_DIR}/*.cpp ${SERVER_DIR}/*.h) + add_library(net_imgui_server_lib ${server_files}) + target_link_libraries(net_imgui_server_lib PUBLIC net_imgui_client) + target_include_directories(net_imgui_server_lib PUBLIC $ $) + + # Add NetImguiServer_App_Custom + target_sources(net_imgui_server_lib PRIVATE ${SERVER_DIR}/Custom/NetImguiServer_App_Custom.cpp) +endfunction() + +# +# Add Server app (depending on the backend) +# +function(_add_net_imgui_server_app_sokol) + set(server_app_sokol_dir ${SERVER_DIR}/Sokol) + file(GLOB server_app_sokol_files ${server_app_sokol_dir}/*.cpp) + add_executable(net_imgui_server_app_sokol ${server_app_sokol_files}) + target_link_libraries(net_imgui_server_app_sokol net_imgui_server_lib) + # Per platform settings + if(APPLE) + target_compile_options(net_imgui_server_app_sokol PRIVATE -x objective-c++) + target_link_libraries(net_imgui_server_app_sokol "-framework Cocoa" "-framework QuartzCore" "-framework Metal" "-framework MetalKit -framework OpenGL") + elseif(UNIX) + target_link_libraries(net_imgui_server_app_sokol X11 GL Xcursor Xi) + endif() +endfunction() + +function(_add_net_imgui_server_app_win32_dx11) + message(FATAL_ERROR "Not implemented") +endfunction() + +function(_add_net_imgui_server_app_glfw_gl3) + message(FATAL_ERROR "Not implemented") +endfunction() + +function(add_net_imgui_server_app) + # Ensure only one backend is selected + set(backend_count 0) + if(NETIMGUI_SERVER_APP_BACKEND_SOKOL) + math(EXPR backend_count "${backend_count}+1") + endif() + if(NETIMGUI_SERVER_APP_BACKEND_WIN32_DX11) + math(EXPR backend_count "${backend_count}+1") + endif() + if(NETIMGUI_SERVER_APP_BACKEND_GLFW_GL3) + math(EXPR backend_count "${backend_count}+1") + endif() + if(NOT backend_count EQUAL 1) + message(FATAL_ERROR "Select one and only one backend for the server app") + endif() + + if(NETIMGUI_SERVER_APP_BACKEND_SOKOL) + target_compile_definitions(net_imgui_server_lib PUBLIC NETIMGUI_SERVER_APP_BACKEND_SOKOL) + _add_net_imgui_server_app_sokol() +# elseif(NETIMGUI_SERVER_APP_BACKEND_WIN32_DX11) +# target_compile_definitions(net_imgui_server_lib PUBLIC NETIMGUI_SERVER_APP_BACKEND_WIN32_DX11) +# _add_net_imgui_server_app_win32_dx11() +# elseif(NETIMGUI_SERVER_APP_BACKEND_GLFW_GL3) +# target_compile_definitions(net_imgui_server_lib PUBLIC NETIMGUI_SERVER_APP_BACKEND_GLFW_GL3) +# _add_net_imgui_server_app_glfw_gl3() + endif() +endfunction() + +# +# Build all Samples (in a dir whose name starts with "Sample") +# +function(_add_backend_to_sample sample_name) + # Depending on the backend, we need to + # - use different main files (fill main_file) + # - link to different libraries (fill link_libraries) + # - add different backend impl files (fill backend_files) + if(NETIMGUI_SAMPLES_BACKEND_WIN32_DX11) + add_compile_definitions(NETIMGUI_SAMPLES_BACKEND_WIN32_DX11) + set(main_file ${COMMON_DIR}/main.cpp) + set(backend_files ${IMGUI_DIR}/backends/imgui_impl_dx11.cpp ${IMGUI_DIR}/backends/imgui_impl_win32.cpp) + set(link_libraries d3d11) + + elseif(NETIMGUI_SAMPLES_BACKEND_GLFW_GL3) + find_package(glfw3 REQUIRED) + find_package(OpenGL REQUIRED) + add_compile_definitions(NETIMGUI_SAMPLES_BACKEND_GLFW_GL3) + set(main_file ${COMMON_DIR}/main_glfw_gl3.cpp) + set(backend_files ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_opengl3.cpp) + set(link_libraries glfw OpenGL::GL) + endif() + + target_sources(${sample_name} PRIVATE ${main_file} ${backend_files}) + target_link_libraries(${sample_name} PRIVATE ${link_libraries}) +endfunction() + +function(_add_common_to_sample sample_name) + target_sources(${sample_name} PRIVATE ${COMMON_DIR}/Sample.h ${COMMON_DIR}/Sample.cpp) + target_include_directories(${sample_name} PUBLIC $) +endfunction() + +function(_add_net_imgui_sample sample_name) + message("Building sample: ${sample_name}") + set(sample_dir ${SAMPLES_DIR}/${sample_name}) + file(GLOB sample_files ${sample_dir}/*.cpp ${sample_dir}/*.h) + add_executable(${sample_name} ${sample_files}) + target_link_libraries(${sample_name} PRIVATE net_imgui_client) +endfunction() + +function(add_net_imgui_samples) + file(GLOB samples_list ${SAMPLES_DIR}/Sample*) + foreach (sample_dir ${samples_list}) + get_filename_component(sample_name ${sample_dir} NAME) + + # SampleCompression is not supported, because + # SampleNetworkWin32.cpp is problematic: + # - it does not compile outside of windows (need to add #ifdef _WIN32) + # - under windows, its presence will lead to link error (doubly defined functions): NetImgui::Internal::Network::Startup(void) already defined, etc. + if (${sample_name} STREQUAL "SampleCompression") + continue() + endif() + + _add_net_imgui_sample(${sample_name}) + + # Link backend to sample (if not SampleNoBackend) + if(NOT ${sample_name} STREQUAL "SampleNoBackend") + _add_common_to_sample(${sample_name}) + _add_backend_to_sample(${sample_name}) + endif() + endforeach() +endfunction() + + +# +# Main +# +if(NETIMGUI_BUILD_IMGUI) + add_imgui() +endif() +if (NETIMGUI_BUILD_CLIENT) + add_net_imgui_client() +endif() +if(NETIMGUI_BUILD_SERVER_LIB) + add_net_imgui_server_lib() +endif() +if(NETIMGUI_BUILD_SERVER_APP) + add_net_imgui_server_app() +endif() +if(NETIMGUI_BUILD_SAMPLES) + add_net_imgui_samples() +endif() diff --git a/Code/Sample/Common/main_glfw_gl3.cpp b/Code/Sample/Common/main_glfw_gl3.cpp new file mode 100644 index 0000000..236a635 --- /dev/null +++ b/Code/Sample/Common/main_glfw_gl3.cpp @@ -0,0 +1,337 @@ +#ifdef NETIMGUI_SAMPLES_BACKEND_GLFW_GL3 +// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +//================================================================================================= +// @SAMPLE_EDIT +#include "Sample.h" +#include +#include +//================================================================================================= + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_opengl3.h" +#include +#define GL_SILENCE_DEPRECATION +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#endif +#include // Will drag system OpenGL headers + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "GLFW Error %d: %s\n", error, description); +} + +// @SAMPLE_EDIT (DPI Awareness) +// Function added to original backend code, handling Font Texture updates +// when required (like a DPI change) in various samples +// In this backend, we do not handle this. +// See Code/ThirdParty/DearImgui/backends/imgui_impl_dx11.cpp for an example of how to handle this. +void ExtraSampleBackend_UpdateFontTexture() +{ +// ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); +// if (bd && bd->pFontTextureView) +// { +// bd->pFontTextureView->Release(); +// bd->pFontTextureView = nullptr; +// bd->pFontSampler->Release(); +// bd->pFontSampler = nullptr; +// ImGui::GetIO().Fonts->SetTexID(0); // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. +// } +// ImGui_ImplDX11_CreateFontsTexture(); +} + +//================================================================================================= +// @SAMPLE_EDIT +//================================================================================================= +// Avoids adding DirectX11 dependencies in ClientSample, with all the disable warning required +void TextureCreate(const uint8_t* pPixelData, uint32_t width, uint32_t height, void*& pTextureViewOut) +{ +// D3D11_TEXTURE2D_DESC desc; +// D3D11_SUBRESOURCE_DATA subResource; +// +// ZeroMemory(&desc, sizeof(desc)); +// desc.Width = static_cast(width); +// desc.Height = static_cast(height); +// desc.MipLevels = 1; +// desc.ArraySize = 1; +// desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; +// desc.SampleDesc.Count = 1; +// desc.Usage = D3D11_USAGE_DEFAULT; +// desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; +// desc.CPUAccessFlags = 0; +// +// ID3D11Texture2D* pTexture = nullptr; +// subResource.pSysMem = pPixelData; +// subResource.SysMemPitch = desc.Width * 4; +// subResource.SysMemSlicePitch = 0; +// g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); +// +// if( pTexture ) +// { +// // Create texture view +// D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; +// ZeroMemory(&srvDesc, sizeof(srvDesc)); +// srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; +// srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; +// srvDesc.Texture2D.MipLevels = desc.MipLevels; +// srvDesc.Texture2D.MostDetailedMip = 0; +// g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, reinterpret_cast(&pTextureViewOut)); +// +// pTexture->Release(); +// } +} + +// Avoids adding DirectX11 dependencies in ClientSample, with all the disable warning required +void TextureDestroy(void*& pTextureView) +{ +// if (pTextureView) +// { +// reinterpret_cast(pTextureView)->Release(); +// pTextureView = nullptr; +// } +} + +float g_MonitorDPIScale = 0; // @SAMPLE_EDIT (DPI Awareness) + +// Main code +int main(int, char**) +{ + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + 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); +#elif defined(__APPLE__) + // GL 3.2 + GLSL 150 + const char* glsl_version = "#version 150"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only + //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only +#endif + + // Create window with graphics context + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); + if (window == nullptr) + return 1; + glfwMakeContextCurrent(window); + glfwSwapInterval(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 + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOpenGL(window, true); +#ifdef __EMSCRIPTEN__ + ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas"); +#endif + 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 a nullptr. 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 \\ ! + // - 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); + //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, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // @SAMPLE_EDIT + SampleClient_Base& sample = GetSample(); + bool startupSuccess = sample.Startup(); + if (!startupSuccess) + { + sample.Shutdown(); + return 1; + } + + // Main loop +#ifdef __EMSCRIPTEN__ + // 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 = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!glfwWindowShouldClose(window)) +#endif + { + // 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(); + sample.UpdateFont(g_MonitorDPIScale, true); // @SAMPLE_EDIT (DPI Awareness) + +#if 0 // @SAMPLE_EDIT + 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 / io.Framerate, io.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(); + } +#endif // #if 0 // @SAMPLE_EDIT + + //========================================================================================= + // @SAMPLE_EDIT EDIT TO ORIGINAL IMGUI main.cpp + + IM_UNUSED(show_demo_window); + IM_UNUSED(show_another_window); + + // Avoids high CPU/GPU usage by releasing this thread until enough time has passed + static auto sLastTime = std::chrono::high_resolution_clock::now(); + std::chrono::duration elapsedSec = std::chrono::high_resolution_clock::now() - sLastTime; + if( elapsedSec.count() < 1.f/120.f ){ + std::this_thread::sleep_for(std::chrono::microseconds(250)); + continue; + } + + // Clear the screen + 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); + + // Draw the Local Imgui UI and remote imgui UI + sLastTime = std::chrono::high_resolution_clock::now(); + ImDrawData* pDrawData = sample.Draw(); + if( pDrawData ){ + ImGui_ImplOpenGL3_RenderDrawData(pDrawData); + } + + // 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) + static int sLastFrame = -1; + int newFrame = ImGui::GetFrameCount(); + if (sLastFrame != newFrame && io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + GLFWwindow* backup_current_context = glfwGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + glfwMakeContextCurrent(backup_current_context); + } + + glfwSwapBuffers(window); + //========================================================================================= + + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} +#endif diff --git a/Code/ServerApp/Source/NetImguiServer_App.h b/Code/ServerApp/Source/NetImguiServer_App.h index 04d00d3..8b2b45e 100644 --- a/Code/ServerApp/Source/NetImguiServer_App.h +++ b/Code/ServerApp/Source/NetImguiServer_App.h @@ -6,9 +6,27 @@ //============================================================================================= // SELECT RENDERING/OS API HERE //============================================================================================= -#define HAL_API_PLATFORM_WIN32_DX11 1 -#define HAL_API_PLATFORM_GLFW_GL3 0 // Currently only compiles in release (library include compatibility) -#define HAL_API_PLATFORM_SOKOL 0 +// Select the backend from with cmake (with -DNETIMGUI_SERVER_APP_BACKEND_WIN32_DX11, etc) +// Note : HAL_API_PLATFORM_GLFW_GL3 currently only compiles in release (library include compatibility) +#if defined(NETIMGUI_SERVER_APP_BACKEND_WIN32_DX11) + #define HAL_API_PLATFORM_WIN32_DX11 1 + #define HAL_API_PLATFORM_SOKOL 0 + #define HAL_API_PLATFORM_GLFW_GL3 0 +#elif defined(NETIMGUI_SERVER_APP_BACKEND_GLFW_GL3) + #define HAL_API_PLATFORM_WIN32_DX11 0 + #define HAL_API_PLATFORM_SOKOL 0 + #define HAL_API_PLATFORM_GLFW_GL3 1 +#elif(defined(NETIMGUI_SERVER_APP_BACKEND_SOKOL)) + #define HAL_API_PLATFORM_WIN32_DX11 0 + #define HAL_API_PLATFORM_SOKOL 1 + #define HAL_API_PLATFORM_GLFW_GL3 0 +#else + // Or manually edit the lines below to select the desired backend + #define HAL_API_PLATFORM_WIN32_DX11 1 + #define HAL_API_PLATFORM_GLFW_GL3 0 + #define HAL_API_PLATFORM_SOKOL 0 +#endif + #define HAL_API_RENDERTARGET_INVERT_Y (HAL_API_PLATFORM_GLFW_GL3 || HAL_API_PLATFORM_SOKOL) // Invert client render target Y axis (since OpenGL start texture UV from BottomLeft instead of DirectX TopLeft) //=============================================================================================