# Conflicts: # examples/imgui_impl_sdl.cppfeatures/sdl_renderer3_multiviewports
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#
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# Makefile to use with emscripten
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# See https://emscripten.org/docs/getting_started/downloads.html
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# for installation instructions. This Makefile assumes you have
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# loaded emscripten's environment.
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#
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# Running `make` will produce three files:
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# - example_emscripten.html
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# - example_emscripten.js
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# - example_emscripten.wasm
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#
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# All three are needed to run the demo.
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CC = emcc
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CXX = em++
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EXE = example_emscripten.html
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SOURCES = main.cpp
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SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
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SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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EMS = -s USE_SDL=2 -s WASM=1
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EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
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EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
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EMS += -s ASSERTIONS=1 -s SAFE_HEAP=1
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CPPFLAGS = -I../ -I../../
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CPPFLAGS += -g -Wall -Wformat -O3
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CPPFLAGS += $(EMS)
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LIBS = $(EMS)
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LDFLAGS = --shell-file shell_minimal.html
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##---------------------------------------------------------------------
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## BUILD RULES
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##---------------------------------------------------------------------
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%.o:%.cpp |
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:../%.cpp |
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:../../%.cpp |
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:../libs/gl3w/GL/%.c |
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$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
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all: $(EXE) |
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@echo Build complete for $(EXE)
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$(EXE): $(OBJS) |
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$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
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clean: |
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rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre
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# How to Build |
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- 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 |
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``` |
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em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html |
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``` |
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// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
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// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
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// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
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// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
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//
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
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#include "imgui.h" |
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#include "imgui_impl_sdl.h" |
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#include "imgui_impl_opengl3.h" |
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#include <stdio.h> |
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#include <emscripten.h> |
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#include <SDL.h> |
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#include <SDL_opengles2.h> |
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// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
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// 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.
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SDL_Window* g_Window = NULL; |
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SDL_GLContext g_GLContext = NULL; |
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// For clarity, our main loop code is declared at the end.
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void main_loop(void*); |
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int main(int, char**) |
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{ |
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) |
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{ |
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printf("Error: %s\n", SDL_GetError()); |
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return -1; |
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} |
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// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
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// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
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// run this code on Chrome for Android for example.
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const char* glsl_version = "#version 100"; |
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//const char* glsl_version = "#version 300 es";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
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SDL_DisplayMode current; |
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SDL_GetCurrentDisplayMode(0, ¤t); |
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); |
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g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); |
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g_GLContext = SDL_GL_CreateContext(g_Window); |
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if (!g_GLContext) |
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{ |
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fprintf(stderr, "Failed to initialize WebGL context!\n"); |
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return 1; |
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} |
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext); |
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ImGui_ImplOpenGL3_Init(glsl_version); |
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
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emscripten_set_main_loop_arg(main_loop, NULL, 0, true); |
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} |
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void main_loop(void* arg)
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
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// Our state (make them static = more or less global) as a convenience to keep the example terse.
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static bool show_demo_window = true; |
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static bool show_another_window = false; |
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event; |
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while (SDL_PollEvent(&event)) |
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{ |
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ImGui_ImplSDL2_ProcessEvent(&event); |
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// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
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} |
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame(); |
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ImGui_ImplSDL2_NewFrame(g_Window); |
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ImGui::NewFrame(); |
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// 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!).
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if (show_demo_window) |
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ImGui::ShowDemoWindow(&show_demo_window); |
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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{ |
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static float f = 0.0f; |
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static int counter = 0; |
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++; |
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ImGui::SameLine(); |
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ImGui::Text("counter = %d", counter); |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
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ImGui::End(); |
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} |
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// 3. Show another simple window.
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if (show_another_window) |
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{ |
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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)
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ImGui::Text("Hello from another window!"); |
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if (ImGui::Button("Close Me")) |
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show_another_window = false; |
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ImGui::End(); |
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} |
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// Rendering
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ImGui::Render(); |
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SDL_GL_MakeCurrent(g_Window, g_GLContext); |
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
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glClear(GL_COLOR_BUFFER_BIT); |
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); |
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SDL_GL_SwapWindow(g_Window); |
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} |
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<!doctype html> |
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<html lang="en-us"> |
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<head> |
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<meta charset="utf-8"> |
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> |
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<title>Dear ImGui Emscripten example</title> |
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<style> |
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.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; } |
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textarea.emscripten { font-family: monospace; width: 80%; } |
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div.emscripten { text-align: center; } |
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/* div.emscripten_border { border: 1px solid black; } */ |
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/* the canvas *must not* have any border or padding, or mouse coords will be wrong */ |
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canvas.emscripten { border: 0px none; background-color: black; } |
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a:link { color: #000000; } |
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a:visited { color: #000000; } |
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a:active { color: #000000; } |
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.spinner { |
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height: 50px; |
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width: 50px; |
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margin: 0px auto; |
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-webkit-animation: rotation .8s linear infinite; |
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-moz-animation: rotation .8s linear infinite; |
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-o-animation: rotation .8s linear infinite; |
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animation: rotation 0.8s linear infinite; |
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border-left: 10px solid rgb(0,150,240); |
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border-right: 10px solid rgb(0,150,240); |
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border-bottom: 10px solid rgb(0,150,240); |
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border-top: 10px solid rgb(100,0,200); |
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border-radius: 100%; |
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background-color: rgb(200,100,250); |
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} |
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@-webkit-keyframes rotation { |
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from {-webkit-transform: rotate(0deg);} |
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to {-webkit-transform: rotate(360deg);} |
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} |
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@-moz-keyframes rotation { |
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from {-moz-transform: rotate(0deg);} |
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to {-moz-transform: rotate(360deg);} |
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} |
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@-o-keyframes rotation { |
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from {-o-transform: rotate(0deg);} |
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to {-o-transform: rotate(360deg);} |
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} |
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@keyframes rotation { |
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from {transform: rotate(0deg);} |
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to {transform: rotate(360deg);} |
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} |
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</style> |
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</head> |
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<body> |
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<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure> |
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<div class="emscripten" id="status">Downloading...</div> |
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<div class="emscripten"> |
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<progress value="0" max="100" id="progress" hidden=1></progress> |
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</div> |
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<div class="emscripten"> |
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<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas> |
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Example compiled from <a href="https://github.com/ocornut/imgui">https://github.com/ocornut/imgui</a> |
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</div> |
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<br> |
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<div class="emscripten"> |
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<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(false, false)"> |
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<!-- <input type="checkbox" id="resize">Resize canvas --> |
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</div> |
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<br> |
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<textarea class="emscripten" id="output" rows="4"></textarea> |
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<script type='text/javascript'> |
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var statusElement = document.getElementById('status'); |
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var progressElement = document.getElementById('progress'); |
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var spinnerElement = document.getElementById('spinner'); |
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|
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var Module = { |
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preRun: [], |
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postRun: [], |
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print: (function() { |
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var element = document.getElementById('output'); |
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if (element) element.value = ''; // clear browser cache |
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return function(text) { |
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if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' '); |
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// These replacements are necessary if you render to raw HTML |
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//text = text.replace(/&/g, "&"); |
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//text = text.replace(/</g, "<"); |
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//text = text.replace(/>/g, ">"); |
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//text = text.replace('\n', '<br>', 'g'); |
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console.log(text); |
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if (element) { |
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element.value += text + "\n"; |
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element.scrollTop = element.scrollHeight; // focus on bottom |
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} |
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}; |
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})(), |
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printErr: function(text) { |
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if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' '); |
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if (0) { // XXX disabled for safety typeof dump == 'function') { |
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dump(text + '\n'); // fast, straight to the real console |
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} else { |
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console.error(text); |
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} |
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}, |
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canvas: (function() { |
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var canvas = document.getElementById('canvas'); |
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|
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// As a default initial behavior, pop up an alert when webgl context is lost. To make your |
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// application robust, you may want to override this behavior before shipping! |
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// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2 |
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canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false); |
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return canvas; |
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})(), |
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setStatus: function(text) { |
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if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' }; |
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if (text === Module.setStatus.last.text) return; |
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var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/); |
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var now = Date.now(); |
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if (m && now - Module.setStatus.last.time < 30) return; // if this is a progress update, skip it if too soon |
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Module.setStatus.last.time = now; |
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Module.setStatus.last.text = text; |
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if (m) { |
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text = m[1]; |
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progressElement.value = parseInt(m[2])*100; |
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progressElement.max = parseInt(m[4])*100; |
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progressElement.hidden = false; |
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spinnerElement.hidden = false; |
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} else { |
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progressElement.value = null; |
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progressElement.max = null; |
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progressElement.hidden = true; |
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if (!text) spinnerElement.hidden = true; |
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} |
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statusElement.innerHTML = text; |
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}, |
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totalDependencies: 0, |
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monitorRunDependencies: function(left) { |
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this.totalDependencies = Math.max(this.totalDependencies, left); |
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Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.'); |
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} |
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}; |
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Module.setStatus('Downloading...'); |
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window.onerror = function() { |
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Module.setStatus('Exception thrown, see JavaScript console'); |
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spinnerElement.style.display = 'none'; |
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Module.setStatus = function(text) { |
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if (text) Module.printErr('[post-exception status] ' + text); |
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}; |
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}; |
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</script> |
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{{{ SCRIPT }}} |
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</body> |
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</html> |
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Reference in New Issue