mirror of https://github.com/ocornut/imgui.git
omar
6 years ago
4 changed files with 384 additions and 0 deletions
@ -0,0 +1,58 @@ |
|||
#
|
|||
# Makefile to use with emscripten
|
|||
# See https://emscripten.org/docs/getting_started/downloads.html
|
|||
# for installation instructions. This Makefile assumes you have
|
|||
# loaded emscripten's environment.
|
|||
#
|
|||
# Running `make` will produce three files:
|
|||
# - example_emscripten.html
|
|||
# - example_emscripten.js
|
|||
# - example_emscripten.wasm
|
|||
#
|
|||
# All three are needed to run the demo.
|
|||
|
|||
CC = emcc |
|||
CXX = em++ |
|||
|
|||
EXE = example_emscripten.html |
|||
SOURCES = main.cpp |
|||
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp |
|||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp |
|||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) |
|||
UNAME_S := $(shell uname -s) |
|||
|
|||
EMS = -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 |
|||
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp |
|||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s EXIT_RUNTIME=1 |
|||
EMS += -s ASSERTIONS=1 -s SAFE_HEAP=1 |
|||
|
|||
CPPFLAGS = -I../ -I../../ |
|||
CPPFLAGS += -g -Wall -Wformat -O3 |
|||
CPPFLAGS += $(EMS) |
|||
LIBS = $(EMS) |
|||
LDFLAGS = --shell-file shell_minimal.html |
|||
|
|||
##---------------------------------------------------------------------
|
|||
## BUILD RULES
|
|||
##---------------------------------------------------------------------
|
|||
|
|||
%.o:%.cpp |
|||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< |
|||
|
|||
%.o:../%.cpp |
|||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< |
|||
|
|||
%.o:../../%.cpp |
|||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< |
|||
|
|||
%.o:../libs/gl3w/GL/%.c |
|||
$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $< |
|||
|
|||
all: $(EXE) |
|||
@echo Build complete for $(EXE) |
|||
|
|||
$(EXE): $(OBJS) |
|||
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS) |
|||
|
|||
clean: |
|||
rm -f $(EXE) $(OBJS) *.js *.wasm |
@ -0,0 +1,8 @@ |
|||
|
|||
# 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 |
|||
|
|||
``` |
|||
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 |
|||
``` |
@ -0,0 +1,165 @@ |
|||
// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
|
|||
// 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.
|
|||
//
|
|||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
|||
|
|||
#include "imgui.h" |
|||
#include "imgui_impl_sdl.h" |
|||
#include "imgui_impl_opengl3.h" |
|||
#include <stdio.h> |
|||
#include <emscripten.h> |
|||
#include <SDL.h> |
|||
#include <SDL_opengles2.h> |
|||
|
|||
// Emscripten requires to have full control over the main loop. We're going to store variables from main() to main_loop() here.
|
|||
// This will also hold some of our persistent data across loops. Remember: imgui is immediate mode, and doesn't store state.
|
|||
// 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.
|
|||
struct MainLoopVars { |
|||
SDL_Window* window = NULL; |
|||
SDL_GLContext gl_context = NULL; |
|||
bool show_demo_window = true; |
|||
bool show_another_window = false; |
|||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
|||
}; |
|||
|
|||
// For clarity, our main loop code is declared at the end.
|
|||
void main_loop(void*); |
|||
|
|||
int main(int, char**) |
|||
{ |
|||
MainLoopVars vars; |
|||
|
|||
// Setup SDL
|
|||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) |
|||
{ |
|||
printf("Error: %s\n", SDL_GetError()); |
|||
return -1; |
|||
} |
|||
|
|||
// For the browser using emscripten, we are going to use WebGL2 with GLES3. See the Makefile.emscripten 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 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, 3); |
|||
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); |
|||
vars.window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); |
|||
vars.gl_context = SDL_GL_CreateContext(vars.window); |
|||
if (!vars.gl_context) { |
|||
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
|
|||
|
|||
// Setup Dear ImGui style
|
|||
ImGui::StyleColorsDark(); |
|||
//ImGui::StyleColorsClassic();
|
|||
|
|||
// Setup Platform/Renderer bindings
|
|||
ImGui_ImplSDL2_InitForOpenGL(vars.window, vars.gl_context); |
|||
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.
|
|||
// - Read 'misc/fonts/README.txt' 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);
|
|||
|
|||
// 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, &vars, 0, true); |
|||
} |
|||
|
|||
void main_loop(void* arg) { |
|||
MainLoopVars* vars = (MainLoopVars*) arg; |
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
|
|||
// 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.
|
|||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
|||
// 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(vars->window); |
|||
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 (vars->show_demo_window) |
|||
ImGui::ShowDemoWindow(&vars->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", &vars->show_demo_window); // Edit bools storing our window open/close state
|
|||
ImGui::Checkbox("Another Window", &vars->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*)&vars->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 (vars->show_another_window) |
|||
{ |
|||
ImGui::Begin("Another Window", &vars->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")) |
|||
vars->show_another_window = false; |
|||
ImGui::End(); |
|||
} |
|||
|
|||
// Rendering
|
|||
ImGui::Render(); |
|||
SDL_GL_MakeCurrent(vars->window, vars->gl_context); |
|||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
|||
glClearColor(vars->clear_color.x, vars->clear_color.y, vars->clear_color.z, vars->clear_color.w); |
|||
glClear(GL_COLOR_BUFFER_BIT); |
|||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); |
|||
SDL_GL_SwapWindow(vars->window); |
|||
} |
@ -0,0 +1,153 @@ |
|||
<!doctype html> |
|||
<html lang="en-us"> |
|||
<head> |
|||
<meta charset="utf-8"> |
|||
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> |
|||
<title>Emscripten-Generated Code</title> |
|||
<style> |
|||
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; } |
|||
textarea.emscripten { font-family: monospace; width: 80%; } |
|||
div.emscripten { text-align: center; } |
|||
div.emscripten_border { border: 1px solid black; } |
|||
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */ |
|||
canvas.emscripten { border: 0px none; background-color: black; } |
|||
|
|||
.spinner { |
|||
height: 50px; |
|||
width: 50px; |
|||
margin: 0px auto; |
|||
-webkit-animation: rotation .8s linear infinite; |
|||
-moz-animation: rotation .8s linear infinite; |
|||
-o-animation: rotation .8s linear infinite; |
|||
animation: rotation 0.8s linear infinite; |
|||
border-left: 10px solid rgb(0,150,240); |
|||
border-right: 10px solid rgb(0,150,240); |
|||
border-bottom: 10px solid rgb(0,150,240); |
|||
border-top: 10px solid rgb(100,0,200); |
|||
border-radius: 100%; |
|||
background-color: rgb(200,100,250); |
|||
} |
|||
@-webkit-keyframes rotation { |
|||
from {-webkit-transform: rotate(0deg);} |
|||
to {-webkit-transform: rotate(360deg);} |
|||
} |
|||
@-moz-keyframes rotation { |
|||
from {-moz-transform: rotate(0deg);} |
|||
to {-moz-transform: rotate(360deg);} |
|||
} |
|||
@-o-keyframes rotation { |
|||
from {-o-transform: rotate(0deg);} |
|||
to {-o-transform: rotate(360deg);} |
|||
} |
|||
@keyframes rotation { |
|||
from {transform: rotate(0deg);} |
|||
to {transform: rotate(360deg);} |
|||
} |
|||
|
|||
</style> |
|||
</head> |
|||
<body> |
|||
<hr/> |
|||
<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure> |
|||
<div class="emscripten" id="status">Downloading...</div> |
|||
<div class="emscripten"> |
|||
<progress value="0" max="100" id="progress" hidden=1></progress> |
|||
</div> |
|||
<div class="emscripten_border"> |
|||
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas> |
|||
</div> |
|||
<hr/> |
|||
<div class="emscripten"> |
|||
<input type="checkbox" id="resize">Resize canvas |
|||
<input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer |
|||
|
|||
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked, |
|||
document.getElementById('resize').checked)"> |
|||
</div> |
|||
|
|||
<hr/> |
|||
<textarea class="emscripten" id="output" rows="8"></textarea> |
|||
<hr> |
|||
<script type='text/javascript'> |
|||
var statusElement = document.getElementById('status'); |
|||
var progressElement = document.getElementById('progress'); |
|||
var spinnerElement = document.getElementById('spinner'); |
|||
|
|||
var Module = { |
|||
preRun: [], |
|||
postRun: [], |
|||
print: (function() { |
|||
var element = document.getElementById('output'); |
|||
if (element) element.value = ''; // clear browser cache |
|||
return function(text) { |
|||
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' '); |
|||
// These replacements are necessary if you render to raw HTML |
|||
//text = text.replace(/&/g, "&"); |
|||
//text = text.replace(/</g, "<"); |
|||
//text = text.replace(/>/g, ">"); |
|||
//text = text.replace('\n', '<br>', 'g'); |
|||
console.log(text); |
|||
if (element) { |
|||
element.value += text + "\n"; |
|||
element.scrollTop = element.scrollHeight; // focus on bottom |
|||
} |
|||
}; |
|||
})(), |
|||
printErr: function(text) { |
|||
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' '); |
|||
if (0) { // XXX disabled for safety typeof dump == 'function') { |
|||
dump(text + '\n'); // fast, straight to the real console |
|||
} else { |
|||
console.error(text); |
|||
} |
|||
}, |
|||
canvas: (function() { |
|||
var canvas = document.getElementById('canvas'); |
|||
|
|||
// As a default initial behavior, pop up an alert when webgl context is lost. To make your |
|||
// application robust, you may want to override this behavior before shipping! |
|||
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2 |
|||
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false); |
|||
|
|||
return canvas; |
|||
})(), |
|||
setStatus: function(text) { |
|||
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' }; |
|||
if (text === Module.setStatus.last.text) return; |
|||
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/); |
|||
var now = Date.now(); |
|||
if (m && now - Module.setStatus.last.time < 30) return; // if this is a progress update, skip it if too soon |
|||
Module.setStatus.last.time = now; |
|||
Module.setStatus.last.text = text; |
|||
if (m) { |
|||
text = m[1]; |
|||
progressElement.value = parseInt(m[2])*100; |
|||
progressElement.max = parseInt(m[4])*100; |
|||
progressElement.hidden = false; |
|||
spinnerElement.hidden = false; |
|||
} else { |
|||
progressElement.value = null; |
|||
progressElement.max = null; |
|||
progressElement.hidden = true; |
|||
if (!text) spinnerElement.hidden = true; |
|||
} |
|||
statusElement.innerHTML = text; |
|||
}, |
|||
totalDependencies: 0, |
|||
monitorRunDependencies: function(left) { |
|||
this.totalDependencies = Math.max(this.totalDependencies, left); |
|||
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.'); |
|||
} |
|||
}; |
|||
Module.setStatus('Downloading...'); |
|||
window.onerror = function() { |
|||
Module.setStatus('Exception thrown, see JavaScript console'); |
|||
spinnerElement.style.display = 'none'; |
|||
Module.setStatus = function(text) { |
|||
if (text) Module.printErr('[post-exception status] ' + text); |
|||
}; |
|||
}; |
|||
</script> |
|||
{{{ SCRIPT }}} |
|||
</body> |
|||
</html> |
Loading…
Reference in new issue