Examples: Emscripten+GLFW: revert to use a shell_minimal.html closer to vanilla one, as our fullscreen + misc tweaks to Emscripten+SDL example to match other version.

This commit is contained in:
ocornut 2023-02-02 15:02:18 +01:00
parent 0370856d78
commit b51919dce1
5 changed files with 24 additions and 20 deletions

1
.gitignore vendored
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@ -40,6 +40,7 @@ xcuserdata
examples/*.o.tmp examples/*.o.tmp
examples/*.out.js examples/*.out.js
examples/*.out.wasm examples/*.out.wasm
examples/example_emscripten_glfw_opengl3/web/*
examples/example_emscripten_opengl3/web/* examples/example_emscripten_opengl3/web/*
examples/example_emscripten_wgpu/web/* examples/example_emscripten_wgpu/web/*

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@ -32,9 +32,9 @@ EMS =
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) # ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s USE_GLFW=3
EMS += -s DISABLE_EXCEPTION_CATCHING=1 EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) # Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp #EMS += -s BINARYEN_TRAP_MODE=clamp
@ -60,7 +60,8 @@ endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g #CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS) CPPFLAGS += -Wall -Wformat -Os $(EMS)
LDFLAGS += --shell-file shell_minimal.html $(EMS) LDFLAGS += --shell-file shell_minimal.html
LDFLAGS += $(EMS)
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## BUILD RULES ## BUILD RULES

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@ -6,7 +6,7 @@
<title>Dear ImGui GLFW+Emscripten example</title> <title>Dear ImGui GLFW+Emscripten example</title>
<style> <style>
body { margin: 0; background-color: black } body { margin: 0; background-color: black }
.emscripten { /*.emscripten {
position: absolute; position: absolute;
top: 0px; top: 0px;
left: 0px; left: 0px;
@ -24,7 +24,8 @@
image-rendering: crisp-edges; image-rendering: crisp-edges;
image-rendering: pixelated; image-rendering: pixelated;
-ms-interpolation-mode: nearest-neighbor; -ms-interpolation-mode: nearest-neighbor;
} }*/
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
</style> </style>
</head> </head>
<body> <body>

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@ -60,7 +60,8 @@ endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g #CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS) CPPFLAGS += -Wall -Wformat -Os $(EMS)
LDFLAGS += --shell-file shell_minimal.html $(EMS) LDFLAGS += --shell-file shell_minimal.html
LDFLAGS += $(EMS)
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## BUILD RULES ## BUILD RULES

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@ -18,7 +18,6 @@
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally. // Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
// 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. // 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.
SDL_Window* g_Window = NULL; SDL_Window* g_Window = NULL;
SDL_GLContext g_GLContext = NULL;
// For clarity, our main loop code is declared at the end. // For clarity, our main loop code is declared at the end.
static void main_loop(void*); static void main_loop(void*);
@ -49,13 +48,14 @@ int main(int, char**)
SDL_DisplayMode current; SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current); SDL_GetCurrentDisplayMode(0, &current);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
g_Window = SDL_CreateWindow("Dear ImGui SDL+Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
g_GLContext = SDL_GL_CreateContext(g_Window); SDL_GLContext gl_context = SDL_GL_CreateContext(window);
if (!g_GLContext) if (!gl_context)
{ {
fprintf(stderr, "Failed to initialize WebGL context!\n"); fprintf(stderr, "Failed to initialize GL context!\n");
return 1; return 1;
} }
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup Dear ImGui context // Setup Dear ImGui context
@ -74,7 +74,7 @@ int main(int, char**)
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext); ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts // Load Fonts
@ -98,6 +98,7 @@ int main(int, char**)
#endif #endif
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them. // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
g_Window = window;
emscripten_set_main_loop_arg(main_loop, NULL, 0, true); emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
} }
@ -137,16 +138,16 @@ static void main_loop(void* arg)
static float f = 0.0f; static float f = 0.0f;
static int counter = 0; static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. 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::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("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); 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::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 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) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++; counter++;
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
@ -158,7 +159,7 @@ static void main_loop(void* arg)
// 3. Show another simple window. // 3. Show another simple window.
if (show_another_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::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!"); ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me")) if (ImGui::Button("Close Me"))
show_another_window = false; show_another_window = false;
@ -167,7 +168,6 @@ static void main_loop(void* arg)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
SDL_GL_MakeCurrent(g_Window, g_GLContext);
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); 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); glClear(GL_COLOR_BUFFER_BIT);