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Examples: Emscripten: Switched to WebGL1/ES2, Added Changelog, Updated links, Added ignore list, Fixed warning with older versions. Removed reliance on C++11 (would warn on some compiler). Improved html template, removed undesirable options, reduced log size. Tweaked main.cpp. (#2494)
This commit is contained in:
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@ -54,6 +54,7 @@ Other Changes:
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to using the ImGui::MemAlloc()/MemFree() calls directly.
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to using the ImGui::MemAlloc()/MemFree() calls directly.
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- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
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- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
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GL function loaders early, and help users understand what they are missing. (#2421)
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GL function loaders early, and help users understand what they are missing. (#2421)
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- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble]
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- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
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- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
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- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
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- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
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- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
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- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
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@ -135,8 +135,7 @@ Languages: (third-party bindings)
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Frameworks:
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Frameworks:
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- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
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- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
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- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
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- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
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- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
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- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
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- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
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@ -221,8 +220,8 @@ Frequently Asked Question (FAQ)
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This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
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This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
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- Run the examples/ applications and explore them.
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- Run the examples/ applications and explore them.
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- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
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- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
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- The demo covers most features of Dear ImGui, so you can read the code and see its output.
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- The demo covers most features of Dear ImGui, so you can read the code and see its output.
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- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
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- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
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- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
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- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
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- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
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- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
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@ -316,8 +316,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- misc: possible compile-time support for wchar_t instead of char*?
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- misc: possible compile-time support for wchar_t instead of char*?
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- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
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- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
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- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
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- emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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- web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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- remote: make a system like RemoteImGui first-class citizen/project (#75)
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- remote: make a system like RemoteImGui first-class citizen/project (#75)
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1
examples/.gitignore
vendored
1
examples/.gitignore
vendored
@ -27,6 +27,7 @@ xcuserdata
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## Emscripten output
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## Emscripten output
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*.out.js
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*.out.js
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*.out.wasm
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*.out.wasm
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example_emscripten/example_emscripten.*
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## Unix executables
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## Unix executables
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example_glfw_opengl2/example_glfw_opengl2
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example_glfw_opengl2/example_glfw_opengl2
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@ -122,13 +122,15 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
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imgui_impl_allegro5.cpp
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imgui_impl_allegro5.cpp
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imgui_impl_marmalade.cpp
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imgui_impl_marmalade.cpp
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Note that Dear ImGui works with Emscripten.
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The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
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Third-party framework, graphics API and languages bindings are listed at:
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Third-party framework, graphics API and languages bindings are listed at:
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https://github.com/ocornut/imgui/wiki/Bindings
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https://github.com/ocornut/imgui/wiki/Bindings
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Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
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Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
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Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
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Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
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OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
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openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
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Miscellaneous: Software Renderer, RemoteImgui, etc.
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Miscellaneous: Software Renderer, RemoteImgui, etc.
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@ -177,6 +179,12 @@ example_apple_opengl2/
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= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
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= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
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(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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example_empscripten:
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Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
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Note that other examples based on SDL or GLFW + GL could easily be modified to work with Emscripten.
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We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
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example_glfw_opengl2/
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example_glfw_opengl2/
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
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@ -21,9 +21,9 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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UNAME_S := $(shell uname -s)
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EMS = -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1
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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 ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
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EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s EXIT_RUNTIME=1
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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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EMS += -s ASSERTIONS=1 -s SAFE_HEAP=1
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CPPFLAGS = -I../ -I../../
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CPPFLAGS = -I../ -I../../
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@ -55,4 +55,4 @@ $(EXE): $(OBJS)
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$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
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$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
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clean:
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clean:
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rm -f $(EXE) $(OBJS) *.js *.wasm
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rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre
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@ -14,24 +14,16 @@
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#include <SDL.h>
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#include <SDL.h>
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#include <SDL_opengles2.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 variables from main() to main_loop() here.
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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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// This will also hold some of our persistent data across loops. Remember: imgui is immediate mode, and doesn't store state.
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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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// 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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struct MainLoopVars {
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SDL_Window* g_Window = NULL;
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SDL_Window* window = NULL;
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SDL_GLContext g_GLContext = NULL;
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SDL_GLContext gl_context = NULL;
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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};
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// For clarity, our main loop code is declared at the end.
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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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void main_loop(void*);
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int main(int, char**)
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int main(int, char**)
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{
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{
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MainLoopVars vars;
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// Setup SDL
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
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{
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{
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return -1;
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return -1;
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}
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}
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// For the browser using emscripten, we are going to use WebGL2 with GLES3. See the Makefile.emscripten for requirement details.
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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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// 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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// run this code on Chrome for Android for example.
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const char* glsl_version = "#version 300 es";
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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_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_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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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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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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// Create window with graphics context
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// Create window with graphics context
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SDL_DisplayMode current;
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SDL_DisplayMode current;
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SDL_GetCurrentDisplayMode(0, ¤t);
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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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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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vars.window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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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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vars.gl_context = SDL_GL_CreateContext(vars.window);
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g_GLContext = SDL_GL_CreateContext(g_Window);
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if (!vars.gl_context) {
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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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fprintf(stderr, "Failed to initialize WebGL context!\n");
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return 1;
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return 1;
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}
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}
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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// Setup Platform/Renderer bindings
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ImGui_ImplSDL2_InitForOpenGL(vars.window, vars.gl_context);
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ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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// Load Fonts
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//IM_ASSERT(font != NULL);
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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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// 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, &vars, 0, true);
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emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
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}
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}
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void main_loop(void* arg) {
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void main_loop(void* arg)
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MainLoopVars* vars = (MainLoopVars*) arg;
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{
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ImGuiIO& io = ImGui::GetIO();
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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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// 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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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// Start the Dear ImGui frame
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame(vars->window);
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ImGui_ImplSDL2_NewFrame(g_Window);
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ImGui::NewFrame();
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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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// 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 (vars->show_demo_window)
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if (show_demo_window)
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ImGui::ShowDemoWindow(&vars->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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// 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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{
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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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::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &vars->show_demo_window); // Edit bools storing our window open/close state
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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", &vars->show_another_window);
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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::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*)&vars->clear_color); // Edit 3 floats representing a color
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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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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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counter++;
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}
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}
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// 3. Show another simple window.
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// 3. Show another simple window.
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if (vars->show_another_window)
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if (show_another_window)
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{
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{
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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)
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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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ImGui::Text("Hello from another window!");
|
||||||
if (ImGui::Button("Close Me"))
|
if (ImGui::Button("Close Me"))
|
||||||
vars->show_another_window = false;
|
show_another_window = false;
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Rendering
|
// Rendering
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
SDL_GL_MakeCurrent(vars->window, vars->gl_context);
|
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(vars->clear_color.x, vars->clear_color.y, vars->clear_color.z, vars->clear_color.w);
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||||
SDL_GL_SwapWindow(vars->window);
|
SDL_GL_SwapWindow(g_Window);
|
||||||
}
|
}
|
||||||
|
@ -3,15 +3,19 @@
|
|||||||
<head>
|
<head>
|
||||||
<meta charset="utf-8">
|
<meta charset="utf-8">
|
||||||
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
|
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
|
||||||
<title>Emscripten-Generated Code</title>
|
<title>Dear ImGui Emscripten example</title>
|
||||||
<style>
|
<style>
|
||||||
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
|
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
|
||||||
textarea.emscripten { font-family: monospace; width: 80%; }
|
textarea.emscripten { font-family: monospace; width: 80%; }
|
||||||
div.emscripten { text-align: center; }
|
div.emscripten { text-align: center; }
|
||||||
div.emscripten_border { border: 1px solid black; }
|
/* div.emscripten_border { border: 1px solid black; } */
|
||||||
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
|
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
|
||||||
canvas.emscripten { border: 0px none; background-color: black; }
|
canvas.emscripten { border: 0px none; background-color: black; }
|
||||||
|
|
||||||
|
a:link { color: #000000; }
|
||||||
|
a:visited { color: #000000; }
|
||||||
|
a:active { color: #000000; }
|
||||||
|
|
||||||
.spinner {
|
.spinner {
|
||||||
height: 50px;
|
height: 50px;
|
||||||
width: 50px;
|
width: 50px;
|
||||||
@ -47,27 +51,23 @@
|
|||||||
</style>
|
</style>
|
||||||
</head>
|
</head>
|
||||||
<body>
|
<body>
|
||||||
<hr/>
|
|
||||||
<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure>
|
<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" id="status">Downloading...</div>
|
||||||
<div class="emscripten">
|
<div class="emscripten">
|
||||||
<progress value="0" max="100" id="progress" hidden=1></progress>
|
<progress value="0" max="100" id="progress" hidden=1></progress>
|
||||||
</div>
|
</div>
|
||||||
<div class="emscripten_border">
|
|
||||||
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
|
|
||||||
</div>
|
|
||||||
<hr/>
|
|
||||||
<div class="emscripten">
|
<div class="emscripten">
|
||||||
<input type="checkbox" id="resize">Resize canvas
|
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
|
||||||
<input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer
|
Example compiled from <a href="https://github.com/ocornut/imgui">https://github.com/ocornut/imgui</a>
|
||||||
|
|
||||||
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked,
|
|
||||||
document.getElementById('resize').checked)">
|
|
||||||
</div>
|
</div>
|
||||||
|
<br>
|
||||||
<hr/>
|
<div class="emscripten">
|
||||||
<textarea class="emscripten" id="output" rows="8"></textarea>
|
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(false, document.getElementById('resize').checked)">
|
||||||
<hr>
|
<!-- <input type="checkbox" id="resize">Resize canvas -->
|
||||||
|
</div>
|
||||||
|
<br>
|
||||||
|
|
||||||
|
<textarea class="emscripten" id="output" rows="4"></textarea>
|
||||||
<script type='text/javascript'>
|
<script type='text/javascript'>
|
||||||
var statusElement = document.getElementById('status');
|
var statusElement = document.getElementById('status');
|
||||||
var progressElement = document.getElementById('progress');
|
var progressElement = document.getElementById('progress');
|
||||||
|
Loading…
Reference in New Issue
Block a user