mirror of
				https://github.com/Drezil/imgui.git
				synced 2025-11-03 22:51:06 +01:00 
			
		
		
		
	Examples: Made example_sdl_opengl3 and example_glfw_opengl3 build with Emscripten. Removed dedicated examples. (#2492, #2494, #3699, #3705)
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							@@ -40,8 +40,8 @@ xcuserdata
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examples/*.o.tmp
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					examples/*.o.tmp
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examples/*.out.js
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					examples/*.out.js
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examples/*.out.wasm
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					examples/*.out.wasm
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examples/example_emscripten_glfw_opengl3/web/*
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					examples/example_glfw_opengl3/web/*
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examples/example_emscripten_opengl3/web/*
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					examples/example_sdl_opengl3/web/*
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examples/example_emscripten_wgpu/web/*
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					examples/example_emscripten_wgpu/web/*
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## JetBrains IDE artifacts
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					## JetBrains IDE artifacts
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@@ -104,15 +104,10 @@ OSX + OpenGL2 example. <BR>
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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					(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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			||||||
 You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
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					 You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
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			||||||
[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
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					 | 
				
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Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
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					 | 
				
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
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					 | 
				
			||||||
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
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					 | 
				
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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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					 | 
				
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					 | 
				
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[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
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					[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
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			||||||
Emcripten + GLFW + WebGPU example. <BR>
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					Emcripten + GLFW + WebGPU example. <BR>
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			||||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
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					= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
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					Note that the 'example_glfw_opengl3' and 'example_sdl_opengl3' examples also supports Emscripten!
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[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
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					[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
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			||||||
GLFW (Mac) + Metal example. <BR>
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					GLFW (Mac) + Metal example. <BR>
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			||||||
@@ -121,18 +116,18 @@ GLFW (Mac) + Metal example. <BR>
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[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
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					[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
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			||||||
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
 | 
					GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
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			||||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
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					= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
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			||||||
**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
 | 
					**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
 | 
				
			||||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
 | 
					This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
 | 
				
			||||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
 | 
					If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
 | 
				
			||||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
 | 
					make things more complicated, will require your code to reset many GL attributes to their initial
 | 
				
			||||||
state, and might confuse your GPU driver. One star, not recommended.
 | 
					state, and might confuse your GPU driver. One star, not recommended.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
 | 
					[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
 | 
				
			||||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
 | 
					GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
 | 
				
			||||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
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					= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
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			||||||
This uses more modern OpenGL calls and custom shaders. <BR>
 | 
					This uses more modern GL calls and custom shaders.<BR>
 | 
				
			||||||
This may actually also work with OpenGL 2.x contexts! <BR>
 | 
					This support building with Emscripten and targetting WebGL.<BR>
 | 
				
			||||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
 | 
					Prefer using that if you are using modern GL or WebGL in your application.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
 | 
					[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
 | 
				
			||||||
GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
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					GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
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			||||||
@@ -163,17 +158,18 @@ SDL2 (Mac) + Metal example. <BR>
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			|||||||
[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/) <BR>
 | 
					[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/) <BR>
 | 
				
			||||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
 | 
					SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
 | 
				
			||||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
 | 
					= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
 | 
				
			||||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
 | 
					**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
 | 
				
			||||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
 | 
					This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
 | 
				
			||||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
 | 
					If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
 | 
				
			||||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
 | 
					make things more complicated, will require your code to reset many GL attributes to their initial
 | 
				
			||||||
state, and might confuse your GPU driver. One star, not recommended.
 | 
					state, and might confuse your GPU driver. One star, not recommended.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/) <BR>
 | 
					[example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/) <BR>
 | 
				
			||||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
 | 
					SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
 | 
				
			||||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
 | 
					= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
 | 
				
			||||||
This uses more modern OpenGL calls and custom shaders. <BR>
 | 
					This uses more modern GL calls and custom shaders. <BR>
 | 
				
			||||||
This may actually also work with OpenGL 2.x contexts! <BR>
 | 
					This support building with Emscripten and targetting WebGL.<BR>
 | 
				
			||||||
 | 
					Prefer using that if you are using modern GL or WebGL in your application.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR>
 | 
					[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR>
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			||||||
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR>
 | 
					SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR>
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			||||||
 
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@@ -1,167 +0,0 @@
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			|||||||
// Dear ImGui: standalone example application for Emscripten, using GLFW + OpenGL3
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					 | 
				
			||||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
 | 
					 | 
				
			||||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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					 | 
				
			||||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
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					 | 
				
			||||||
 | 
					 | 
				
			||||||
// This is mostly the same code as the GLFW + 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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					 | 
				
			||||||
#include "imgui.h"
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					 | 
				
			||||||
#include "imgui_impl_glfw.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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					 | 
				
			||||||
#define GL_SILENCE_DEPRECATION
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					 | 
				
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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					 | 
				
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#include <GLES2/gl2.h>
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					 | 
				
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#endif
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					 | 
				
			||||||
#include <GLFW/glfw3.h> // Will drag system OpenGL headers
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					 | 
				
			||||||
 | 
					 | 
				
			||||||
// Emscripten requires to have full control over the main loop. We're going to store our GLFW 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.
 | 
					 | 
				
			||||||
GLFWwindow*     g_Window = NULL;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
static void glfw_error_callback(int error, const char* description)
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					 | 
				
			||||||
{
 | 
					 | 
				
			||||||
    fprintf(stderr, "Glfw Error %d: %s\n", error, description);
 | 
					 | 
				
			||||||
}
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					 | 
				
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 | 
					 | 
				
			||||||
// For clarity, our main loop code is declared at the end.
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					 | 
				
			||||||
static void main_loop(void*);
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					 | 
				
			||||||
int main(int, char**)
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					 | 
				
			||||||
{
 | 
					 | 
				
			||||||
    // Setup window
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					 | 
				
			||||||
    glfwSetErrorCallback(glfw_error_callback);
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					 | 
				
			||||||
    if (!glfwInit())
 | 
					 | 
				
			||||||
        return 1;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // 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
 | 
					 | 
				
			||||||
    // run this code on Chrome for Android for example.
 | 
					 | 
				
			||||||
    const char* glsl_version = "#version 100";
 | 
					 | 
				
			||||||
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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					 | 
				
			||||||
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
 | 
					 | 
				
			||||||
    glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Create window with graphics context
 | 
					 | 
				
			||||||
    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Emscripten example", NULL, NULL);
 | 
					 | 
				
			||||||
    if (window == NULL)
 | 
					 | 
				
			||||||
        return 1;
 | 
					 | 
				
			||||||
    glfwMakeContextCurrent(window);
 | 
					 | 
				
			||||||
    glfwSwapInterval(1); // Enable vsync
 | 
					 | 
				
			||||||
    g_Window = window;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Setup Dear ImGui context
 | 
					 | 
				
			||||||
    IMGUI_CHECKVERSION();
 | 
					 | 
				
			||||||
    ImGui::CreateContext();
 | 
					 | 
				
			||||||
    ImGuiIO& io = ImGui::GetIO(); (void)io;
 | 
					 | 
				
			||||||
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
 | 
					 | 
				
			||||||
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
 | 
					 | 
				
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 | 
					 | 
				
			||||||
    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
 | 
					 | 
				
			||||||
    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
 | 
					 | 
				
			||||||
    io.IniFilename = NULL;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Setup Dear ImGui style
 | 
					 | 
				
			||||||
    ImGui::StyleColorsDark();
 | 
					 | 
				
			||||||
    //ImGui::StyleColorsLight();
 | 
					 | 
				
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 | 
					 | 
				
			||||||
    // Setup Platform/Renderer backends
 | 
					 | 
				
			||||||
    ImGui_ImplGlfw_InitForOpenGL(window, true);
 | 
					 | 
				
			||||||
    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.
 | 
					 | 
				
			||||||
    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
 | 
					 | 
				
			||||||
    // - Read 'docs/FONTS.md' for more instructions and details.
 | 
					 | 
				
			||||||
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
 | 
					 | 
				
			||||||
    // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontDefault();
 | 
					 | 
				
			||||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
 | 
					 | 
				
			||||||
    io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
 | 
					 | 
				
			||||||
    //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
 | 
					 | 
				
			||||||
    //IM_ASSERT(font != NULL);
 | 
					 | 
				
			||||||
#endif
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // 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, NULL, 0, true);
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
static void main_loop(void* arg)
 | 
					 | 
				
			||||||
{
 | 
					 | 
				
			||||||
    IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Our state (make them static = more or less global) as a convenience to keep the example terse.
 | 
					 | 
				
			||||||
    static bool show_demo_window = true;
 | 
					 | 
				
			||||||
    static bool show_another_window = false;
 | 
					 | 
				
			||||||
    static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Poll and handle events (inputs, window resize, etc.)
 | 
					 | 
				
			||||||
    // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
 | 
					 | 
				
			||||||
    // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
 | 
					 | 
				
			||||||
    // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
 | 
					 | 
				
			||||||
    // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | 
					 | 
				
			||||||
    glfwPollEvents();
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Start the Dear ImGui frame
 | 
					 | 
				
			||||||
    ImGui_ImplOpenGL3_NewFrame();
 | 
					 | 
				
			||||||
    ImGui_ImplGlfw_NewFrame();
 | 
					 | 
				
			||||||
    ImGui::NewFrame();
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
 | 
					 | 
				
			||||||
    if (show_demo_window)
 | 
					 | 
				
			||||||
        ImGui::ShowDemoWindow(&show_demo_window);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        static float f = 0.0f;
 | 
					 | 
				
			||||||
        static int counter = 0;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        ImGui::Begin("Hello, world!");                                // Create a window called "Hello, world!" and append into it.
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        ImGui::Text("This is some useful text.");                     // Display some text (you can use a format strings too)
 | 
					 | 
				
			||||||
        ImGui::Checkbox("Demo Window", &show_demo_window);            // Edit bools storing our window open/close state
 | 
					 | 
				
			||||||
        ImGui::Checkbox("Another Window", &show_another_window);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);                  // Edit 1 float using a slider from 0.0f to 1.0f
 | 
					 | 
				
			||||||
        ImGui::ColorEdit3("clear color", (float*)&clear_color);       // Edit 3 floats representing a color
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        if (ImGui::Button("Button"))                                  // Buttons return true when clicked (most widgets return true when edited/activated)
 | 
					 | 
				
			||||||
            counter++;
 | 
					 | 
				
			||||||
        ImGui::SameLine();
 | 
					 | 
				
			||||||
        ImGui::Text("counter = %d", counter);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
 | 
					 | 
				
			||||||
        ImGui::End();
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // 3. Show another simple window.
 | 
					 | 
				
			||||||
    if (show_another_window)
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        ImGui::Begin("Another Window", &show_another_window);         // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
 | 
					 | 
				
			||||||
        ImGui::Text("Hello from another window!");
 | 
					 | 
				
			||||||
        if (ImGui::Button("Close Me"))
 | 
					 | 
				
			||||||
            show_another_window = false;
 | 
					 | 
				
			||||||
        ImGui::End();
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Rendering
 | 
					 | 
				
			||||||
    ImGui::Render();
 | 
					 | 
				
			||||||
    int display_w, display_h;
 | 
					 | 
				
			||||||
    glfwGetFramebufferSize(g_Window, &display_w, &display_h);
 | 
					 | 
				
			||||||
    glViewport(0, 0, display_w, display_h);
 | 
					 | 
				
			||||||
    glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
 | 
					 | 
				
			||||||
    glClear(GL_COLOR_BUFFER_BIT);
 | 
					 | 
				
			||||||
    ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    glfwSwapBuffers(g_Window);
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
@@ -1,65 +0,0 @@
 | 
				
			|||||||
<!doctype html>
 | 
					 | 
				
			||||||
<html lang="en-us">
 | 
					 | 
				
			||||||
  <head>
 | 
					 | 
				
			||||||
    <meta charset="utf-8">
 | 
					 | 
				
			||||||
    <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
 | 
					 | 
				
			||||||
    <title>Dear ImGui GLFW+Emscripten example</title>
 | 
					 | 
				
			||||||
    <style>
 | 
					 | 
				
			||||||
        body { margin: 0; background-color: black }
 | 
					 | 
				
			||||||
        /*.emscripten {
 | 
					 | 
				
			||||||
            position: absolute;
 | 
					 | 
				
			||||||
            top: 0px;
 | 
					 | 
				
			||||||
            left: 0px;
 | 
					 | 
				
			||||||
            margin: 0px;
 | 
					 | 
				
			||||||
            border: 0;
 | 
					 | 
				
			||||||
            width: 100%;
 | 
					 | 
				
			||||||
            height: 100%;
 | 
					 | 
				
			||||||
            overflow: hidden;
 | 
					 | 
				
			||||||
            display: block;
 | 
					 | 
				
			||||||
            image-rendering: optimizeSpeed;
 | 
					 | 
				
			||||||
            image-rendering: -moz-crisp-edges;
 | 
					 | 
				
			||||||
            image-rendering: -o-crisp-edges;
 | 
					 | 
				
			||||||
            image-rendering: -webkit-optimize-contrast;
 | 
					 | 
				
			||||||
            image-rendering: optimize-contrast;
 | 
					 | 
				
			||||||
            image-rendering: crisp-edges;
 | 
					 | 
				
			||||||
            image-rendering: pixelated;
 | 
					 | 
				
			||||||
            -ms-interpolation-mode: nearest-neighbor;
 | 
					 | 
				
			||||||
        }*/
 | 
					 | 
				
			||||||
        .emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
 | 
					 | 
				
			||||||
    </style>
 | 
					 | 
				
			||||||
  </head>
 | 
					 | 
				
			||||||
  <body>
 | 
					 | 
				
			||||||
    <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
 | 
					 | 
				
			||||||
    <script type='text/javascript'>
 | 
					 | 
				
			||||||
      var Module = {
 | 
					 | 
				
			||||||
        preRun: [],
 | 
					 | 
				
			||||||
        postRun: [],
 | 
					 | 
				
			||||||
        print: (function() {
 | 
					 | 
				
			||||||
            return function(text) {
 | 
					 | 
				
			||||||
                text = Array.prototype.slice.call(arguments).join(' ');
 | 
					 | 
				
			||||||
                console.log(text);
 | 
					 | 
				
			||||||
            };
 | 
					 | 
				
			||||||
        })(),
 | 
					 | 
				
			||||||
        printErr: function(text) {
 | 
					 | 
				
			||||||
            text = Array.prototype.slice.call(arguments).join(' ');
 | 
					 | 
				
			||||||
            console.error(text);
 | 
					 | 
				
			||||||
        },
 | 
					 | 
				
			||||||
        canvas: (function() {
 | 
					 | 
				
			||||||
            var canvas = document.getElementById('canvas');
 | 
					 | 
				
			||||||
            //canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
 | 
					 | 
				
			||||||
            return canvas;
 | 
					 | 
				
			||||||
        })(),
 | 
					 | 
				
			||||||
        setStatus: function(text) {
 | 
					 | 
				
			||||||
            console.log("status: " + text);
 | 
					 | 
				
			||||||
        },
 | 
					 | 
				
			||||||
        monitorRunDependencies: function(left) {
 | 
					 | 
				
			||||||
            // no run dependencies to log
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
      };
 | 
					 | 
				
			||||||
      window.onerror = function() {
 | 
					 | 
				
			||||||
        console.log("onerror: " + event);
 | 
					 | 
				
			||||||
      };
 | 
					 | 
				
			||||||
    </script>
 | 
					 | 
				
			||||||
    {{{ SCRIPT }}}
 | 
					 | 
				
			||||||
  </body>
 | 
					 | 
				
			||||||
</html>
 | 
					 | 
				
			||||||
@@ -1,26 +0,0 @@
 | 
				
			|||||||
## 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
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
- Then build using `make` while in the `example_emscripten_opengl3/` directory.
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
## How to Run
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
To run on a local machine:
 | 
					 | 
				
			||||||
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
 | 
					 | 
				
			||||||
- Otherwise, generally you will need a local webserver:
 | 
					 | 
				
			||||||
  - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
 | 
					 | 
				
			||||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
 | 
					 | 
				
			||||||
  - Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
 | 
					 | 
				
			||||||
  - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
 | 
					 | 
				
			||||||
  - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
 | 
					 | 
				
			||||||
  - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
## Obsolete features:
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported.
 | 
					 | 
				
			||||||
- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`
 | 
					 | 
				
			||||||
@@ -1,176 +0,0 @@
 | 
				
			|||||||
// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
 | 
					 | 
				
			||||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
 | 
					 | 
				
			||||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
					 | 
				
			||||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// 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.
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
#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 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.
 | 
					 | 
				
			||||||
SDL_Window*     g_Window = NULL;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// For clarity, our main loop code is declared at the end.
 | 
					 | 
				
			||||||
static void main_loop(void*);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
int main(int, char**)
 | 
					 | 
				
			||||||
{
 | 
					 | 
				
			||||||
    // Setup SDL
 | 
					 | 
				
			||||||
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        printf("Error: %s\n", SDL_GetError());
 | 
					 | 
				
			||||||
        return -1;
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. 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 100";
 | 
					 | 
				
			||||||
    //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, 2);
 | 
					 | 
				
			||||||
    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);
 | 
					 | 
				
			||||||
    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
 | 
					 | 
				
			||||||
    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
 | 
					 | 
				
			||||||
    if (!gl_context)
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        fprintf(stderr, "Failed to initialize GL context!\n");
 | 
					 | 
				
			||||||
        return 1;
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
    SDL_GL_MakeCurrent(window, gl_context);
 | 
					 | 
				
			||||||
    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
 | 
					 | 
				
			||||||
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
 | 
					 | 
				
			||||||
    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
 | 
					 | 
				
			||||||
    io.IniFilename = NULL;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Setup Dear ImGui style
 | 
					 | 
				
			||||||
    ImGui::StyleColorsDark();
 | 
					 | 
				
			||||||
    //ImGui::StyleColorsLight();
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Setup Platform/Renderer backends
 | 
					 | 
				
			||||||
    ImGui_ImplSDL2_InitForOpenGL(window, 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.
 | 
					 | 
				
			||||||
    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
 | 
					 | 
				
			||||||
    // - Read 'docs/FONTS.md' for more instructions and details.
 | 
					 | 
				
			||||||
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
 | 
					 | 
				
			||||||
    // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontDefault();
 | 
					 | 
				
			||||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
 | 
					 | 
				
			||||||
    io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
 | 
					 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
 | 
					 | 
				
			||||||
    //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
 | 
					 | 
				
			||||||
    //IM_ASSERT(font != NULL);
 | 
					 | 
				
			||||||
#endif
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // 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);
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
static void main_loop(void* arg)
 | 
					 | 
				
			||||||
{
 | 
					 | 
				
			||||||
    ImGuiIO& io = ImGui::GetIO();
 | 
					 | 
				
			||||||
    IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Our state (make them static = more or less global) as a convenience to keep the example terse.
 | 
					 | 
				
			||||||
    static bool show_demo_window = true;
 | 
					 | 
				
			||||||
    static bool show_another_window = false;
 | 
					 | 
				
			||||||
    static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Poll and handle events (inputs, window resize, etc.)
 | 
					 | 
				
			||||||
    // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
 | 
					 | 
				
			||||||
    // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
 | 
					 | 
				
			||||||
    // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
 | 
					 | 
				
			||||||
    // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | 
					 | 
				
			||||||
    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();
 | 
					 | 
				
			||||||
    ImGui::NewFrame();
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
 | 
					 | 
				
			||||||
    if (show_demo_window)
 | 
					 | 
				
			||||||
        ImGui::ShowDemoWindow(&show_demo_window);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        static float f = 0.0f;
 | 
					 | 
				
			||||||
        static int counter = 0;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
 | 
					 | 
				
			||||||
        ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
 | 
					 | 
				
			||||||
        ImGui::Checkbox("Another Window", &show_another_window);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
 | 
					 | 
				
			||||||
        ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
 | 
					 | 
				
			||||||
            counter++;
 | 
					 | 
				
			||||||
        ImGui::SameLine();
 | 
					 | 
				
			||||||
        ImGui::Text("counter = %d", counter);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
 | 
					 | 
				
			||||||
        ImGui::End();
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // 3. Show another simple window.
 | 
					 | 
				
			||||||
    if (show_another_window)
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
 | 
					 | 
				
			||||||
        ImGui::Text("Hello from another window!");
 | 
					 | 
				
			||||||
        if (ImGui::Button("Close Me"))
 | 
					 | 
				
			||||||
            show_another_window = false;
 | 
					 | 
				
			||||||
        ImGui::End();
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Rendering
 | 
					 | 
				
			||||||
    ImGui::Render();
 | 
					 | 
				
			||||||
    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);
 | 
					 | 
				
			||||||
    glClear(GL_COLOR_BUFFER_BIT);
 | 
					 | 
				
			||||||
    ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
 | 
					 | 
				
			||||||
    SDL_GL_SwapWindow(g_Window);
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
@@ -6,7 +6,7 @@
 | 
				
			|||||||
# This Makefile assumes you have loaded emscripten's environment.
 | 
					# This Makefile assumes you have loaded emscripten's environment.
 | 
				
			||||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
 | 
					# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
 | 
				
			||||||
#
 | 
					#
 | 
				
			||||||
# Running `make` will produce three files:
 | 
					# Running `make -f Makefile.emscripten` will produce three files:
 | 
				
			||||||
#  - web/index.html
 | 
					#  - web/index.html
 | 
				
			||||||
#  - web/index.js
 | 
					#  - web/index.js
 | 
				
			||||||
#  - web/index.wasm
 | 
					#  - web/index.wasm
 | 
				
			||||||
@@ -32,7 +32,6 @@ 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 DISABLE_EXCEPTION_CATCHING=1
 | 
					EMS += -s DISABLE_EXCEPTION_CATCHING=1
 | 
				
			||||||
LDFLAGS += -s USE_GLFW=3 -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
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -60,7 +59,7 @@ 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
 | 
					# LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
 | 
				
			||||||
LDFLAGS += $(EMS)
 | 
					LDFLAGS += $(EMS)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
##---------------------------------------------------------------------
 | 
					##---------------------------------------------------------------------
 | 
				
			||||||
@@ -3,6 +3,8 @@
 | 
				
			|||||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
					// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
				
			||||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
					// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// This example can also compile and run with Emscripten. See Makefile.emscripten for details.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#include "imgui.h"
 | 
					#include "imgui.h"
 | 
				
			||||||
#include "imgui_impl_glfw.h"
 | 
					#include "imgui_impl_glfw.h"
 | 
				
			||||||
#include "imgui_impl_opengl3.h"
 | 
					#include "imgui_impl_opengl3.h"
 | 
				
			||||||
@@ -25,6 +27,11 @@ static GLFWwindow* g_AppWindow = NULL;
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
// Forward declarations of helper functions
 | 
					// Forward declarations of helper functions
 | 
				
			||||||
void MainLoopStep();
 | 
					void MainLoopStep();
 | 
				
			||||||
 | 
					#ifdef __EMSCRIPTEN__
 | 
				
			||||||
 | 
					#include <emscripten.h>
 | 
				
			||||||
 | 
					void MainLoopForEmscripten(void*) { MainLoopStep(); }
 | 
				
			||||||
 | 
					#endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
static void glfw_error_callback(int error, const char* description)
 | 
					static void glfw_error_callback(int error, const char* description)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    fprintf(stderr, "GLFW Error %d: %s\n", error, description);
 | 
					    fprintf(stderr, "GLFW Error %d: %s\n", error, description);
 | 
				
			||||||
@@ -91,6 +98,7 @@ int main(int, char**)
 | 
				
			|||||||
    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
 | 
					    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
 | 
				
			||||||
    // - Read 'docs/FONTS.md' for more instructions and details.
 | 
					    // - Read 'docs/FONTS.md' for more instructions and details.
 | 
				
			||||||
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
 | 
					    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
 | 
				
			||||||
 | 
					    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
 | 
				
			||||||
    //io.Fonts->AddFontDefault();
 | 
					    //io.Fonts->AddFontDefault();
 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
 | 
					    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
 | 
					    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
 | 
				
			||||||
@@ -100,8 +108,17 @@ int main(int, char**)
 | 
				
			|||||||
    //IM_ASSERT(font != NULL);
 | 
					    //IM_ASSERT(font != NULL);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Main loop
 | 
					    // Main loop
 | 
				
			||||||
 | 
					#ifndef __EMSCRIPTEN__
 | 
				
			||||||
 | 
					    // Desktop Build
 | 
				
			||||||
    while (!glfwWindowShouldClose(window))
 | 
					    while (!glfwWindowShouldClose(window))
 | 
				
			||||||
        MainLoopStep();
 | 
					        MainLoopStep();
 | 
				
			||||||
 | 
					#else
 | 
				
			||||||
 | 
					    // Emscripten Build
 | 
				
			||||||
 | 
					    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
 | 
				
			||||||
 | 
					    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
 | 
				
			||||||
 | 
					    io.IniFilename = NULL;
 | 
				
			||||||
 | 
					    emscripten_set_main_loop_arg(MainLoopForEmscripten, NULL, 0, true);
 | 
				
			||||||
 | 
					#endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Cleanup
 | 
					    // Cleanup
 | 
				
			||||||
    ImGui_ImplOpenGL3_Shutdown();
 | 
					    ImGui_ImplOpenGL3_Shutdown();
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -6,7 +6,7 @@
 | 
				
			|||||||
# This Makefile assumes you have loaded emscripten's environment.
 | 
					# This Makefile assumes you have loaded emscripten's environment.
 | 
				
			||||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
 | 
					# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
 | 
				
			||||||
#
 | 
					#
 | 
				
			||||||
# Running `make` will produce three files:
 | 
					# Running `make -f Makefile.emscripten` will produce three files:
 | 
				
			||||||
#  - web/index.html
 | 
					#  - web/index.html
 | 
				
			||||||
#  - web/index.js
 | 
					#  - web/index.js
 | 
				
			||||||
#  - web/index.wasm
 | 
					#  - web/index.wasm
 | 
				
			||||||
@@ -60,7 +60,7 @@ 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
 | 
					LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
 | 
				
			||||||
LDFLAGS += $(EMS)
 | 
					LDFLAGS += $(EMS)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
##---------------------------------------------------------------------
 | 
					##---------------------------------------------------------------------
 | 
				
			||||||
@@ -1,12 +1,13 @@
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
# How to Build
 | 
					# How to Build
 | 
				
			||||||
 | 
					
 | 
				
			||||||
- On Windows with Visual Studio's IDE
 | 
					## Windows with Visual Studio's IDE
 | 
				
			||||||
 | 
					
 | 
				
			||||||
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
 | 
					Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
- On Windows with Visual Studio's CLI
 | 
					## Windows with Visual Studio's CLI
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Use build_win32.bat or directly:
 | 
				
			||||||
```
 | 
					```
 | 
				
			||||||
set SDL2_DIR=path_to_your_sdl2_folder
 | 
					set SDL2_DIR=path_to_your_sdl2_folder
 | 
				
			||||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
 | 
					cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
 | 
				
			||||||
@@ -15,15 +16,42 @@ cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_
 | 
				
			|||||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
 | 
					cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
 | 
				
			||||||
```
 | 
					```
 | 
				
			||||||
 | 
					
 | 
				
			||||||
- On Linux and similar Unixes
 | 
					## Linux and similar Unixes
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Use our Makefile or directly:
 | 
				
			||||||
```
 | 
					```
 | 
				
			||||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -ldl
 | 
					c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
 | 
				
			||||||
 | 
					  main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
 | 
				
			||||||
 | 
					  `sdl2-config --libs` -lGL -ldl
 | 
				
			||||||
```
 | 
					```
 | 
				
			||||||
 | 
					
 | 
				
			||||||
- On Mac OS X
 | 
					## macOS
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Use our Makefile or directly:
 | 
				
			||||||
```
 | 
					```
 | 
				
			||||||
brew install sdl2
 | 
					brew install sdl2
 | 
				
			||||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
 | 
					c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
 | 
				
			||||||
 | 
					  main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
 | 
				
			||||||
 | 
					  `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
 | 
				
			||||||
```
 | 
					```
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					## Emscripten
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					**Building**
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					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
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
 | 
				
			||||||
 | 
					- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
 | 
				
			||||||
 | 
					- Then build using `make -f Makefile.emscripten` while in the current directory.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					**Running an Emscripten project**
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					To run on a local machine:
 | 
				
			||||||
 | 
					- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
 | 
				
			||||||
 | 
					- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
 | 
				
			||||||
 | 
					_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
 | 
				
			||||||
 | 
					- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
 | 
				
			||||||
 | 
					- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
 | 
				
			||||||
 | 
					- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
 | 
				
			||||||
 | 
					- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -3,6 +3,8 @@
 | 
				
			|||||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
					// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
				
			||||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
					// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// This example can also compile and run with Emscripten. See Makefile.emscripten for details.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#include "imgui.h"
 | 
					#include "imgui.h"
 | 
				
			||||||
#include "imgui_impl_sdl.h"
 | 
					#include "imgui_impl_sdl.h"
 | 
				
			||||||
#include "imgui_impl_opengl3.h"
 | 
					#include "imgui_impl_opengl3.h"
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			||||||
@@ -19,6 +21,10 @@ static SDL_Window* g_AppWindow = NULL;
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			||||||
// Forward declarations of helper functions
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					// Forward declarations of helper functions
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			||||||
bool MainLoopStep();
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					bool MainLoopStep();
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					#ifdef __EMSCRIPTEN__
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					#include <emscripten.h>
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					void MainLoopForEmscripten(void*) { MainLoopStep(); }
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					#endif
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			||||||
// Main code
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					// Main code
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			||||||
int main(int, char**)
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					int main(int, char**)
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			||||||
@@ -88,6 +94,7 @@ int main(int, char**)
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			|||||||
    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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					    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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			||||||
    // - Read 'docs/FONTS.md' for more instructions and details.
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					    // - Read 'docs/FONTS.md' for more instructions and details.
 | 
				
			||||||
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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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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					    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
 | 
				
			||||||
    //io.Fonts->AddFontDefault();
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					    //io.Fonts->AddFontDefault();
 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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					    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
 | 
				
			||||||
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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					    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
 | 
				
			||||||
@@ -97,11 +104,20 @@ int main(int, char**)
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			|||||||
    //IM_ASSERT(font != NULL);
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					    //IM_ASSERT(font != NULL);
 | 
				
			||||||
 | 
					
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			||||||
    // Main loop
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					    // Main loop
 | 
				
			||||||
 | 
					#ifndef __EMSCRIPTEN__
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			||||||
 | 
					    // Desktop Build
 | 
				
			||||||
    while (true)
 | 
					    while (true)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        if (!MainLoopStep())
 | 
					        if (!MainLoopStep())
 | 
				
			||||||
            break;
 | 
					            break;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					#else
 | 
				
			||||||
 | 
					    // Emscripten Build
 | 
				
			||||||
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					    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
 | 
				
			||||||
 | 
					    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
 | 
				
			||||||
 | 
					    io.IniFilename = NULL;
 | 
				
			||||||
 | 
					    emscripten_set_main_loop_arg(MainLoopForEmscripten, NULL, 0, true);
 | 
				
			||||||
 | 
					#endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Cleanup
 | 
					    // Cleanup
 | 
				
			||||||
    ImGui_ImplOpenGL3_Shutdown();
 | 
					    ImGui_ImplOpenGL3_Shutdown();
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -3,9 +3,10 @@
 | 
				
			|||||||
  <head>
 | 
					  <head>
 | 
				
			||||||
    <meta charset="utf-8">
 | 
					    <meta charset="utf-8">
 | 
				
			||||||
    <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
 | 
					    <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
 | 
				
			||||||
    <title>Dear ImGui SDL+Emscripten example</title>
 | 
					    <title>Dear ImGui Emscripten example</title>
 | 
				
			||||||
    <style>
 | 
					    <style>
 | 
				
			||||||
        body { margin: 0; background-color: black }
 | 
					        body { margin: 0; background-color: black }
 | 
				
			||||||
 | 
					        /* FIXME: with our GLFW example this block seems to break resizing and io.DisplaySize gets stuck */
 | 
				
			||||||
        .emscripten {
 | 
					        .emscripten {
 | 
				
			||||||
            position: absolute;
 | 
					            position: absolute;
 | 
				
			||||||
            top: 0px;
 | 
					            top: 0px;
 | 
				
			||||||
@@ -5994,6 +5994,9 @@ void ImGui::ShowAboutWindow(bool* p_open)
 | 
				
			|||||||
#endif
 | 
					#endif
 | 
				
			||||||
#ifdef __clang_version__
 | 
					#ifdef __clang_version__
 | 
				
			||||||
        ImGui::Text("define: __clang_version__=%s", __clang_version__);
 | 
					        ImGui::Text("define: __clang_version__=%s", __clang_version__);
 | 
				
			||||||
 | 
					#endif
 | 
				
			||||||
 | 
					#ifdef __EMSCRIPTEN__
 | 
				
			||||||
 | 
					        ImGui::Text("define: __EMSCRIPTEN__");
 | 
				
			||||||
#endif
 | 
					#endif
 | 
				
			||||||
        ImGui::Separator();
 | 
					        ImGui::Separator();
 | 
				
			||||||
        ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
 | 
					        ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user