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Examples: (Again, but better) made SDL+GL and GLFW+GL examples build with Emscripten. (#2492, #2494, #3699, #3705)
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@ -20,6 +20,11 @@
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
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#ifdef __EMSCRIPTEN__
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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@ -85,6 +90,7 @@ 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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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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@ -99,7 +105,14 @@ int main(int, char**)
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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#ifdef __EMSCRIPTEN__
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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.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = NULL;
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EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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while (!glfwWindowShouldClose(window))
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#endif
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{
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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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@ -161,6 +174,9 @@ int main(int, char**)
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glfwSwapBuffers(window);
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}
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_MAINLOOP_END;
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#endif
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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