mirror of
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(Not to misake with "Character Set" "Use Unicode Character Set" "Use Multi-Byte Character Set" which is a VS/Windows SDK thing but not a compiler-encoding thing.) |
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.. | ||
build_win32.bat | ||
example_sdl3_opengl3.vcxproj | ||
example_sdl3_opengl3.vcxproj.filters | ||
main.cpp | ||
Makefile | ||
Makefile.emscripten | ||
README.md |
How to Build
Windows with Visual Studio's IDE
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
Windows with Visual Studio's CLI
Use build_win32.bat or directly:
set SDL2_DIR=path_to_your_sdl3_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
Linux and similar Unixes
Use our Makefile or directly:
c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
`sdl3-config --libs` -lGL -ldl
macOS
Use our Makefile or directly:
brew install sdl3
c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
`sdl3-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 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:
"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// 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 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 whatmake 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).