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* Add imgui * migrate render options * remove wmcgui * Add subsystem selection and highlighting * Add a syntactic sugar extension for imgui * don't rebuild the mission list every frame * Add imgui_sugar extension * Move helper functions out of lab_ui, add function to display consolidated table text for object * add button to export cubemap * fix entering and exiting the lab * refactor some of this for greater cleanness * use techroom lighting when no mission background is set * minor things * add imguizmo * add imguizmo * Add imgui * migrate render options * remove wmcgui * Add subsystem selection and highlighting * Add a syntactic sugar extension for imgui * don't rebuild the mission list every frame * Move helper functions out of lab_ui, add function to display consolidated table text for object * add button to export cubemap * fix entering and exiting the lab * refactor some of this for greater cleanness * minor things * add imguizmo * add imguizmo * Add button to reset changes made in the render dialog * refactoring * unfuck rebase * fix issue with loose mission files * use with_CollapsingHeader for greater uniformity * add weapon selection functionality * make primaries and secondaries fire again * implement animation triggers * avoid crash when switching back and forth between ships with and without team colors * add control to set team color setting to renderer texture dialog * make sure the table text updates when the ship class changes * let rotating subsystems rotate * do not add imgui.h to pstypes * code cleanup * add subsys highlighter from fred * Highlight non-modelled subsystems as well * add cmdline flag to show the imgui demo dialogue * fix compiler warnings reported by CI * fix error when building the subsystem list * refactor variable/method naming * code cleanup * remove vestigial code * update to imgui 1.89.1 * add credits entry for imgui * use the imgui namespace * Separate the background dialog out into its own window * make sure the subsystem highlights are placed correctly Co-authored-by: Fabian Woltermann <[email protected]>
How to Build
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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
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Depending on your configuration, in Windows you may need to run
emsdk/emsdk_env.batin your console to access the Emscripten command-line tools. -
You may also refer to our Continuous Integration setup for Emscripten setup.
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Then build using
makewhile in theexample_emscripten_wgpu/directory. -
Requires recent Emscripten as WGPU is still a work-in-progress API.
How to Run
To run on a local machine:
- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
make servewill 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
emruncommand:emrun web/example_emscripten_opengl3.html --browser firefoxwhich 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 serveuses). - 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).
- Quoting https://emscripten.org/docs/getting_started: