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Rename example_emscripten/ to example_emscripten_opengl3/ (#3632)
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.github/workflows/build.yml
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.github/workflows/build.yml
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@ -49,7 +49,7 @@ jobs:
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shell: cmd
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run: |
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cd examples\example_null
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call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
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call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
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.\build_win32.bat /W4
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- name: Build example_null (single file build)
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@ -72,7 +72,7 @@ jobs:
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- name: Build example_null (as DLL)
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shell: cmd
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run: |
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call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
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call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
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echo #ifdef _EXPORT > example_single_file.cpp
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echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp
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echo #else >> example_single_file.cpp
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@ -393,12 +393,12 @@ jobs:
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emsdk-master/emsdk install latest
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emsdk-master/emsdk activate latest
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- name: Build example_emscripten
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- name: Build example_emscripten_opengl3
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run: |
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pushd emsdk-master
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source ./emsdk_env.sh
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popd
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make -C examples/example_emscripten
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make -C examples/example_emscripten_opengl3
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Discord-CI:
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runs-on: ubuntu-18.04
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2
.gitignore
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2
.gitignore
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@ -34,7 +34,7 @@ xcuserdata
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examples/*.o.tmp
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examples/*.out.js
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examples/*.out.wasm
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examples/example_emscripten/example_emscripten.*
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examples/example_emscripten_opengl3/example_emscripten_opengl3.*
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## JetBrains IDE artifacts
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.idea
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@ -42,7 +42,7 @@ It is important to understand the difference between the core Dear ImGui library
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and backends which we are describing here (backends/ folder).
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- Some issues may only be backend or platform specific.
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- You should be able to write backends for pretty much any platform and any 3D graphics API.
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- You should be able to write backends for pretty much any platform and any 3D graphics API.
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e.g. you can get creative and use software rendering or render remotely on a different machine.
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@ -75,7 +75,7 @@ List of high-level Frameworks Backends (combining Platform + Renderer):
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imgui_impl_marmalade.cpp
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Emscripten is also supported.
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The [example_emscripten](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
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The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
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### Backends for third-party frameworks, graphics API or other languages
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@ -129,32 +129,32 @@ If you are new to Dear ImGui, first try using the existing backends as-is.
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You will save lots of time integrating the library.
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You can LATER decide to rewrite yourself a custom backend if you really need to.
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In most situations, custom backends have less features and more bugs than the standard backends we provide.
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If you want portability, you can use multiple backends and choose between them either at compile time
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or at runtime.
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If you want portability, you can use multiple backends and choose between them either at compile time
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or at runtime.
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**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
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system layered over DirectX11.<BR>
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Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
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Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
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Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
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custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
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**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively.<BR>
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Suggestion: use multiple generic backends!
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Once it works, if you really need it you can replace parts of backends with your own abstractions.
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**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
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**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
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and you have high-level systems everywhere.<BR>
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Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
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your desktop builds working first. This will get you running faster and get your acquainted with
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how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API.
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Also:
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The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
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Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
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extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
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requests such as: "create an additional OS window", "create a render context", "get the OS position of this
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The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
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Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
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extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
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requests such as: "create an additional OS window", "create a render context", "get the OS position of this
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window" etc. See 'ImGuiPlatformIO' for details.
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Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
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Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
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than supporting single-viewport.
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If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
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improvements and fixes related to viewports and platform windows without extra work on your side.
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@ -76,7 +76,7 @@ Other Changes:
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- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
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- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
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- Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states
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(and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs,
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(and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs,
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vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window.
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- Misc: Replaced UTF-8 decoder with one based on branchless one by Christopher Wellons. [@rokups]
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Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder
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@ -93,6 +93,7 @@ Other Changes:
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- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
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- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
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- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups]
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- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632)
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- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB]
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- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them.
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- Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs.
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@ -2,7 +2,7 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMP
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## Dear ImGui: Examples
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**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
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**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
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platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder.
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You can find Windows binaries for some of those example applications at:
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@ -13,7 +13,7 @@ You can find Windows binaries for some of those example applications at:
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Integration in a typical existing application, should take <20 lines when using standard backends.
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At initialization:
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At initialization:
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call ImGui::CreateContext()
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call ImGui_ImplXXXX_Init() for each backend.
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@ -35,11 +35,11 @@ Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
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// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
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ImGui_ImplWin32_Init(my_hwnd);
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ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
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// Application main loop
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while (true)
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{
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@ -47,10 +47,10 @@ Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// Any application code here
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ImGui::Text("Hello, world!");
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// End of frame: render Dear ImGui
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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@ -68,7 +68,7 @@ Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui
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Please read the comments and instruction at the top of each file.
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Please read FAQ at http://www.dearimgui.org/faq
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If you are using of the backend provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
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If you are using of the backend provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
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files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
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Changelog, so if you want to update them later it will be easier to catch up with what changed.
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@ -82,8 +82,8 @@ Allegro 5 example. <BR>
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[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
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OSX & iOS + Metal example. <BR>
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= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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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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[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR>
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@ -92,7 +92,7 @@ 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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You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
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[example_emscripten/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten/) <BR>
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[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
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Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
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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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@ -220,7 +220,7 @@ to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience
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However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
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path and will feel smoother than the majority of contents rendered via regular graphics API (including,
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but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
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but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
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as the mouse, that disconnect may be jarring to particularly sensitive users.
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You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
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using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
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# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
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#
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# Running `make` will produce three files:
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# - example_emscripten.html
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# - example_emscripten.js
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# - example_emscripten.wasm
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# - example_emscripten_opengl3.html
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# - example_emscripten_opengl3.js
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# - example_emscripten_opengl3.wasm
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#
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# All three are needed to run the demo.
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CC = emcc
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CXX = em++
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EXE = example_emscripten.html
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EXE = example_emscripten_opengl3.html
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IMGUI_DIR = ../..
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SOURCES = main.cpp
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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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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- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
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- 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.
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- Then build using `make` while in the `example_emscripten/` directory.
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- Then build using `make` while in the `example_emscripten_opengl3/` directory.
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## How to Run
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To run on a local machine:
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- Generally you may need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
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_"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."_
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- Emscripten SDK has a handy `emrun` command: `emrun example_emscripten.html` which will spawn a temporary local webserver. See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
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- Emscripten SDK has a handy `emrun` command: `emrun example_emscripten_opengl3.html` which will spawn a temporary local webserver. See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
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- Otherwise you may use Python builtin webserver: `python -m http.server` in Python 3 or `python -m SimpleHTTPServer` in Python 2. After doing that, you can visit http://localhost:8000/.
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## Obsolete features:
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