mirror of https://github.com/ocornut/imgui
Examples: Emscripten+GLFW: revert to use a shell_minimal.html closer to vanilla one, as our fullscreen + misc tweaks to Emscripten+SDL example to match other version.
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@ -40,6 +40,7 @@ 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_glfw_opengl3/web/*
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examples/example_emscripten_opengl3/web/*
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examples/example_emscripten_wgpu/web/*
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@ -32,9 +32,9 @@ EMS =
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##---------------------------------------------------------------------
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# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
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EMS += -s USE_GLFW=3
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EMS += -s DISABLE_EXCEPTION_CATCHING=1
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LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
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LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
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# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
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#EMS += -s BINARYEN_TRAP_MODE=clamp
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@ -60,7 +60,8 @@ endif
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CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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#CPPFLAGS += -g
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CPPFLAGS += -Wall -Wformat -Os $(EMS)
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LDFLAGS += --shell-file shell_minimal.html $(EMS)
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LDFLAGS += --shell-file shell_minimal.html
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LDFLAGS += $(EMS)
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##---------------------------------------------------------------------
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## BUILD RULES
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@ -6,7 +6,7 @@
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<title>Dear ImGui GLFW+Emscripten example</title>
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<style>
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body { margin: 0; background-color: black }
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.emscripten {
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/*.emscripten {
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position: absolute;
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top: 0px;
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left: 0px;
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@ -24,7 +24,8 @@
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image-rendering: crisp-edges;
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image-rendering: pixelated;
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-ms-interpolation-mode: nearest-neighbor;
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}
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}*/
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.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
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</style>
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</head>
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<body>
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@ -60,7 +60,8 @@ endif
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CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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#CPPFLAGS += -g
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CPPFLAGS += -Wall -Wformat -Os $(EMS)
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LDFLAGS += --shell-file shell_minimal.html $(EMS)
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LDFLAGS += --shell-file shell_minimal.html
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LDFLAGS += $(EMS)
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##---------------------------------------------------------------------
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## BUILD RULES
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@ -18,7 +18,6 @@
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// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
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// 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.
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SDL_Window* g_Window = NULL;
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SDL_GLContext g_GLContext = NULL;
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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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@ -49,13 +48,14 @@ int main(int, char**)
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SDL_DisplayMode current;
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SDL_GetCurrentDisplayMode(0, ¤t);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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g_Window = SDL_CreateWindow("Dear ImGui SDL+Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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g_GLContext = SDL_GL_CreateContext(g_Window);
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if (!g_GLContext)
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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if (!gl_context)
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{
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fprintf(stderr, "Failed to initialize WebGL context!\n");
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fprintf(stderr, "Failed to initialize GL context!\n");
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return 1;
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}
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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@ -74,7 +74,7 @@ int main(int, char**)
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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@ -98,6 +98,7 @@ int main(int, char**)
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#endif
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// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
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g_Window = window;
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emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
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}
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@ -137,16 +138,16 @@ static void main_loop(void* arg)
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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@ -158,7 +159,7 @@ static void main_loop(void* arg)
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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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)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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@ -167,7 +168,6 @@ static void main_loop(void* arg)
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// Rendering
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ImGui::Render();
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SDL_GL_MakeCurrent(g_Window, g_GLContext);
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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