513af1efc9
(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.)
58 lines
3.7 KiB
Markdown
58 lines
3.7 KiB
Markdown
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# How to Build
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## Windows with Visual Studio's IDE
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Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
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## Windows with Visual Studio's CLI
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Use build_win32.bat or directly:
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```
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set SDL2_DIR=path_to_your_sdl2_folder
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
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# or for 64-bit:
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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```
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## Linux and similar Unixes
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Use our Makefile or directly:
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```
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c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
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main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
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`sdl2-config --libs` -lGL -ldl
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```
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## macOS
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Use our Makefile or directly:
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```
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brew install sdl2
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c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
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main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
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`sdl2-config --libs` -framework OpenGl -framework CoreFoundation
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```
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## Emscripten
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**Building**
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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.bat` in your console to access the Emscripten command-line tools.
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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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- Then build using `make -f Makefile.emscripten` while in the current directory.
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**Running an Emscripten project**
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To run on a local machine:
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- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
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- Otherwise, generally you will 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 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.
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- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
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- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
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- 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).
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