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authorgramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
committergramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
commita6501b5d7ad204c3b998c843c7ed68ef7be323ba (patch)
tree1a442e6095abf160e36baa31a319858774cd1178 /lib/imgui-1.90.7/examples/libs/emscripten
parent6af7e785890a322f60c21a51e3d41cd9015e6773 (diff)
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more vks, stupid mutlistep build, and imgui
Diffstat (limited to 'lib/imgui-1.90.7/examples/libs/emscripten')
-rw-r--r--lib/imgui-1.90.7/examples/libs/emscripten/emscripten_mainloop_stub.h37
-rw-r--r--lib/imgui-1.90.7/examples/libs/emscripten/shell_minimal.html65
2 files changed, 102 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/examples/libs/emscripten/emscripten_mainloop_stub.h b/lib/imgui-1.90.7/examples/libs/emscripten/emscripten_mainloop_stub.h
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+++ b/lib/imgui-1.90.7/examples/libs/emscripten/emscripten_mainloop_stub.h
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+// What does this file solves?
+// - Since Dear ImGui 1.00 we took pride that most of our examples applications had their entire
+// main-loop inside the main() function. That's because:
+// - It makes the examples easier to read, keeping the code sequential.
+// - It permit the use of local variables, making it easier to try things and perform quick
+// changes when someone needs to quickly test something (vs having to structure the example
+// in order to pass data around). This is very important because people use those examples
+// to craft easy-to-past repro when they want to discuss features or report issues.
+// - It conveys at a glance that this is a no-BS framework, it won't take your main loop away from you.
+// - It is generally nice and elegant.
+// - However, comes Emscripten... it is a wonderful and magical tech but it requires a "main loop" function.
+// - Only some of our examples would run on Emscripten. Typically the ones rendering with GL or WGPU ones.
+// - I tried to refactor those examples but felt it was problematic that other examples didn't follow the
+// same layout. Why would the SDL+GL example be structured one way and the SGL+DX11 be structured differently?
+// Especially as we are trying hard to convey that using a Dear ImGui backend in an *existing application*
+// should requires only a few dozens lines of code, and this should be consistent and symmetrical for all backends.
+// - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function.
+// This worked, but it made us lose all the nice things we had...
+
+// Since only about 3 examples really need to run with Emscripten, here's our solution:
+// - Use some weird macros and capturing lambda to turn a loop in main() into a function.
+// - Hide all that crap in this file so it doesn't make our examples unusually ugly.
+// As a stance and principle of Dear ImGui development we don't use C++ headers and we don't
+// want to suggest to the newcomer that we would ever use C++ headers as this would affect
+// the initial judgment of many of our target audience.
+// - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <functional>
+static std::function<void()> MainLoopForEmscriptenP;
+static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); }
+#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]()
+#define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
+#else
+#define EMSCRIPTEN_MAINLOOP_BEGIN
+#define EMSCRIPTEN_MAINLOOP_END
+#endif
diff --git a/lib/imgui-1.90.7/examples/libs/emscripten/shell_minimal.html b/lib/imgui-1.90.7/examples/libs/emscripten/shell_minimal.html
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+++ b/lib/imgui-1.90.7/examples/libs/emscripten/shell_minimal.html
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+<!doctype html>
+<html lang="en-us">
+ <head>
+ <meta charset="utf-8">
+ <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
+ <title>Dear ImGui Emscripten example</title>
+ <style>
+ body { margin: 0; background-color: black }
+ /* FIXME: with our GLFW example this block seems to break resizing and io.DisplaySize gets stuck */
+ .emscripten {
+ position: absolute;
+ top: 0px;
+ left: 0px;
+ margin: 0px;
+ border: 0;
+ width: 100%;
+ height: 100%;
+ overflow: hidden;
+ display: block;
+ image-rendering: optimizeSpeed;
+ image-rendering: -moz-crisp-edges;
+ image-rendering: -o-crisp-edges;
+ image-rendering: -webkit-optimize-contrast;
+ image-rendering: optimize-contrast;
+ image-rendering: crisp-edges;
+ image-rendering: pixelated;
+ -ms-interpolation-mode: nearest-neighbor;
+ }
+ </style>
+ </head>
+ <body>
+ <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
+ <script type='text/javascript'>
+ var Module = {
+ preRun: [],
+ postRun: [],
+ print: (function() {
+ return function(text) {
+ text = Array.prototype.slice.call(arguments).join(' ');
+ console.log(text);
+ };
+ })(),
+ printErr: function(text) {
+ text = Array.prototype.slice.call(arguments).join(' ');
+ console.error(text);
+ },
+ canvas: (function() {
+ var canvas = document.getElementById('canvas');
+ //canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
+ return canvas;
+ })(),
+ setStatus: function(text) {
+ console.log("status: " + text);
+ },
+ monitorRunDependencies: function(left) {
+ // no run dependencies to log
+ }
+ };
+ window.onerror = function() {
+ console.log("onerror: " + event);
+ };
+ </script>
+ {{{ SCRIPT }}}
+ </body>
+</html>