Switched to imgui fork https://github.com/thedmd/imgui/commits/feature/docking-layout-external/ commit 899d85eb9489796f73a4dc67ad86892729707ce9
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@@ -40,9 +40,6 @@ EMS += -s USE_SDL=2
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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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# Build as single file (binary text encoded in .html file)
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#LDFLAGS += -sSINGLE_FILE
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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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#EMS += -s SAFE_HEAP=1 ## Adds overhead
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+3
-3
@@ -9,11 +9,11 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
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Use build_win32.bat or directly:
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```
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set SDL3_DIR=path_to_your_sdl3_folder
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
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set SDL2_DIR=path_to_your_sdl3_folder
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.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%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
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```
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## Linux and similar Unixes
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@@ -1,14 +1,8 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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@set OUT_DIR=Debug
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@set OUT_EXE=example_sdl3_opengl3
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@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
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@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib
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@set OUT_DIR=Debug
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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@set OUT_DIR=Release
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@REM mkdir %OUT_DIR%
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@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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+3
-20
@@ -18,6 +18,7 @@
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#include <SDL3/SDL_opengl.h>
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#endif
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// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
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#ifdef __EMSCRIPTEN__
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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@@ -26,7 +27,7 @@
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int main(int, char**)
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{
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// Setup SDL
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
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{
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printf("Error: SDL_Init(): %s\n", SDL_GetError());
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return -1;
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@@ -34,19 +35,12 @@ int main(int, char**)
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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100 (WebGL 1.0)
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// GL ES 2.0 + GLSL 100
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const char* glsl_version = "#version 100";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
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const char* glsl_version = "#version 300 es";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#elif defined(__APPLE__)
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// GL 3.2 Core + GLSL 150
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const char* glsl_version = "#version 150";
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@@ -76,12 +70,6 @@ int main(int, char**)
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}
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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if (gl_context == nullptr)
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{
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printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
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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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SDL_ShowWindow(window);
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@@ -160,11 +148,6 @@ int main(int, char**)
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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