simple renames, remove a bunch of emscripten code

This commit is contained in:
Tanishq Dubey 2024-06-12 09:23:41 -04:00
parent 9e47fdd28e
commit e418da1d3b
10 changed files with 2 additions and 669 deletions

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@ -14,7 +14,7 @@
#CXX = g++
#CXX = clang++
EXE = ppdnode
EXE = tview
IMGUI_DIR = lib
SOURCES = main.cpp
SOURCES += $(wildcard $(IMGUI_DIR)/*.cpp)

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@ -1,92 +0,0 @@
#
# Makefile to use with SDL+emscripten
# See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions.
#
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make -f Makefile.emscripten` will produce three files:
# - web/index.html
# - web/index.js
# - web/index.wasm
#
# All three are needed to run the demo.
CC = emcc
CXX = em++
WEB_DIR = web
EXE = $(WEB_DIR)/index.html
IMGUI_DIR = lib
SOURCES = main.cpp
SOURCES += $(wildcard $(IMGUI_DIR)/*.cpp)
SOURCES += $(wildcard $(IMGUI_DIR)/backends/*.cpp)
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CPPFLAGS = -std=c++20 -DIMGUI_DEFINE_MATH_OPERATORS
LDFLAGS =
EMS =
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s USE_SDL=2 -flto -O2
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 -sEXPORTED_FUNCTIONS=[_main,_malloc,_free] -sEXPORTED_RUNTIME_METHODS=[ccall]
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
##---------------------------------------------------------------------
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Os $(EMS)
LDFLAGS += --shell-file lib/emscripten/shell_minimal.html
LDFLAGS += $(EMS)
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(WEB_DIR):
mkdir $@
serve: all
python3 -m http.server -d $(WEB_DIR)
$(EXE): clean $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean:
rm -rf $(OBJS) $(WEB_DIR)

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@ -1,8 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_sdl2_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
mkdir %OUT_DIR%
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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@ -1,97 +0,0 @@
#ifndef EMSCRIPTEN_UPLOAD_FILE_H_INCLUDED
#define EMSCRIPTEN_UPLOAD_FILE_H_INCLUDED
#include <string>
#include <emscripten.h>
#define _EM_JS_INLINE(ret, c_name, js_name, params, code) \
extern "C" { \
ret c_name params EM_IMPORT(js_name); \
EMSCRIPTEN_KEEPALIVE \
__attribute__((section("em_js"), aligned(1))) inline char __em_js__##js_name[] = \
#params "<::>" code; \
}
#define EM_JS_INLINE(ret, name, params, ...) _EM_JS_INLINE(ret, name, name, params, #__VA_ARGS__)
namespace emscripten_browser_file {
/////////////////////////////////// Interface //////////////////////////////////
using upload_handler = void(*)(std::string const&, std::string const&, std::string_view buffer, void*);
inline void upload(std::string const &accept_types, upload_handler callback, void *callback_data = nullptr);
inline void download(std::string const &filename, std::string const &mime_type, std::string_view buffer);
///////////////////////////////// Implementation ///////////////////////////////
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wmissing-variable-declarations"
EM_JS_INLINE(void, upload, (char const *accept_types, upload_handler callback, void *callback_data), {
/// Prompt the browser to open the file selector dialogue, and pass the file to the given handler
/// Accept-types are in the format ".png,.jpeg,.jpg" as per https://developer.mozilla.org/en-US/docs/Web/HTML/Attributes/accept
/// Upload handler callback signature is:
/// void my_handler(std::string const &filename, std::string const &mime_type, std::string_view buffer, void *callback_data = nullptr);
globalThis["open_file"] = function(e) {
const file_reader = new FileReader();
file_reader.onload = (event) => {
const uint8Arr = new Uint8Array(event.target.result);
const data_ptr = Module["_malloc"](uint8Arr.length);
const data_on_heap = new Uint8Array(Module["HEAPU8"].buffer, data_ptr, uint8Arr.length);
data_on_heap.set(uint8Arr);
Module["ccall"]('upload_file_return', 'number', ['string', 'string', 'number', 'number', 'number', 'number'], [event.target.filename, event.target.mime_type, data_on_heap.byteOffset, uint8Arr.length, callback, callback_data]);
Module["_free"](data_ptr);
};
file_reader.filename = e.target.files[0].name;
file_reader.mime_type = e.target.files[0].type;
file_reader.readAsArrayBuffer(e.target.files[0]);
};
var file_selector = document.createElement('input');
file_selector.setAttribute('type', 'file');
file_selector.setAttribute('onchange', 'globalThis["open_file"](event)');
file_selector.setAttribute('accept', UTF8ToString(accept_types));
file_selector.click();
});
#pragma GCC diagnostic pop
inline void upload(std::string const &accept_types, upload_handler callback, void *callback_data) {
/// C++ wrapper for javascript upload call
upload(accept_types.c_str(), callback, callback_data);
}
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wmissing-variable-declarations"
EM_JS_INLINE(void, download, (char const *filename, char const *mime_type, void const *buffer, size_t buffer_size), {
/// Offer a buffer in memory as a file to download, specifying download filename and mime type
var a = document.createElement('a');
a.download = UTF8ToString(filename);
a.href = URL.createObjectURL(new Blob([new Uint8Array(Module["HEAPU8"].buffer, buffer, buffer_size)], {type: UTF8ToString(mime_type)}));
a.click();
});
#pragma GCC diagnostic pop
inline void download(std::string const &filename, std::string const &mime_type, std::string_view buffer) {
/// C++ wrapper for javascript download call, accepting a string_view
download(filename.c_str(), mime_type.c_str(), buffer.data(), buffer.size());
}
namespace {
extern "C" {
EMSCRIPTEN_KEEPALIVE inline int upload_file_return(char const *filename, char const *mime_type, char *buffer, size_t buffer_size, upload_handler callback, void *callback_data);
EMSCRIPTEN_KEEPALIVE inline int upload_file_return(char const *filename, char const *mime_type, char *buffer, size_t buffer_size, upload_handler callback, void *callback_data) {
/// Load a file - this function is called from javascript when the file upload is activated
callback(filename, mime_type, {buffer, buffer_size}, callback_data);
return 1;
}
}
}
}
#endif // EMSCRIPTEN_UPLOAD_FILE_H_INCLUDED

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@ -1,187 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid>
<RootNamespace>example_sdl2_opengl3</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -1,67 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>

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@ -1,37 +0,0 @@
// 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

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@ -1,65 +0,0 @@
<!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>Image Flow Editor</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>

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@ -1,97 +0,0 @@
#ifndef EMSCRIPTEN_UPLOAD_FILE_H_INCLUDED
#define EMSCRIPTEN_UPLOAD_FILE_H_INCLUDED
#include <string>
#include <emscripten.h>
#define _EM_JS_INLINE(ret, c_name, js_name, params, code) \
extern "C" { \
ret c_name params EM_IMPORT(js_name); \
EMSCRIPTEN_KEEPALIVE \
__attribute__((section("em_js"), aligned(1))) inline char __em_js__##js_name[] = \
#params "<::>" code; \
}
#define EM_JS_INLINE(ret, name, params, ...) _EM_JS_INLINE(ret, name, name, params, #__VA_ARGS__)
namespace emscripten_browser_file {
/////////////////////////////////// Interface //////////////////////////////////
using upload_handler = void(*)(std::string const&, std::string const&, std::string_view buffer, void*);
inline void upload(std::string const &accept_types, upload_handler callback, void *callback_data = nullptr);
inline void download(std::string const &filename, std::string const &mime_type, std::string_view buffer);
///////////////////////////////// Implementation ///////////////////////////////
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wmissing-variable-declarations"
EM_JS_INLINE(void, upload, (char const *accept_types, upload_handler callback, void *callback_data), {
/// Prompt the browser to open the file selector dialogue, and pass the file to the given handler
/// Accept-types are in the format ".png,.jpeg,.jpg" as per https://developer.mozilla.org/en-US/docs/Web/HTML/Attributes/accept
/// Upload handler callback signature is:
/// void my_handler(std::string const &filename, std::string const &mime_type, std::string_view buffer, void *callback_data = nullptr);
globalThis["open_file"] = function(e) {
const file_reader = new FileReader();
file_reader.onload = (event) => {
const uint8Arr = new Uint8Array(event.target.result);
const data_ptr = Module["_malloc"](uint8Arr.length);
const data_on_heap = new Uint8Array(Module["HEAPU8"].buffer, data_ptr, uint8Arr.length);
data_on_heap.set(uint8Arr);
Module["ccall"]('upload_file_return', 'number', ['string', 'string', 'number', 'number', 'number', 'number'], [event.target.filename, event.target.mime_type, data_on_heap.byteOffset, uint8Arr.length, callback, callback_data]);
Module["_free"](data_ptr);
};
file_reader.filename = e.target.files[0].name;
file_reader.mime_type = e.target.files[0].type;
file_reader.readAsArrayBuffer(e.target.files[0]);
};
var file_selector = document.createElement('input');
file_selector.setAttribute('type', 'file');
file_selector.setAttribute('onchange', 'globalThis["open_file"](event)');
file_selector.setAttribute('accept', UTF8ToString(accept_types));
file_selector.click();
});
#pragma GCC diagnostic pop
inline void upload(std::string const &accept_types, upload_handler callback, void *callback_data) {
/// C++ wrapper for javascript upload call
upload(accept_types.c_str(), callback, callback_data);
}
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wmissing-variable-declarations"
EM_JS_INLINE(void, download, (char const *filename, char const *mime_type, void const *buffer, size_t buffer_size), {
/// Offer a buffer in memory as a file to download, specifying download filename and mime type
var a = document.createElement('a');
a.download = UTF8ToString(filename);
a.href = URL.createObjectURL(new Blob([new Uint8Array(Module["HEAPU8"].buffer, buffer, buffer_size)], {type: UTF8ToString(mime_type)}));
a.click();
});
#pragma GCC diagnostic pop
inline void download(std::string const &filename, std::string const &mime_type, std::string_view buffer) {
/// C++ wrapper for javascript download call, accepting a string_view
download(filename.c_str(), mime_type.c_str(), buffer.data(), buffer.size());
}
namespace {
extern "C" {
EMSCRIPTEN_KEEPALIVE inline int upload_file_return(char const *filename, char const *mime_type, char *buffer, size_t buffer_size, upload_handler callback, void *callback_data);
EMSCRIPTEN_KEEPALIVE inline int upload_file_return(char const *filename, char const *mime_type, char *buffer, size_t buffer_size, upload_handler callback, void *callback_data) {
/// Load a file - this function is called from javascript when the file upload is activated
callback(filename, mime_type, {buffer, buffer_size}, callback_data);
return 1;
}
}
}
}
#endif // EMSCRIPTEN_UPLOAD_FILE_H_INCLUDED

View File

@ -10,7 +10,6 @@
// - Introduction, links and more at the top of imgui.cpp
#include <cstddef>
#define IMGUI_DEFINE_MATH_OPERATORS
#include "lib/backends/imgui_impl_opengl3.h"
#include "lib/backends/imgui_impl_sdl2.h"
@ -37,11 +36,6 @@
#endif
#endif
// This example can also compile and run with Emscripten! See
// 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__
#include "lib/emscripten/emscripten_mainloop_stub.h"
#endif
#include "lib/ImNodeFlow.h"
@ -95,7 +89,7 @@ int main(int, char **) {
(SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window *window =
SDL_CreateWindow("PPD Node", SDL_WINDOWPOS_CENTERED,
SDL_CreateWindow("tview", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
if (window == nullptr) {
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
@ -141,15 +135,7 @@ int main(int, char **) {
// Main loop
bool done = false;
#ifdef __EMSCRIPTEN__
// For an Emscripten build we are disabling file-system access, so let's not
// attempt to do a fopen() of the imgui.ini file. You may manually call
// LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = nullptr;
EMSCRIPTEN_MAINLOOP_BEGIN
#else
while (!done)
#endif
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to
@ -255,9 +241,6 @@ int main(int, char **) {
SDL_GL_SwapWindow(window);
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup
ImGui_ImplOpenGL3_Shutdown();