| 1 | |
| 2 | # How to Build |
| 3 | |
| 4 | ## Windows with Visual Studio's IDE |
| 5 | |
| 6 | Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. |
| 7 | |
| 8 | ## Windows with Visual Studio's CLI |
| 9 | |
| 10 | Use build_win32.bat or directly: |
| 11 | ``` |
| 12 | set SDL2_DIR=path_to_your_sdl2_folder |
| 13 | 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 |
| 14 | # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries |
| 15 | # or for 64-bit: |
| 16 | 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 |
| 17 | ``` |
| 18 | |
| 19 | ## Linux and similar Unixes |
| 20 | |
| 21 | Use our Makefile or directly: |
| 22 | ``` |
| 23 | c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends |
| 24 | main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp |
| 25 | `sdl2-config --libs` -lGL -ldl |
| 26 | ``` |
| 27 | |
| 28 | ## macOS |
| 29 | |
| 30 | Use our Makefile or directly: |
| 31 | ``` |
| 32 | brew install sdl2 |
| 33 | c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends |
| 34 | main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp |
| 35 | `sdl2-config --libs` -framework OpenGl -framework CoreFoundation |
| 36 | ``` |
| 37 | |
| 38 | ## Emscripten |
| 39 | |
| 40 | **Building** |
| 41 | |
| 42 | 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 |
| 43 | |
| 44 | - 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. |
| 45 | - You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. |
| 46 | - Then build using `make -f Makefile.emscripten` while in the current directory. |
| 47 | |
| 48 | **Running an Emscripten project** |
| 49 | |
| 50 | To run on a local machine: |
| 51 | - `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. |
| 52 | - 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> |
| 53 | _"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."_ |
| 54 | - 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. |
| 55 | - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). |
| 56 | - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. |
| 57 | - 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). |