Merge branch 'standalone-emscripten' of https://github.com/nicolasnoble/imgui
diff --git a/examples/example_emscripten/Makefile b/examples/example_emscripten/Makefile
new file mode 100644
index 0000000..b97933d
--- /dev/null
+++ b/examples/example_emscripten/Makefile
@@ -0,0 +1,58 @@
+#
+# Makefile to use with emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions. This Makefile assumes you have
+# loaded emscripten's environment.
+#
+# Running `make` will produce three files:
+#  - example_emscripten.html
+#  - example_emscripten.js
+#  - example_emscripten.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+
+EXE = example_emscripten.html
+SOURCES = main.cpp
+SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
+SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+EMS = -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1
+EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
+EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s EXIT_RUNTIME=1
+EMS += -s ASSERTIONS=1 -s SAFE_HEAP=1
+
+CPPFLAGS = -I../ -I../../
+CPPFLAGS += -g -Wall -Wformat -O3
+CPPFLAGS += $(EMS)
+LIBS = $(EMS)
+LDFLAGS = --shell-file shell_minimal.html
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:../%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:../../%.cpp
+	$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:../libs/gl3w/GL/%.c
+	$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete for $(EXE)
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
+
+clean:
+	rm -f $(EXE) $(OBJS) *.js *.wasm
diff --git a/examples/example_emscripten/README.md b/examples/example_emscripten/README.md
new file mode 100644
index 0000000..c607ed7
--- /dev/null
+++ b/examples/example_emscripten/README.md
@@ -0,0 +1,8 @@
+
+# How to Build
+
+- 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
+
+```
+em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html
+```
diff --git a/examples/example_emscripten/main.cpp b/examples/example_emscripten/main.cpp
new file mode 100644
index 0000000..dd31e7b
--- /dev/null
+++ b/examples/example_emscripten/main.cpp
@@ -0,0 +1,165 @@
+// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
+// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
+// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
+// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
+//
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <emscripten.h>
+#include <SDL.h>
+#include <SDL_opengles2.h>
+
+// Emscripten requires to have full control over the main loop. We're going to store variables from main() to main_loop() here.
+// This will also hold some of our persistent data across loops. Remember: imgui is immediate mode, and doesn't store state.
+// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
+struct MainLoopVars {
+    SDL_Window* window = NULL;
+    SDL_GLContext gl_context = NULL;
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+};
+
+// For clarity, our main loop code is declared at the end.
+void main_loop(void*);
+
+int main(int, char**)
+{
+    MainLoopVars vars;
+
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // For the browser using emscripten, we are going to use WebGL2 with GLES3. See the Makefile.emscripten for requirement details.
+    // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
+    // run this code on Chrome for Android for example.
+    const char* glsl_version = "#version 300 es";
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+
+    // Create window with graphics context
+    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+    SDL_DisplayMode current;
+    SDL_GetCurrentDisplayMode(0, &current);
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    vars.window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+    vars.gl_context = SDL_GL_CreateContext(vars.window);
+    if (!vars.gl_context) {
+        fprintf(stderr, "Failed to initialize WebGL context!\n");
+        return 1;
+    }
+    SDL_GL_SetSwapInterval(1); // Enable vsync
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Setup Platform/Renderer bindings
+    ImGui_ImplSDL2_InitForOpenGL(vars.window, vars.gl_context);
+    ImGui_ImplOpenGL3_Init(glsl_version);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
+    emscripten_set_main_loop_arg(main_loop, &vars, 0, true);
+}
+
+void main_loop(void* arg) {
+    MainLoopVars* vars = (MainLoopVars*) arg;
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Poll and handle events (inputs, window resize, etc.)
+    // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+    // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+    // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+    // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+    SDL_Event event;
+    while (SDL_PollEvent(&event))
+    {
+        ImGui_ImplSDL2_ProcessEvent(&event);
+        // Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
+    }
+
+    // Start the Dear ImGui frame
+    ImGui_ImplOpenGL3_NewFrame();
+    ImGui_ImplSDL2_NewFrame(vars->window);
+    ImGui::NewFrame();
+
+    // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+    if (vars->show_demo_window)
+        ImGui::ShowDemoWindow(&vars->show_demo_window);
+
+    // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+    {
+        static float f = 0.0f;
+        static int counter = 0;
+
+        ImGui::Begin("Hello, world!");                                // Create a window called "Hello, world!" and append into it.
+
+        ImGui::Text("This is some useful text.");                     // Display some text (you can use a format strings too)
+        ImGui::Checkbox("Demo Window", &vars->show_demo_window);      // Edit bools storing our window open/close state
+        ImGui::Checkbox("Another Window", &vars->show_another_window);
+
+        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);                  // Edit 1 float using a slider from 0.0f to 1.0f
+        ImGui::ColorEdit3("clear color", (float*)&vars->clear_color); // Edit 3 floats representing a color
+
+        if (ImGui::Button("Button"))                                  // Buttons return true when clicked (most widgets return true when edited/activated)
+            counter++;
+        ImGui::SameLine();
+        ImGui::Text("counter = %d", counter);
+
+        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        ImGui::End();
+    }
+
+    // 3. Show another simple window.
+    if (vars->show_another_window)
+    {
+        ImGui::Begin("Another Window", &vars->show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+        ImGui::Text("Hello from another window!");
+        if (ImGui::Button("Close Me"))
+            vars->show_another_window = false;
+        ImGui::End();
+    }
+
+    // Rendering
+    ImGui::Render();
+    SDL_GL_MakeCurrent(vars->window, vars->gl_context);
+    glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+    glClearColor(vars->clear_color.x, vars->clear_color.y, vars->clear_color.z, vars->clear_color.w);
+    glClear(GL_COLOR_BUFFER_BIT);
+    ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+    SDL_GL_SwapWindow(vars->window);
+}
diff --git a/examples/example_emscripten/shell_minimal.html b/examples/example_emscripten/shell_minimal.html
new file mode 100644
index 0000000..3c5ef8c
--- /dev/null
+++ b/examples/example_emscripten/shell_minimal.html
@@ -0,0 +1,153 @@
+<!doctype html>
+<html lang="en-us">
+  <head>
+    <meta charset="utf-8">
+    <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
+    <title>Emscripten-Generated Code</title>
+    <style>
+      .emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
+      textarea.emscripten { font-family: monospace; width: 80%; }
+      div.emscripten { text-align: center; }
+      div.emscripten_border { border: 1px solid black; }
+      /* the canvas *must not* have any border or padding, or mouse coords will be wrong */
+      canvas.emscripten { border: 0px none; background-color: black; }
+
+      .spinner {
+        height: 50px;
+        width: 50px;
+        margin: 0px auto;
+        -webkit-animation: rotation .8s linear infinite;
+        -moz-animation: rotation .8s linear infinite;
+        -o-animation: rotation .8s linear infinite;
+        animation: rotation 0.8s linear infinite;
+        border-left: 10px solid rgb(0,150,240);
+        border-right: 10px solid rgb(0,150,240);
+        border-bottom: 10px solid rgb(0,150,240);
+        border-top: 10px solid rgb(100,0,200);
+        border-radius: 100%;
+        background-color: rgb(200,100,250);
+      }
+      @-webkit-keyframes rotation {
+        from {-webkit-transform: rotate(0deg);}
+        to {-webkit-transform: rotate(360deg);}
+      }
+      @-moz-keyframes rotation {
+        from {-moz-transform: rotate(0deg);}
+        to {-moz-transform: rotate(360deg);}
+      }
+      @-o-keyframes rotation {
+        from {-o-transform: rotate(0deg);}
+        to {-o-transform: rotate(360deg);}
+      }
+      @keyframes rotation {
+        from {transform: rotate(0deg);}
+        to {transform: rotate(360deg);}
+      }
+
+    </style>
+  </head>
+  <body>
+    <hr/>
+    <figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure>
+    <div class="emscripten" id="status">Downloading...</div>
+    <div class="emscripten">
+      <progress value="0" max="100" id="progress" hidden=1></progress>  
+    </div>
+    <div class="emscripten_border">
+      <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
+    </div>
+    <hr/>
+    <div class="emscripten">
+      <input type="checkbox" id="resize">Resize canvas
+      <input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer
+      &nbsp;&nbsp;&nbsp;
+      <input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked, 
+                                                                                document.getElementById('resize').checked)">
+    </div>
+    
+    <hr/>
+    <textarea class="emscripten" id="output" rows="8"></textarea>
+    <hr>
+    <script type='text/javascript'>
+      var statusElement = document.getElementById('status');
+      var progressElement = document.getElementById('progress');
+      var spinnerElement = document.getElementById('spinner');
+
+      var Module = {
+        preRun: [],
+        postRun: [],
+        print: (function() {
+          var element = document.getElementById('output');
+          if (element) element.value = ''; // clear browser cache
+          return function(text) {
+            if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
+            // These replacements are necessary if you render to raw HTML
+            //text = text.replace(/&/g, "&amp;");
+            //text = text.replace(/</g, "&lt;");
+            //text = text.replace(/>/g, "&gt;");
+            //text = text.replace('\n', '<br>', 'g');
+            console.log(text);
+            if (element) {
+              element.value += text + "\n";
+              element.scrollTop = element.scrollHeight; // focus on bottom
+            }
+          };
+        })(),
+        printErr: function(text) {
+          if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
+          if (0) { // XXX disabled for safety typeof dump == 'function') {
+            dump(text + '\n'); // fast, straight to the real console
+          } else {
+            console.error(text);
+          }
+        },
+        canvas: (function() {
+          var canvas = document.getElementById('canvas');
+
+          // As a default initial behavior, pop up an alert when webgl context is lost. To make your
+          // application robust, you may want to override this behavior before shipping!
+          // See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
+          canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
+
+          return canvas;
+        })(),
+        setStatus: function(text) {
+          if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
+          if (text === Module.setStatus.last.text) return;
+          var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
+          var now = Date.now();
+          if (m && now - Module.setStatus.last.time < 30) return; // if this is a progress update, skip it if too soon
+          Module.setStatus.last.time = now;
+          Module.setStatus.last.text = text;
+          if (m) {
+            text = m[1];
+            progressElement.value = parseInt(m[2])*100;
+            progressElement.max = parseInt(m[4])*100;
+            progressElement.hidden = false;
+            spinnerElement.hidden = false;
+          } else {
+            progressElement.value = null;
+            progressElement.max = null;
+            progressElement.hidden = true;
+            if (!text) spinnerElement.hidden = true;
+          }
+          statusElement.innerHTML = text;
+        },
+        totalDependencies: 0,
+        monitorRunDependencies: function(left) {
+          this.totalDependencies = Math.max(this.totalDependencies, left);
+          Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
+        }
+      };
+      Module.setStatus('Downloading...');
+      window.onerror = function() {
+        Module.setStatus('Exception thrown, see JavaScript console');
+        spinnerElement.style.display = 'none';
+        Module.setStatus = function(text) {
+          if (text) Module.printErr('[post-exception status] ' + text);
+        };
+      };
+    </script>
+    {{{ SCRIPT }}}
+  </body>
+</html>