Rename example_emscripten/ to example_emscripten_opengl3/ (#3632)
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@@ -42,7 +42,7 @@ It is important to understand the difference between the core Dear ImGui library
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and backends which we are describing here (backends/ folder).
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- Some issues may only be backend or platform specific.
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- You should be able to write backends for pretty much any platform and any 3D graphics API.
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- You should be able to write backends for pretty much any platform and any 3D graphics API.
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e.g. you can get creative and use software rendering or render remotely on a different machine.
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@@ -75,7 +75,7 @@ List of high-level Frameworks Backends (combining Platform + Renderer):
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imgui_impl_marmalade.cpp
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Emscripten is also supported.
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The [example_emscripten](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
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The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
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### Backends for third-party frameworks, graphics API or other languages
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@@ -129,32 +129,32 @@ If you are new to Dear ImGui, first try using the existing backends as-is.
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You will save lots of time integrating the library.
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You can LATER decide to rewrite yourself a custom backend if you really need to.
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In most situations, custom backends have less features and more bugs than the standard backends we provide.
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If you want portability, you can use multiple backends and choose between them either at compile time
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or at runtime.
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If you want portability, you can use multiple backends and choose between them either at compile time
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or at runtime.
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**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
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system layered over DirectX11.<BR>
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Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
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Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
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Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
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custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
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**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively.<BR>
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Suggestion: use multiple generic backends!
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Once it works, if you really need it you can replace parts of backends with your own abstractions.
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**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
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**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
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and you have high-level systems everywhere.<BR>
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Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
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your desktop builds working first. This will get you running faster and get your acquainted with
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how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API.
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Also:
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The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
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Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
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extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
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requests such as: "create an additional OS window", "create a render context", "get the OS position of this
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The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
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Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
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extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
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requests such as: "create an additional OS window", "create a render context", "get the OS position of this
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window" etc. See 'ImGuiPlatformIO' for details.
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Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
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Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
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than supporting single-viewport.
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If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
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improvements and fixes related to viewports and platform windows without extra work on your side.
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