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- // Dear ImGui: standalone example application for SDL2 + Metal
- // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
- // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
- // Read online: https://github.com/ocornut/imgui/tree/master/docs
- #include "imgui.h"
- #include "imgui_impl_sdl.h"
- #include "imgui_impl_metal.h"
- #include <stdio.h>
- #include <SDL.h>
- #import <Metal/Metal.h>
- #import <QuartzCore/QuartzCore.h>
- int main(int, char**)
- {
- // Setup Dear ImGui context
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO(); (void)io;
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
- // Setup style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
- // 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 'docs/FONTS.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);
- // Setup SDL
- // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
- // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
- {
- printf("Error: %s\n", SDL_GetError());
- return -1;
- }
- // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
- SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
- if (window == NULL)
- {
- printf("Error creating window: %s\n", SDL_GetError());
- return -2;
- }
- SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
- if (renderer == NULL)
- {
- printf("Error creating renderer: %s\n", SDL_GetError());
- return -3;
- }
- // Setup Platform/Renderer backends
- CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
- layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
- ImGui_ImplMetal_Init(layer.device);
- ImGui_ImplSDL2_InitForMetal(window);
- id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
- MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
- // Our state
- bool show_demo_window = true;
- bool show_another_window = false;
- float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
- // Main loop
- bool done = false;
- while (!done)
- {
- @autoreleasepool
- {
- // 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);
- if (event.type == SDL_QUIT)
- done = true;
- if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
- done = true;
- }
- int width, height;
- SDL_GetRendererOutputSize(renderer, &width, &height);
- layer.drawableSize = CGSizeMake(width, height);
- id<CAMetalDrawable> drawable = [layer nextDrawable];
- id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
- renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
- renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
- renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
- renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
- id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
- [renderEncoder pushDebugGroup:@"ImGui demo"];
- // Start the Dear ImGui frame
- ImGui_ImplMetal_NewFrame(renderPassDescriptor);
- ImGui_ImplSDL2_NewFrame();
- 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 (show_demo_window)
- ImGui::ShowDemoWindow(&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", &show_demo_window); // Edit bools storing our window open/close state
- ImGui::Checkbox("Another Window", &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*)&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 (show_another_window)
- {
- ImGui::Begin("Another Window", &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"))
- show_another_window = false;
- ImGui::End();
- }
- // Rendering
- ImGui::Render();
- ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
- [renderEncoder popDebugGroup];
- [renderEncoder endEncoding];
- [commandBuffer presentDrawable:drawable];
- [commandBuffer commit];
- }
- }
- // Cleanup
- ImGui_ImplMetal_Shutdown();
- ImGui_ImplSDL2_Shutdown();
- ImGui::DestroyContext();
- SDL_DestroyRenderer(renderer);
- SDL_DestroyWindow(window);
- SDL_Quit();
- return 0;
- }
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