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+// Dear ImGui: standalone example application for SDL3 + Metal
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+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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+
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+// Learn about Dear ImGui:
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+// - FAQ https://dearimgui.com/faq
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+// - Getting Started https://dearimgui.com/getting-started
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+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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+// - Introduction, links and more at the top of imgui.cpp
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+
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+#include "imgui.h"
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+#include "imgui_impl_sdl3.h"
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+#include "imgui_impl_metal.h"
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+#include <stdio.h> // printf, fprintf
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+#include <SDL3/SDL.h>
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+
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+#import <Metal/Metal.h>
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+#import <QuartzCore/QuartzCore.h>
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+
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+// Main code
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+int main(int, char**)
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+{
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+ // Setup SDL
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+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
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+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
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+ {
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+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
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+ return -1;
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+ }
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+
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+ // Create SDL window graphics context
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+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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+ SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
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+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Metal example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
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+ if (window == nullptr)
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+ {
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+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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+ return -1;
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+ }
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+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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+ SDL_ShowWindow(window);
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+
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+ // Create Metal device _before_ creating the view/layer
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+ id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice();
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+ if (!metalDevice)
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+ {
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+ printf("Error: failed to create Metal device.\n");
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+ SDL_DestroyWindow(window);
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+ SDL_Quit();
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+ return -1;
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+ }
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+ SDL_MetalView view = SDL_Metal_CreateView(window);
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+ CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view);
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+ layer.device = metalDevice;
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+ layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
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+
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+ id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
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+ MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
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+
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+ // Setup Dear ImGui context
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+ IMGUI_CHECKVERSION();
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+ ImGui::CreateContext();
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+ ImGuiIO& io = ImGui::GetIO(); (void)io;
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+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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+
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+ // Setup Dear ImGui style
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+ ImGui::StyleColorsDark();
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+ //ImGui::StyleColorsLight();
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+
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+ // Setup scaling
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+ ImGuiStyle& style = ImGui::GetStyle();
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+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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+
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+ // Setup Platform/Renderer backends
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+ ImGui_ImplMetal_Init(layer.device);
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+ ImGui_ImplSDL3_InitForMetal(window);
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+
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+ // Load Fonts
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+ // - 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.
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+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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+ // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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+ // - Read 'docs/FONTS.md' for more instructions and details.
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+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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+ //style.FontSizeBase = 20.0f;
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+ //io.Fonts->AddFontDefault();
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+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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+ //IM_ASSERT(font != nullptr);
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+
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+ // Our state
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+ bool show_demo_window = true;
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+ bool show_another_window = false;
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+ float clear_color[4] = { 0.45f, 0.55f, 0.60f, 1.00f };
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+
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+ // Main loop
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+ bool done = false;
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+ while (!done)
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+ {
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+ @autoreleasepool
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+ {
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+ // Poll and handle events (inputs, window resize, etc.)
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+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
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+ SDL_Event event;
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+ while (SDL_PollEvent(&event))
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+ {
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+ ImGui_ImplSDL3_ProcessEvent(&event);
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+ if (event.type == SDL_EVENT_QUIT)
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+ done = true;
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+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
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+ done = true;
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+ }
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+
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+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
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+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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+ {
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+ SDL_Delay(10);
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+ continue;
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+ }
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+
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+ int width, height;
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+ SDL_GetWindowSizeInPixels(window, &width, &height);
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+
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+ layer.drawableSize = CGSizeMake(width, height);
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+ id<CAMetalDrawable> drawable = [layer nextDrawable];
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+
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+ id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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+ 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]);
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+ renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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+ renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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+ renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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+ id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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+ [renderEncoder pushDebugGroup:@"ImGui demo"];
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+
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+ // Start the Dear ImGui frame
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+ ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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+ ImGui_ImplSDL3_NewFrame();
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+ ImGui::NewFrame();
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+
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+ // 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!).
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+ if (show_demo_window)
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+ ImGui::ShowDemoWindow(&show_demo_window);
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+
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+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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+ {
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+ static float f = 0.0f;
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+ static int counter = 0;
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+
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+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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+
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+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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+ ImGui::Checkbox("Another Window", &show_another_window);
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+
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+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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+
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+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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+ counter++;
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+ ImGui::SameLine();
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+ ImGui::Text("counter = %d", counter);
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+
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+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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+ ImGui::End();
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+ }
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+
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+ // 3. Show another simple window.
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+ if (show_another_window)
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+ {
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+ 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)
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+ ImGui::Text("Hello from another window!");
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+ if (ImGui::Button("Close Me"))
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+ show_another_window = false;
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+ ImGui::End();
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+ }
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+
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+ // Rendering
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+ ImGui::Render();
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+ ImDrawData* draw_data = ImGui::GetDrawData();
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+ ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
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+
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+ [renderEncoder popDebugGroup];
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+ [renderEncoder endEncoding];
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+
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+ [commandBuffer presentDrawable:drawable];
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+ [commandBuffer commit];
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+ }
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+ }
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+
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+ // Cleanup
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+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
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+ ImGui_ImplMetal_Shutdown();
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+ ImGui_ImplSDL3_Shutdown();
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+ ImGui::DestroyContext();
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+
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+ SDL_DestroyWindow(window);
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+ SDL_Quit();
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+
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+ return 0;
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+}
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