|
@@ -82,77 +82,80 @@ int main(int, char**)
|
|
|
// Main loop
|
|
|
while (!glfwWindowShouldClose(window))
|
|
|
{
|
|
|
- // 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.
|
|
|
- glfwPollEvents();
|
|
|
-
|
|
|
- int width, height;
|
|
|
- glfwGetFramebufferSize(window, &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[1], clear_color[2], 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_ImplGlfw_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.
|
|
|
+ @autoreleasepool
|
|
|
{
|
|
|
- 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();
|
|
|
+ // 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.
|
|
|
+ glfwPollEvents();
|
|
|
+
|
|
|
+ int width, height;
|
|
|
+ glfwGetFramebufferSize(window, &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[1], clear_color[2], 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_ImplGlfw_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];
|
|
|
}
|
|
|
-
|
|
|
- // 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
|