Browse Source

Examples: SDL3+Metal: Added example. (#8827, #8825)

Shi Yan 1 month ago
parent
commit
8403c49484
2 changed files with 236 additions and 0 deletions
  1. 48 0
      examples/example_sdl3_metal/Makefile
  2. 188 0
      examples/example_sdl3_metal/main.mm

+ 48 - 0
examples/example_sdl3_metal/Makefile

@@ -0,0 +1,48 @@
+#
+# You will need SDL3 (http://www.libsdl.org):
+#   brew install sdl3
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_metal
+IMGUI_DIR = ../..
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+
+LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
+LIBS += `pkg-config --libs sdl3`
+LIBS += -L/usr/local/lib -L/opt/local/lib
+
+CXXFLAGS += `pkg-config --cflags sdl3`
+CXXFLAGS += -I/usr/local/include -I/opt/local/include
+CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -Wall -Wformat
+CFLAGS = $(CXXFLAGS)
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:%.mm
+	$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.mm
+	$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+all: $(EXE)
+	@echo Build complete
+
+$(EXE): $(OBJS)
+	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+	rm -f $(EXE) $(OBJS)

+ 188 - 0
examples/example_sdl3_metal/main.mm

@@ -0,0 +1,188 @@
+// Dear ImGui: standalone example application for SDL3 + Metal
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_metal.h"
+#include <stdio.h>
+#include <SDL3/SDL.h>
+
+#import <Metal/Metal.h>
+#import <QuartzCore/QuartzCore.h>
+
+int main(int, char**)
+{
+    // Setup SDL
+    // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+    {
+        printf("Error: SDL_Init(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+    SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+    SDL_Window *window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+    SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+    SDL_ShowWindow(window);
+
+    // 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 Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup scaling
+    ImGuiStyle& style = ImGui::GetStyle();
+    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)
+    style.FontScaleDpi = main_scale;        // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
+    // Setup Platform/Renderer backends
+    // Create Metal device BEFORE creating the view/layer
+    id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice(); 
+    if (!metalDevice)
+    {
+        printf("Error: failed to create Metal device.\n");
+        SDL_DestroyWindow(window);
+        SDL_Quit();
+        return -1;
+    }
+
+    SDL_MetalView view = SDL_Metal_CreateView(window);
+    CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view); 
+    layer.device = metalDevice;
+    layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
+    ImGui_ImplMetal_Init(layer.device);
+
+    ImGui_ImplSDL3_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, or clear/overwrite your copy of the mouse data.
+            // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+            // 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_ImplSDL3_ProcessEvent(&event);
+                if (event.type == SDL_EVENT_QUIT)
+                    done = true;
+                if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+                    done = true;
+            }
+
+            // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+            if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+            {
+                SDL_Delay(10);
+                continue;
+            }
+
+            int width, height;
+            SDL_GetWindowSizeInPixels(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[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_ImplSDL3_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 create 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 / io.Framerate, io.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_ImplSDL3_Shutdown();
+    ImGui::DestroyContext();
+
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}