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- // Dear ImGui: standalone example application for SDL3 + SDL_GPU
- // 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
- // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
- // - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
- // Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
- #include "imgui.h"
- #include "imgui_impl_sdl3.h"
- #include "imgui_impl_sdlgpu3.h"
- #include <stdio.h> // printf, fprintf
- #include <stdlib.h> // abort
- #include <SDL3/SDL.h>
- // This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
- #ifdef __EMSCRIPTEN__
- #include "../libs/emscripten/emscripten_mainloop_stub.h"
- #endif
- // Main code
- 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;
- }
- // Create SDL window graphics context
- float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
- SDL_WindowFlags window_flags = 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);
- // Create GPU Device
- SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
- if (gpu_device == nullptr)
- {
- printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
- return -1;
- }
- // Claim window for GPU Device
- if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
- {
- printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
- return -1;
- }
- SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_MAILBOX);
- // 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
- io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
- io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
- // 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)
- io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
- io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
- // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- style.WindowRounding = 0.0f;
- style.Colors[ImGuiCol_WindowBg].w = 1.0f;
- }
- // Setup Platform/Renderer backends
- ImGui_ImplSDL3_InitForSDLGPU(window);
- ImGui_ImplSDLGPU3_InitInfo init_info = {};
- init_info.Device = gpu_device;
- init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
- init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
- ImGui_ImplSDLGPU3_Init(&init_info);
- // 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
- // - Read 'docs/FONTS.md' 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 \\ !
- //style.FontSizeBase = 20.0f;
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
- //IM_ASSERT(font != nullptr);
- // Our state
- bool show_demo_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
- // Main loop
- bool done = false;
- while (!done)
- {
- // 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.
- // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
- 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;
- }
- // Start the Dear ImGui frame
- ImGui_ImplSDLGPU3_NewFrame();
- 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::ColorEdit4("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();
- ImDrawData* draw_data = ImGui::GetDrawData();
- const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
- SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
- SDL_GPUTexture* swapchain_texture;
- SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
- if (swapchain_texture != nullptr && !is_minimized)
- {
- // This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
- ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
- // Setup and start a render pass
- SDL_GPUColorTargetInfo target_info = {};
- target_info.texture = swapchain_texture;
- target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
- target_info.load_op = SDL_GPU_LOADOP_CLEAR;
- target_info.store_op = SDL_GPU_STOREOP_STORE;
- target_info.mip_level = 0;
- target_info.layer_or_depth_plane = 0;
- target_info.cycle = false;
- SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
- // Render ImGui
- ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
- SDL_EndGPURenderPass(render_pass);
- }
- // Update and Render additional Platform Windows
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- ImGui::UpdatePlatformWindows();
- ImGui::RenderPlatformWindowsDefault();
- }
- // Submit the command buffer
- SDL_SubmitGPUCommandBuffer(command_buffer);
- }
- // Cleanup
- // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
- SDL_WaitForGPUIdle(gpu_device);
- ImGui_ImplSDL3_Shutdown();
- ImGui_ImplSDLGPU3_Shutdown();
- ImGui::DestroyContext();
- SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
- SDL_DestroyGPUDevice(gpu_device);
- SDL_DestroyWindow(window);
- SDL_Quit();
- return 0;
- }
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