main.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245
  1. // Dear ImGui: standalone example application for SDL3 + SDL_GPU
  2. // Learn about Dear ImGui:
  3. // - FAQ https://dearimgui.com/faq
  4. // - Getting Started https://dearimgui.com/getting-started
  5. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  6. // - Introduction, links and more at the top of imgui.cpp
  7. // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
  8. // - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
  9. // 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.
  10. #include "imgui.h"
  11. #include "imgui_impl_sdl3.h"
  12. #include "imgui_impl_sdlgpu3.h"
  13. #include <stdio.h> // printf, fprintf
  14. #include <stdlib.h> // abort
  15. #include <SDL3/SDL.h>
  16. // This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
  17. #ifdef __EMSCRIPTEN__
  18. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  19. #endif
  20. // Main code
  21. int main(int, char**)
  22. {
  23. // Setup SDL
  24. // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
  25. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
  26. {
  27. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  28. return -1;
  29. }
  30. // Create SDL window graphics context
  31. float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
  32. SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
  33. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
  34. if (window == nullptr)
  35. {
  36. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  37. return -1;
  38. }
  39. SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
  40. SDL_ShowWindow(window);
  41. // Create GPU Device
  42. SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
  43. if (gpu_device == nullptr)
  44. {
  45. printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
  46. return -1;
  47. }
  48. // Claim window for GPU Device
  49. if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
  50. {
  51. printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
  52. return -1;
  53. }
  54. SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_MAILBOX);
  55. // Setup Dear ImGui context
  56. IMGUI_CHECKVERSION();
  57. ImGui::CreateContext();
  58. ImGuiIO& io = ImGui::GetIO(); (void)io;
  59. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  60. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  61. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  62. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  63. // Setup Dear ImGui style
  64. ImGui::StyleColorsDark();
  65. //ImGui::StyleColorsLight();
  66. // Setup scaling
  67. ImGuiStyle& style = ImGui::GetStyle();
  68. 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)
  69. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  70. 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.
  71. io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
  72. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  73. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  74. {
  75. style.WindowRounding = 0.0f;
  76. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  77. }
  78. // Setup Platform/Renderer backends
  79. ImGui_ImplSDL3_InitForSDLGPU(window);
  80. ImGui_ImplSDLGPU3_InitInfo init_info = {};
  81. init_info.Device = gpu_device;
  82. init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
  83. init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
  84. ImGui_ImplSDLGPU3_Init(&init_info);
  85. // Load Fonts
  86. // - 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.
  87. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  88. // - 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).
  89. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  90. // - Read 'docs/FONTS.md' for more instructions and details.
  91. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  92. //style.FontSizeBase = 20.0f;
  93. //io.Fonts->AddFontDefault();
  94. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  95. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  96. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  97. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  98. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  99. //IM_ASSERT(font != nullptr);
  100. // Our state
  101. bool show_demo_window = true;
  102. bool show_another_window = false;
  103. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  104. // Main loop
  105. bool done = false;
  106. while (!done)
  107. {
  108. // Poll and handle events (inputs, window resize, etc.)
  109. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  110. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  111. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  112. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  113. // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
  114. SDL_Event event;
  115. while (SDL_PollEvent(&event))
  116. {
  117. ImGui_ImplSDL3_ProcessEvent(&event);
  118. if (event.type == SDL_EVENT_QUIT)
  119. done = true;
  120. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  121. done = true;
  122. }
  123. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
  124. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  125. {
  126. SDL_Delay(10);
  127. continue;
  128. }
  129. // Start the Dear ImGui frame
  130. ImGui_ImplSDLGPU3_NewFrame();
  131. ImGui_ImplSDL3_NewFrame();
  132. ImGui::NewFrame();
  133. // 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!).
  134. if (show_demo_window)
  135. ImGui::ShowDemoWindow(&show_demo_window);
  136. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  137. {
  138. static float f = 0.0f;
  139. static int counter = 0;
  140. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  141. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  142. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  143. ImGui::Checkbox("Another Window", &show_another_window);
  144. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  145. ImGui::ColorEdit4("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  146. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  147. counter++;
  148. ImGui::SameLine();
  149. ImGui::Text("counter = %d", counter);
  150. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  151. ImGui::End();
  152. }
  153. // 3. Show another simple window.
  154. if (show_another_window)
  155. {
  156. 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)
  157. ImGui::Text("Hello from another window!");
  158. if (ImGui::Button("Close Me"))
  159. show_another_window = false;
  160. ImGui::End();
  161. }
  162. // Rendering
  163. ImGui::Render();
  164. ImDrawData* draw_data = ImGui::GetDrawData();
  165. const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
  166. SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
  167. SDL_GPUTexture* swapchain_texture;
  168. SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
  169. if (swapchain_texture != nullptr && !is_minimized)
  170. {
  171. // This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
  172. ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
  173. // Setup and start a render pass
  174. SDL_GPUColorTargetInfo target_info = {};
  175. target_info.texture = swapchain_texture;
  176. target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
  177. target_info.load_op = SDL_GPU_LOADOP_CLEAR;
  178. target_info.store_op = SDL_GPU_STOREOP_STORE;
  179. target_info.mip_level = 0;
  180. target_info.layer_or_depth_plane = 0;
  181. target_info.cycle = false;
  182. SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
  183. // Render ImGui
  184. ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
  185. SDL_EndGPURenderPass(render_pass);
  186. }
  187. // Update and Render additional Platform Windows
  188. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  189. {
  190. ImGui::UpdatePlatformWindows();
  191. ImGui::RenderPlatformWindowsDefault();
  192. }
  193. // Submit the command buffer
  194. SDL_SubmitGPUCommandBuffer(command_buffer);
  195. }
  196. // Cleanup
  197. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
  198. SDL_WaitForGPUIdle(gpu_device);
  199. ImGui_ImplSDL3_Shutdown();
  200. ImGui_ImplSDLGPU3_Shutdown();
  201. ImGui::DestroyContext();
  202. SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
  203. SDL_DestroyGPUDevice(gpu_device);
  204. SDL_DestroyWindow(window);
  205. SDL_Quit();
  206. return 0;
  207. }