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- // 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> // printf, fprintf
- #include <SDL3/SDL.h>
- #import <Metal/Metal.h>
- #import <QuartzCore/QuartzCore.h>
- // 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_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Metal 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 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;
- id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
- MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
- // 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
- ImGui_ImplMetal_Init(layer.device);
- ImGui_ImplSDL3_InitForMetal(window);
- // 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;
- 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.
- // [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;
- }
- 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();
- ImDrawData* draw_data = ImGui::GetDrawData();
- ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
- [renderEncoder popDebugGroup];
- [renderEncoder endEncoding];
- [commandBuffer presentDrawable:drawable];
- [commandBuffer commit];
- }
- }
- // Cleanup
- // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
- ImGui_ImplMetal_Shutdown();
- ImGui_ImplSDL3_Shutdown();
- ImGui::DestroyContext();
- SDL_DestroyWindow(window);
- SDL_Quit();
- return 0;
- }
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