main.mm 9.8 KB

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  1. // Dear ImGui: standalone example application for SDL2 + Metal
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl2.h"
  10. #include "imgui_impl_metal.h"
  11. #include <stdio.h>
  12. #include <SDL.h>
  13. #import <Metal/Metal.h>
  14. #import <QuartzCore/QuartzCore.h>
  15. int main(int, char**)
  16. {
  17. // Setup Dear ImGui context
  18. IMGUI_CHECKVERSION();
  19. ImGui::CreateContext();
  20. ImGuiIO& io = ImGui::GetIO(); (void)io;
  21. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  22. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  23. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  24. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  25. // Setup style
  26. ImGui::StyleColorsDark();
  27. //ImGui::StyleColorsLight();
  28. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  29. ImGuiStyle& style = ImGui::GetStyle();
  30. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  31. {
  32. style.WindowRounding = 0.0f;
  33. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  34. }
  35. // Load Fonts
  36. // - 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.
  37. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  38. // - 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).
  39. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
  40. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  41. // - Read 'docs/FONTS.md' for more instructions and details.
  42. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  43. //io.Fonts->AddFontDefault();
  44. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  45. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  46. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  47. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  48. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  49. //IM_ASSERT(font != nullptr);
  50. // Setup SDL
  51. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  52. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  53. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  54. {
  55. printf("Error: %s\n", SDL_GetError());
  56. return -1;
  57. }
  58. // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
  59. SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
  60. // Enable native IME.
  61. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  62. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  63. if (window == nullptr)
  64. {
  65. printf("Error creating window: %s\n", SDL_GetError());
  66. return -2;
  67. }
  68. SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
  69. if (renderer == nullptr)
  70. {
  71. printf("Error creating renderer: %s\n", SDL_GetError());
  72. return -3;
  73. }
  74. // Setup Platform/Renderer backends
  75. CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
  76. layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
  77. ImGui_ImplMetal_Init(layer.device);
  78. ImGui_ImplSDL2_InitForMetal(window);
  79. id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
  80. MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
  81. // Our state
  82. bool show_demo_window = true;
  83. bool show_another_window = false;
  84. float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
  85. // Main loop
  86. bool done = false;
  87. while (!done)
  88. {
  89. @autoreleasepool
  90. {
  91. // Poll and handle events (inputs, window resize, etc.)
  92. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  93. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  94. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  95. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  96. SDL_Event event;
  97. while (SDL_PollEvent(&event))
  98. {
  99. ImGui_ImplSDL2_ProcessEvent(&event);
  100. if (event.type == SDL_QUIT)
  101. done = true;
  102. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  103. done = true;
  104. }
  105. int width, height;
  106. SDL_GetRendererOutputSize(renderer, &width, &height);
  107. layer.drawableSize = CGSizeMake(width, height);
  108. id<CAMetalDrawable> drawable = [layer nextDrawable];
  109. id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
  110. 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]);
  111. renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
  112. renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
  113. renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
  114. id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
  115. [renderEncoder pushDebugGroup:@"ImGui demo"];
  116. // Start the Dear ImGui frame
  117. ImGui_ImplMetal_NewFrame(renderPassDescriptor);
  118. ImGui_ImplSDL2_NewFrame();
  119. ImGui::NewFrame();
  120. // 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!).
  121. if (show_demo_window)
  122. ImGui::ShowDemoWindow(&show_demo_window);
  123. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  124. {
  125. static float f = 0.0f;
  126. static int counter = 0;
  127. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  128. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  129. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  130. ImGui::Checkbox("Another Window", &show_another_window);
  131. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  132. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  133. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  134. counter++;
  135. ImGui::SameLine();
  136. ImGui::Text("counter = %d", counter);
  137. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  138. ImGui::End();
  139. }
  140. // 3. Show another simple window.
  141. if (show_another_window)
  142. {
  143. 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)
  144. ImGui::Text("Hello from another window!");
  145. if (ImGui::Button("Close Me"))
  146. show_another_window = false;
  147. ImGui::End();
  148. }
  149. // Rendering
  150. ImGui::Render();
  151. ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
  152. // Update and Render additional Platform Windows
  153. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  154. {
  155. ImGui::UpdatePlatformWindows();
  156. ImGui::RenderPlatformWindowsDefault();
  157. }
  158. [renderEncoder popDebugGroup];
  159. [renderEncoder endEncoding];
  160. [commandBuffer presentDrawable:drawable];
  161. [commandBuffer commit];
  162. }
  163. }
  164. // Cleanup
  165. ImGui_ImplMetal_Shutdown();
  166. ImGui_ImplSDL2_Shutdown();
  167. ImGui::DestroyContext();
  168. SDL_DestroyRenderer(renderer);
  169. SDL_DestroyWindow(window);
  170. SDL_Quit();
  171. return 0;
  172. }