main.mm 9.7 KB

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  1. // Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
  2. // (GLFW 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_glfw.h"
  10. #include "imgui_impl_metal.h"
  11. #include <stdio.h>
  12. #define GLFW_INCLUDE_NONE
  13. #define GLFW_EXPOSE_NATIVE_COCOA
  14. #include <GLFW/glfw3.h>
  15. #include <GLFW/glfw3native.h>
  16. #import <Metal/Metal.h>
  17. #import <QuartzCore/QuartzCore.h>
  18. static void glfw_error_callback(int error, const char* description)
  19. {
  20. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  21. }
  22. int main(int, char**)
  23. {
  24. glfwSetErrorCallback(glfw_error_callback);
  25. if (!glfwInit())
  26. return 1;
  27. // Create window with graphics context
  28. float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
  29. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  30. GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Metal example", nullptr, nullptr);
  31. if (window == nullptr)
  32. return 1;
  33. // Setup Dear ImGui context
  34. IMGUI_CHECKVERSION();
  35. ImGui::CreateContext();
  36. ImGuiIO& io = ImGui::GetIO(); (void)io;
  37. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  38. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  39. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  40. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  41. // Setup Dear ImGui style
  42. ImGui::StyleColorsDark();
  43. //ImGui::StyleColorsLight();
  44. // Setup scaling
  45. ImGuiStyle& style = ImGui::GetStyle();
  46. 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)
  47. style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
  48. 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.
  49. io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
  50. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  51. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  52. {
  53. style.WindowRounding = 0.0f;
  54. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  55. }
  56. id <MTLDevice> device = MTLCreateSystemDefaultDevice();
  57. id <MTLCommandQueue> commandQueue = [device newCommandQueue];
  58. // Setup Platform/Renderer backends
  59. ImGui_ImplGlfw_InitForOpenGL(window, true);
  60. ImGui_ImplMetal_Init(device);
  61. // Load Fonts
  62. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
  63. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
  64. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  65. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
  66. // - Read 'docs/FONTS.md' for more instructions and details.
  67. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
  68. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  69. //style.FontSizeBase = 20.0f;
  70. //io.Fonts->AddFontDefaultVector();
  71. //io.Fonts->AddFontDefaultBitmap();
  72. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  73. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  74. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  75. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  76. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  77. //IM_ASSERT(font != nullptr);
  78. NSWindow *nswin = glfwGetCocoaWindow(window);
  79. CAMetalLayer *layer = [CAMetalLayer layer];
  80. layer.device = device;
  81. layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
  82. nswin.contentView.layer = layer;
  83. nswin.contentView.wantsLayer = YES;
  84. MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
  85. // Our state
  86. bool show_demo_window = true;
  87. bool show_another_window = false;
  88. float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
  89. // Main loop
  90. while (!glfwWindowShouldClose(window))
  91. {
  92. @autoreleasepool
  93. {
  94. // Poll and handle events (inputs, window resize, etc.)
  95. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  96. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  97. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  98. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  99. glfwPollEvents();
  100. int width, height;
  101. glfwGetFramebufferSize(window, &width, &height);
  102. layer.drawableSize = CGSizeMake(width, height);
  103. id<CAMetalDrawable> drawable = [layer nextDrawable];
  104. id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
  105. 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]);
  106. renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
  107. renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
  108. renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
  109. id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
  110. [renderEncoder pushDebugGroup:@"ImGui demo"];
  111. // Start the Dear ImGui frame
  112. ImGui_ImplMetal_NewFrame(renderPassDescriptor);
  113. ImGui_ImplGlfw_NewFrame();
  114. ImGui::NewFrame();
  115. // 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!).
  116. if (show_demo_window)
  117. ImGui::ShowDemoWindow(&show_demo_window);
  118. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  119. {
  120. static float f = 0.0f;
  121. static int counter = 0;
  122. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  123. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  124. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  125. ImGui::Checkbox("Another Window", &show_another_window);
  126. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  127. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  128. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  129. counter++;
  130. ImGui::SameLine();
  131. ImGui::Text("counter = %d", counter);
  132. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  133. ImGui::End();
  134. }
  135. // 3. Show another simple window.
  136. if (show_another_window)
  137. {
  138. 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)
  139. ImGui::Text("Hello from another window!");
  140. if (ImGui::Button("Close Me"))
  141. show_another_window = false;
  142. ImGui::End();
  143. }
  144. // Rendering
  145. ImGui::Render();
  146. ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
  147. // Update and Render additional Platform Windows
  148. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  149. {
  150. ImGui::UpdatePlatformWindows();
  151. ImGui::RenderPlatformWindowsDefault();
  152. }
  153. [renderEncoder popDebugGroup];
  154. [renderEncoder endEncoding];
  155. [commandBuffer presentDrawable:drawable];
  156. [commandBuffer commit];
  157. }
  158. }
  159. // Cleanup
  160. ImGui_ImplMetal_Shutdown();
  161. ImGui_ImplGlfw_Shutdown();
  162. ImGui::DestroyContext();
  163. glfwDestroyWindow(window);
  164. glfwTerminate();
  165. return 0;
  166. }