main.cpp 12 KB

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  1. // Dear ImGui: standalone example application for SDL3 + SDL_GPU
  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. // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
  9. // - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
  10. // 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.
  11. #include "imgui.h"
  12. #include "imgui_impl_sdl3.h"
  13. #include "imgui_impl_sdlgpu3.h"
  14. #include <stdio.h> // printf, fprintf
  15. #include <stdlib.h> // abort
  16. #include <SDL3/SDL.h>
  17. // This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
  18. #ifdef __EMSCRIPTEN__
  19. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  20. #endif
  21. // Main code
  22. int main(int, char**)
  23. {
  24. // Setup SDL
  25. // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
  26. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
  27. {
  28. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  29. return -1;
  30. }
  31. // Create SDL window graphics context
  32. float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
  33. SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
  34. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
  35. if (window == nullptr)
  36. {
  37. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  38. return -1;
  39. }
  40. SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
  41. SDL_ShowWindow(window);
  42. // Create GPU Device
  43. SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
  44. if (gpu_device == nullptr)
  45. {
  46. printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
  47. return -1;
  48. }
  49. // Claim window for GPU Device
  50. if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
  51. {
  52. printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
  53. return -1;
  54. }
  55. SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC);
  56. // Setup Dear ImGui context
  57. IMGUI_CHECKVERSION();
  58. ImGui::CreateContext();
  59. ImGuiIO& io = ImGui::GetIO(); (void)io;
  60. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  61. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  62. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  63. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  64. // Setup Dear ImGui style
  65. ImGui::StyleColorsDark();
  66. //ImGui::StyleColorsLight();
  67. // Setup scaling
  68. ImGuiStyle& style = ImGui::GetStyle();
  69. 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)
  70. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  71. 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.
  72. io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
  73. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  74. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  75. {
  76. style.WindowRounding = 0.0f;
  77. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  78. }
  79. // Setup Platform/Renderer backends
  80. ImGui_ImplSDL3_InitForSDLGPU(window);
  81. ImGui_ImplSDLGPU3_InitInfo init_info = {};
  82. init_info.Device = gpu_device;
  83. init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
  84. init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
  85. ImGui_ImplSDLGPU3_Init(&init_info);
  86. // Load Fonts
  87. // - 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.
  88. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  89. // - 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).
  90. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  91. // - Read 'docs/FONTS.md' for more instructions and details.
  92. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  93. //style.FontSizeBase = 20.0f;
  94. //io.Fonts->AddFontDefault();
  95. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  96. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  97. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  98. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  99. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  100. //IM_ASSERT(font != nullptr);
  101. // Our state
  102. bool show_demo_window = true;
  103. bool show_another_window = false;
  104. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  105. // Main loop
  106. bool done = false;
  107. while (!done)
  108. {
  109. // Poll and handle events (inputs, window resize, etc.)
  110. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  111. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  112. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  113. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  114. // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
  115. SDL_Event event;
  116. while (SDL_PollEvent(&event))
  117. {
  118. ImGui_ImplSDL3_ProcessEvent(&event);
  119. if (event.type == SDL_EVENT_QUIT)
  120. done = true;
  121. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  122. done = true;
  123. }
  124. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
  125. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  126. {
  127. SDL_Delay(10);
  128. continue;
  129. }
  130. // Start the Dear ImGui frame
  131. ImGui_ImplSDLGPU3_NewFrame();
  132. ImGui_ImplSDL3_NewFrame();
  133. ImGui::NewFrame();
  134. // 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!).
  135. if (show_demo_window)
  136. ImGui::ShowDemoWindow(&show_demo_window);
  137. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  138. {
  139. static float f = 0.0f;
  140. static int counter = 0;
  141. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  142. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  143. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  144. ImGui::Checkbox("Another Window", &show_another_window);
  145. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  146. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  147. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  148. counter++;
  149. ImGui::SameLine();
  150. ImGui::Text("counter = %d", counter);
  151. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  152. ImGui::End();
  153. }
  154. // 3. Show another simple window.
  155. if (show_another_window)
  156. {
  157. 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)
  158. ImGui::Text("Hello from another window!");
  159. if (ImGui::Button("Close Me"))
  160. show_another_window = false;
  161. ImGui::End();
  162. }
  163. // Rendering
  164. ImGui::Render();
  165. ImDrawData* draw_data = ImGui::GetDrawData();
  166. const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
  167. SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
  168. SDL_GPUTexture* swapchain_texture;
  169. SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
  170. if (swapchain_texture != nullptr && !is_minimized)
  171. {
  172. // This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
  173. ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
  174. // Setup and start a render pass
  175. SDL_GPUColorTargetInfo target_info = {};
  176. target_info.texture = swapchain_texture;
  177. target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
  178. target_info.load_op = SDL_GPU_LOADOP_CLEAR;
  179. target_info.store_op = SDL_GPU_STOREOP_STORE;
  180. target_info.mip_level = 0;
  181. target_info.layer_or_depth_plane = 0;
  182. target_info.cycle = false;
  183. SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
  184. // Render ImGui
  185. ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
  186. SDL_EndGPURenderPass(render_pass);
  187. }
  188. // Update and Render additional Platform Windows
  189. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  190. {
  191. ImGui::UpdatePlatformWindows();
  192. ImGui::RenderPlatformWindowsDefault();
  193. }
  194. // Submit the command buffer
  195. SDL_SubmitGPUCommandBuffer(command_buffer);
  196. }
  197. // Cleanup
  198. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
  199. SDL_WaitForGPUIdle(gpu_device);
  200. ImGui_ImplSDL3_Shutdown();
  201. ImGui_ImplSDLGPU3_Shutdown();
  202. ImGui::DestroyContext();
  203. SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
  204. SDL_DestroyGPUDevice(gpu_device);
  205. SDL_DestroyWindow(window);
  206. SDL_Quit();
  207. return 0;
  208. }