main.mm 8.7 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. // Setup Dear ImGui style
  40. ImGui::StyleColorsDark();
  41. //ImGui::StyleColorsLight();
  42. // Setup scaling
  43. ImGuiStyle& style = ImGui::GetStyle();
  44. 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)
  45. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  46. id <MTLDevice> device = MTLCreateSystemDefaultDevice();
  47. id <MTLCommandQueue> commandQueue = [device newCommandQueue];
  48. // Setup Platform/Renderer backends
  49. ImGui_ImplGlfw_InitForOpenGL(window, true);
  50. ImGui_ImplMetal_Init(device);
  51. // Load Fonts
  52. // - 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.
  53. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  54. // - 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).
  55. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  56. // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
  57. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  58. //style.FontSizeBase = 20.0f;
  59. //io.Fonts->AddFontDefault();
  60. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  61. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  62. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  63. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  64. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  65. //IM_ASSERT(font != nullptr);
  66. NSWindow *nswin = glfwGetCocoaWindow(window);
  67. CAMetalLayer *layer = [CAMetalLayer layer];
  68. layer.device = device;
  69. layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
  70. nswin.contentView.layer = layer;
  71. nswin.contentView.wantsLayer = YES;
  72. MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
  73. // Our state
  74. bool show_demo_window = true;
  75. bool show_another_window = false;
  76. float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
  77. // Main loop
  78. while (!glfwWindowShouldClose(window))
  79. {
  80. @autoreleasepool
  81. {
  82. // Poll and handle events (inputs, window resize, etc.)
  83. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  84. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  85. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  86. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  87. glfwPollEvents();
  88. int width, height;
  89. glfwGetFramebufferSize(window, &width, &height);
  90. layer.drawableSize = CGSizeMake(width, height);
  91. id<CAMetalDrawable> drawable = [layer nextDrawable];
  92. id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
  93. 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]);
  94. renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
  95. renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
  96. renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
  97. id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
  98. [renderEncoder pushDebugGroup:@"ImGui demo"];
  99. // Start the Dear ImGui frame
  100. ImGui_ImplMetal_NewFrame(renderPassDescriptor);
  101. ImGui_ImplGlfw_NewFrame();
  102. ImGui::NewFrame();
  103. // 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!).
  104. if (show_demo_window)
  105. ImGui::ShowDemoWindow(&show_demo_window);
  106. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  107. {
  108. static float f = 0.0f;
  109. static int counter = 0;
  110. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  111. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  112. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  113. ImGui::Checkbox("Another Window", &show_another_window);
  114. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  115. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  116. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  117. counter++;
  118. ImGui::SameLine();
  119. ImGui::Text("counter = %d", counter);
  120. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  121. ImGui::End();
  122. }
  123. // 3. Show another simple window.
  124. if (show_another_window)
  125. {
  126. 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)
  127. ImGui::Text("Hello from another window!");
  128. if (ImGui::Button("Close Me"))
  129. show_another_window = false;
  130. ImGui::End();
  131. }
  132. // Rendering
  133. ImGui::Render();
  134. ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
  135. [renderEncoder popDebugGroup];
  136. [renderEncoder endEncoding];
  137. [commandBuffer presentDrawable:drawable];
  138. [commandBuffer commit];
  139. }
  140. }
  141. // Cleanup
  142. ImGui_ImplMetal_Shutdown();
  143. ImGui_ImplGlfw_Shutdown();
  144. ImGui::DestroyContext();
  145. glfwDestroyWindow(window);
  146. glfwTerminate();
  147. return 0;
  148. }