main.mm 8.0 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. // Setup Dear ImGui context
  25. IMGUI_CHECKVERSION();
  26. ImGui::CreateContext();
  27. ImGuiIO& io = ImGui::GetIO(); (void)io;
  28. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  29. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  30. // Setup style
  31. ImGui::StyleColorsDark();
  32. //ImGui::StyleColorsLight();
  33. // Load Fonts
  34. // - 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.
  35. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  36. // - 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).
  37. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  38. // - Read 'docs/FONTS.md' for more instructions and details.
  39. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  40. //style.FontSizeBase = 20.0f;
  41. //io.Fonts->AddFontDefault();
  42. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  43. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  44. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  45. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  46. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  47. //IM_ASSERT(font != nullptr);
  48. // Setup window
  49. glfwSetErrorCallback(glfw_error_callback);
  50. if (!glfwInit())
  51. return 1;
  52. // Create window with graphics context
  53. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  54. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr);
  55. if (window == nullptr)
  56. return 1;
  57. id <MTLDevice> device = MTLCreateSystemDefaultDevice();
  58. id <MTLCommandQueue> commandQueue = [device newCommandQueue];
  59. // Setup Platform/Renderer backends
  60. ImGui_ImplGlfw_InitForOpenGL(window, true);
  61. ImGui_ImplMetal_Init(device);
  62. NSWindow *nswin = glfwGetCocoaWindow(window);
  63. CAMetalLayer *layer = [CAMetalLayer layer];
  64. layer.device = device;
  65. layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
  66. nswin.contentView.layer = layer;
  67. nswin.contentView.wantsLayer = YES;
  68. MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
  69. // Our state
  70. bool show_demo_window = true;
  71. bool show_another_window = false;
  72. float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
  73. // Main loop
  74. while (!glfwWindowShouldClose(window))
  75. {
  76. @autoreleasepool
  77. {
  78. // Poll and handle events (inputs, window resize, etc.)
  79. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  80. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  81. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  82. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  83. glfwPollEvents();
  84. int width, height;
  85. glfwGetFramebufferSize(window, &width, &height);
  86. layer.drawableSize = CGSizeMake(width, height);
  87. id<CAMetalDrawable> drawable = [layer nextDrawable];
  88. id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
  89. 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]);
  90. renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
  91. renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
  92. renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
  93. id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
  94. [renderEncoder pushDebugGroup:@"ImGui demo"];
  95. // Start the Dear ImGui frame
  96. ImGui_ImplMetal_NewFrame(renderPassDescriptor);
  97. ImGui_ImplGlfw_NewFrame();
  98. ImGui::NewFrame();
  99. // 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!).
  100. if (show_demo_window)
  101. ImGui::ShowDemoWindow(&show_demo_window);
  102. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  103. {
  104. static float f = 0.0f;
  105. static int counter = 0;
  106. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  107. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  108. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  109. ImGui::Checkbox("Another Window", &show_another_window);
  110. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  111. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  112. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  113. counter++;
  114. ImGui::SameLine();
  115. ImGui::Text("counter = %d", counter);
  116. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  117. ImGui::End();
  118. }
  119. // 3. Show another simple window.
  120. if (show_another_window)
  121. {
  122. 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)
  123. ImGui::Text("Hello from another window!");
  124. if (ImGui::Button("Close Me"))
  125. show_another_window = false;
  126. ImGui::End();
  127. }
  128. // Rendering
  129. ImGui::Render();
  130. ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
  131. [renderEncoder popDebugGroup];
  132. [renderEncoder endEncoding];
  133. [commandBuffer presentDrawable:drawable];
  134. [commandBuffer commit];
  135. }
  136. }
  137. // Cleanup
  138. ImGui_ImplMetal_Shutdown();
  139. ImGui_ImplGlfw_Shutdown();
  140. ImGui::DestroyContext();
  141. glfwDestroyWindow(window);
  142. glfwTerminate();
  143. return 0;
  144. }