main.mm 9.0 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. // Setup style
  24. ImGui::StyleColorsDark();
  25. //ImGui::StyleColorsLight();
  26. // Load Fonts
  27. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
  28. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
  29. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  30. // - 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).
  31. // - Read 'docs/FONTS.md' for more instructions and details.
  32. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
  33. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  34. //style.FontSizeBase = 20.0f;
  35. //io.Fonts->AddFontDefaultVector();
  36. //io.Fonts->AddFontDefaultBitmap();
  37. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  38. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  39. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  40. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  41. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  42. //IM_ASSERT(font != nullptr);
  43. // Setup SDL
  44. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  45. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  46. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  47. {
  48. printf("Error: %s\n", SDL_GetError());
  49. return 1;
  50. }
  51. // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
  52. SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
  53. // Enable native IME.
  54. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  55. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 800, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  56. if (window == nullptr)
  57. {
  58. printf("Error creating window: %s\n", SDL_GetError());
  59. return -2;
  60. }
  61. SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
  62. if (renderer == nullptr)
  63. {
  64. printf("Error creating renderer: %s\n", SDL_GetError());
  65. return -3;
  66. }
  67. // Setup Platform/Renderer backends
  68. CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
  69. layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
  70. ImGui_ImplMetal_Init(layer.device);
  71. ImGui_ImplSDL2_InitForMetal(window);
  72. id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
  73. MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
  74. // Our state
  75. bool show_demo_window = true;
  76. bool show_another_window = false;
  77. float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
  78. // Main loop
  79. bool done = false;
  80. while (!done)
  81. {
  82. @autoreleasepool
  83. {
  84. // Poll and handle events (inputs, window resize, etc.)
  85. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  86. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  87. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  88. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  89. SDL_Event event;
  90. while (SDL_PollEvent(&event))
  91. {
  92. ImGui_ImplSDL2_ProcessEvent(&event);
  93. if (event.type == SDL_QUIT)
  94. done = true;
  95. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  96. done = true;
  97. }
  98. int width, height;
  99. SDL_GetRendererOutputSize(renderer, &width, &height);
  100. layer.drawableSize = CGSizeMake(width, height);
  101. id<CAMetalDrawable> drawable = [layer nextDrawable];
  102. id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
  103. 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]);
  104. renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
  105. renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
  106. renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
  107. id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
  108. [renderEncoder pushDebugGroup:@"ImGui demo"];
  109. // Start the Dear ImGui frame
  110. ImGui_ImplMetal_NewFrame(renderPassDescriptor);
  111. ImGui_ImplSDL2_NewFrame();
  112. ImGui::NewFrame();
  113. // 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!).
  114. if (show_demo_window)
  115. ImGui::ShowDemoWindow(&show_demo_window);
  116. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  117. {
  118. static float f = 0.0f;
  119. static int counter = 0;
  120. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  121. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  122. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  123. ImGui::Checkbox("Another Window", &show_another_window);
  124. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  125. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  126. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  127. counter++;
  128. ImGui::SameLine();
  129. ImGui::Text("counter = %d", counter);
  130. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  131. ImGui::End();
  132. }
  133. // 3. Show another simple window.
  134. if (show_another_window)
  135. {
  136. 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)
  137. ImGui::Text("Hello from another window!");
  138. if (ImGui::Button("Close Me"))
  139. show_another_window = false;
  140. ImGui::End();
  141. }
  142. // Rendering
  143. ImGui::Render();
  144. ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
  145. [renderEncoder popDebugGroup];
  146. [renderEncoder endEncoding];
  147. [commandBuffer presentDrawable:drawable];
  148. [commandBuffer commit];
  149. }
  150. }
  151. // Cleanup
  152. ImGui_ImplMetal_Shutdown();
  153. ImGui_ImplSDL2_Shutdown();
  154. ImGui::DestroyContext();
  155. SDL_DestroyRenderer(renderer);
  156. SDL_DestroyWindow(window);
  157. SDL_Quit();
  158. return 0;
  159. }