| // Dear ImGui: standalone example application for SDL2 + Metal |
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) |
| |
| // Learn about Dear ImGui: |
| // - FAQ https://dearimgui.com/faq |
| // - Getting Started https://dearimgui.com/getting-started |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| // - Introduction, links and more at the top of imgui.cpp |
| |
| #include "imgui.h" |
| #include "imgui_impl_sdl2.h" |
| #include "imgui_impl_metal.h" |
| #include <stdio.h> |
| #include <SDL.h> |
| |
| #import <Metal/Metal.h> |
| #import <QuartzCore/QuartzCore.h> |
| |
| int main(int, char**) |
| { |
| // Setup Dear ImGui context |
| IMGUI_CHECKVERSION(); |
| ImGui::CreateContext(); |
| ImGuiIO& io = ImGui::GetIO(); (void)io; |
| io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
| io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
| |
| // Setup style |
| ImGui::StyleColorsDark(); |
| //ImGui::StyleColorsLight(); |
| |
| // Load Fonts |
| // - 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. |
| // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
| // - 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). |
| // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. |
| // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
| // - Read 'docs/FONTS.md' for more instructions and details. |
| // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
| //io.Fonts->AddFontDefault(); |
| //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
| //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
| //IM_ASSERT(font != nullptr); |
| |
| // Setup SDL |
| // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, |
| // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) |
| if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) |
| { |
| printf("Error: %s\n", SDL_GetError()); |
| return -1; |
| } |
| |
| // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. |
| SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal"); |
| |
| // Enable native IME. |
| SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); |
| |
| SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); |
| if (window == nullptr) |
| { |
| printf("Error creating window: %s\n", SDL_GetError()); |
| return -2; |
| } |
| |
| SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); |
| if (renderer == nullptr) |
| { |
| printf("Error creating renderer: %s\n", SDL_GetError()); |
| return -3; |
| } |
| |
| // Setup Platform/Renderer backends |
| CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer); |
| layer.pixelFormat = MTLPixelFormatBGRA8Unorm; |
| ImGui_ImplMetal_Init(layer.device); |
| ImGui_ImplSDL2_InitForMetal(window); |
| |
| id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue]; |
| MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new]; |
| |
| // Our state |
| bool show_demo_window = true; |
| bool show_another_window = false; |
| float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; |
| |
| // Main loop |
| bool done = false; |
| while (!done) |
| { |
| @autoreleasepool |
| { |
| // Poll and handle events (inputs, window resize, etc.) |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| SDL_Event event; |
| while (SDL_PollEvent(&event)) |
| { |
| ImGui_ImplSDL2_ProcessEvent(&event); |
| if (event.type == SDL_QUIT) |
| done = true; |
| if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) |
| done = true; |
| } |
| |
| int width, height; |
| SDL_GetRendererOutputSize(renderer, &width, &height); |
| layer.drawableSize = CGSizeMake(width, height); |
| id<CAMetalDrawable> drawable = [layer nextDrawable]; |
| |
| id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; |
| 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]); |
| renderPassDescriptor.colorAttachments[0].texture = drawable.texture; |
| renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; |
| renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; |
| id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; |
| [renderEncoder pushDebugGroup:@"ImGui demo"]; |
| |
| // Start the Dear ImGui frame |
| ImGui_ImplMetal_NewFrame(renderPassDescriptor); |
| ImGui_ImplSDL2_NewFrame(); |
| ImGui::NewFrame(); |
| |
| // 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!). |
| if (show_demo_window) |
| ImGui::ShowDemoWindow(&show_demo_window); |
| |
| // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
| { |
| static float f = 0.0f; |
| static int counter = 0; |
| |
| ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
| |
| ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) |
| ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state |
| ImGui::Checkbox("Another Window", &show_another_window); |
| |
| ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
| ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color |
| |
| if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) |
| counter++; |
| ImGui::SameLine(); |
| ImGui::Text("counter = %d", counter); |
| |
| ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); |
| ImGui::End(); |
| } |
| |
| // 3. Show another simple window. |
| if (show_another_window) |
| { |
| 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) |
| ImGui::Text("Hello from another window!"); |
| if (ImGui::Button("Close Me")) |
| show_another_window = false; |
| ImGui::End(); |
| } |
| |
| // Rendering |
| ImGui::Render(); |
| ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); |
| |
| [renderEncoder popDebugGroup]; |
| [renderEncoder endEncoding]; |
| |
| [commandBuffer presentDrawable:drawable]; |
| [commandBuffer commit]; |
| } |
| } |
| |
| // Cleanup |
| ImGui_ImplMetal_Shutdown(); |
| ImGui_ImplSDL2_Shutdown(); |
| ImGui::DestroyContext(); |
| |
| SDL_DestroyRenderer(renderer); |
| SDL_DestroyWindow(window); |
| SDL_Quit(); |
| |
| return 0; |
| } |