| // Dear ImGui: standalone example application for SDL3 + Metal 4 | |
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) | |
| // (Metal 4 requires Apple Silicon and macOS 26+.) | |
| // 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_sdl3.h" | |
| #include "imgui_impl_metal4.h" | |
| #include <stdio.h> // printf, fprintf | |
| #include <SDL3/SDL.h> | |
| #import <Metal/Metal.h> | |
| #import <QuartzCore/QuartzCore.h> | |
| #define FRAMES_IN_FLIGHT 3 | |
| // Main code | |
| int main(int, char**) | |
| { | |
| // Setup SDL | |
| // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] | |
| if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) | |
| { | |
| printf("Error: SDL_Init(): %s\n", SDL_GetError()); | |
| return 1; | |
| } | |
| // Create SDL window graphics context | |
| float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); | |
| SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; | |
| SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Metal4 example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); | |
| if (window == nullptr) | |
| { | |
| printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); | |
| return 1; | |
| } | |
| SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); | |
| SDL_ShowWindow(window); | |
| // Create Metal device _before_ creating the view/layer | |
| id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice(); | |
| if (!metalDevice) | |
| { | |
| printf("Error: failed to create Metal device.\n"); | |
| SDL_DestroyWindow(window); | |
| SDL_Quit(); | |
| return 1; | |
| } | |
| SDL_MetalView view = SDL_Metal_CreateView(window); | |
| CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view); | |
| layer.device = metalDevice; | |
| layer.pixelFormat = MTLPixelFormatBGRA8Unorm; | |
| id<MTL4CommandQueue> commandQueue = [layer.device newMTL4CommandQueue]; | |
| id<MTLSharedEvent> sharedEvent = [layer.device newSharedEvent]; | |
| MTL4RenderPassDescriptor* renderPassDescriptor = [MTL4RenderPassDescriptor new]; | |
| [commandQueue addResidencySet:layer.residencySet]; | |
| id<MTL4CommandBuffer> commandBuffers[FRAMES_IN_FLIGHT]; | |
| id<MTL4CommandAllocator> commandAllocators[FRAMES_IN_FLIGHT]; | |
| for (int i = 0; i < FRAMES_IN_FLIGHT; i++) | |
| { | |
| commandAllocators[i] = [layer.device newCommandAllocator]; | |
| commandBuffers[i] = [layer.device newCommandBuffer]; | |
| } | |
| uint32_t frameIndex = 0; | |
| uint32_t frameInFlight = 0; | |
| // 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 | |
| io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking | |
| io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows | |
| // Setup Dear ImGui style | |
| ImGuiStyle& style = ImGui::GetStyle(); | |
| ImGui::StyleColorsDark(); | |
| //ImGui::StyleColorsLight(); | |
| //style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens. | |
| style.FrameRounding = 3.0f; | |
| style.GrabRounding = 3.0f; | |
| // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. | |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
| { | |
| style.WindowRounding = 0.0f; | |
| style.Colors[ImGuiCol_WindowBg].w = 1.0f; | |
| } | |
| // Setup scaling | |
| 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) | |
| style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) | |
| // Setup Platform/Renderer backends | |
| ImGui_ImplMetal4_Init(layer.device, commandQueue, FRAMES_IN_FLIGHT); | |
| ImGui_ImplSDL3_InitForMetal(window); | |
| // Load Fonts | |
| // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). | |
| // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold. | |
| // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. | |
| // - 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). | |
| // - Read 'docs/FONTS.md' for more instructions and details. | |
| // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. | |
| // - 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->AddFontDefaultVector(); | |
| //io.Fonts->AddFontDefaultBitmap(); | |
| //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); | |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); | |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); | |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); | |
| //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); | |
| //IM_ASSERT(font != nullptr); | |
| // 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. | |
| // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] | |
| SDL_Event event; | |
| while (SDL_PollEvent(&event)) | |
| { | |
| ImGui_ImplSDL3_ProcessEvent(&event); | |
| if (event.type == SDL_EVENT_QUIT) | |
| done = true; | |
| if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) | |
| done = true; | |
| } | |
| // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] | |
| if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) | |
| { | |
| SDL_Delay(10); | |
| continue; | |
| } | |
| int width, height; | |
| SDL_GetWindowSizeInPixels(window, &width, &height); | |
| layer.drawableSize = CGSizeMake(width, height); | |
| id<CAMetalDrawable> drawable = [layer nextDrawable]; | |
| uint64_t waitValue = (frameIndex >= FRAMES_IN_FLIGHT) ? (frameIndex - FRAMES_IN_FLIGHT + 1) : 0; | |
| [sharedEvent waitUntilSignaledValue:waitValue timeoutMS:1000]; | |
| [commandAllocators[frameInFlight] reset]; | |
| [commandBuffers[frameInFlight] beginCommandBufferWithAllocator:commandAllocators[frameInFlight]]; | |
| 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 <MTL4RenderCommandEncoder> renderEncoder = [commandBuffers[frameInFlight] renderCommandEncoderWithDescriptor:renderPassDescriptor]; | |
| [renderEncoder pushDebugGroup:@"ImGui demo"]; | |
| // Start the Dear ImGui frame | |
| ImGui_ImplMetal4_NewFrame(renderPassDescriptor, frameInFlight); | |
| ImGui_ImplSDL3_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(); | |
| ImDrawData* draw_data = ImGui::GetDrawData(); | |
| ImGui_ImplMetal4_RenderDrawData(draw_data, commandBuffers[frameInFlight], renderEncoder); | |
| [renderEncoder popDebugGroup]; | |
| [renderEncoder endEncoding]; | |
| [commandBuffers[frameInFlight] endCommandBuffer]; | |
| id<MTL4CommandBuffer> to_commit[] = { commandBuffers[frameInFlight] }; | |
| [commandQueue waitForDrawable:drawable]; | |
| [commandQueue commit:to_commit count:1]; | |
| [commandQueue signalEvent:sharedEvent value:frameIndex + 1]; | |
| [commandQueue signalDrawable:drawable]; | |
| [drawable present]; | |
| // Update and Render additional Platform Windows | |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
| { | |
| ImGui::UpdatePlatformWindows(); | |
| ImGui::RenderPlatformWindowsDefault(); | |
| } | |
| frameIndex++; | |
| frameInFlight = (frameInFlight + 1) % FRAMES_IN_FLIGHT; | |
| } | |
| } | |
| // Cleanup | |
| // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] | |
| ImGui_ImplMetal4_Shutdown(); | |
| ImGui_ImplSDL3_Shutdown(); | |
| ImGui::DestroyContext(); | |
| SDL_DestroyWindow(window); | |
| SDL_Quit(); | |
| return 0; | |
| } |