| // Dear ImGui: standalone example application for SDL3 + SDL_GPU |
| // (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 |
| |
| // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. |
| // - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData. |
| // Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. |
| |
| #include "imgui.h" |
| #include "imgui_impl_sdl3.h" |
| #include "imgui_impl_sdlgpu3.h" |
| #include <stdio.h> // printf, fprintf |
| #include <stdlib.h> // abort |
| #include <SDL3/SDL.h> |
| |
| // This example doesn't compile with Emscripten yet! Awaiting SDL3 support. |
| #ifdef __EMSCRIPTEN__ |
| #include "../libs/emscripten/emscripten_mainloop_stub.h" |
| #endif |
| |
| // 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_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; |
| SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU 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 GPU Device |
| SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB, true, nullptr); |
| if (gpu_device == nullptr) |
| { |
| printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError()); |
| return 1; |
| } |
| |
| // Claim window for GPU Device |
| if (!SDL_ClaimWindowForGPUDevice(gpu_device, window)) |
| { |
| printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError()); |
| return 1; |
| } |
| SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC); |
| |
| // 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 Dear ImGui style |
| ImGui::StyleColorsDark(); |
| //ImGui::StyleColorsLight(); |
| |
| // Setup scaling |
| ImGuiStyle& style = ImGui::GetStyle(); |
| 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. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) |
| |
| // Setup Platform/Renderer backends |
| ImGui_ImplSDL3_InitForSDLGPU(window); |
| ImGui_ImplSDLGPU3_InitInfo init_info = {}; |
| init_info.Device = gpu_device; |
| init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window); |
| init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1; // Only used in multi-viewports mode. |
| init_info.SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode. |
| init_info.PresentMode = SDL_GPU_PRESENTMODE_VSYNC; |
| ImGui_ImplSDLGPU3_Init(&init_info); |
| |
| // Load Fonts |
| // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). |
| // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small 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 \\ ! |
| //style.FontSizeBase = 20.0f; |
| //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; |
| ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
| |
| // Main loop |
| bool done = false; |
| while (!done) |
| { |
| // 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; |
| } |
| |
| // Start the Dear ImGui frame |
| ImGui_ImplSDLGPU3_NewFrame(); |
| 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(); |
| const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); |
| |
| SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer |
| |
| SDL_GPUTexture* swapchain_texture; |
| SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture |
| |
| if (swapchain_texture != nullptr && !is_minimized) |
| { |
| // This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer! |
| ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); |
| |
| // Setup and start a render pass |
| SDL_GPUColorTargetInfo target_info = {}; |
| target_info.texture = swapchain_texture; |
| target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w }; |
| target_info.load_op = SDL_GPU_LOADOP_CLEAR; |
| target_info.store_op = SDL_GPU_STOREOP_STORE; |
| target_info.mip_level = 0; |
| target_info.layer_or_depth_plane = 0; |
| target_info.cycle = false; |
| SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr); |
| |
| // Render ImGui |
| ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass); |
| |
| SDL_EndGPURenderPass(render_pass); |
| } |
| |
| // Submit the command buffer |
| SDL_SubmitGPUCommandBuffer(command_buffer); |
| } |
| |
| // Cleanup |
| // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] |
| SDL_WaitForGPUIdle(gpu_device); |
| ImGui_ImplSDL3_Shutdown(); |
| ImGui_ImplSDLGPU3_Shutdown(); |
| ImGui::DestroyContext(); |
| |
| SDL_ReleaseWindowFromGPUDevice(gpu_device, window); |
| SDL_DestroyGPUDevice(gpu_device); |
| SDL_DestroyWindow(window); |
| SDL_Quit(); |
| |
| return 0; |
| } |