mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-22 20:27:50 +08:00
190 lines
9.1 KiB
Plaintext
190 lines
9.1 KiB
Plaintext
// 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;
|
|
}
|