# Conflicts: # docs/CHANGELOG.txt # examples/example_win32_directx11/main.cpp # examples/example_win32_directx9/main.cpp # examples/imgui_impl_win32.cpp # examples/imgui_impl_win32.h # imgui.cppfeatures/sdl_renderer3_multiviewports
commit
bb1e6f8af6
30 changed files with 526 additions and 189 deletions
@ -0,0 +1,46 @@ |
||||
#
|
||||
# You will need SDL2 (http://www.libsdl.org):
|
||||
# brew install sdl2
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl_metal
|
||||
SOURCES = main.mm
|
||||
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_metal.mm
|
||||
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I/usr/local/include
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
%.o:%.cpp |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.mm |
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
%.o:%.mm |
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
all: $(EXE) |
||||
@echo Build complete
|
||||
|
||||
$(EXE): $(OBJS) |
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean: |
||||
rm -f $(EXE) $(OBJS)
|
@ -0,0 +1,179 @@ |
||||
// Dear ImGui: standalone example application for SDL2 + Metal |
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. |
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) |
||||
|
||||
#include "imgui.h" |
||||
#include "imgui_impl_sdl.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 binding |
||||
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::StyleColorsClassic(); |
||||
|
||||
// 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 NULL. 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. |
||||
// - Read 'docs/FONTS.txt' 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); |
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); |
||||
//IM_ASSERT(font != NULL); |
||||
|
||||
// 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"); |
||||
|
||||
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 == NULL) |
||||
{ |
||||
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 == NULL) |
||||
{ |
||||
printf("Error creating renderer: %s\n", SDL_GetError()); |
||||
return -3; |
||||
} |
||||
|
||||
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. |
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
||||
// 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[1], clear_color[2], 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(window); |
||||
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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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; |
||||
} |
Loading…
Reference in New Issue