From f346b4b3021a83ea920dbf4348b2aa208c9bb0b9 Mon Sep 17 00:00:00 2001 From: coding_jackalope Date: Fri, 7 Feb 2020 12:48:59 -0800 Subject: [PATCH] Examples: SDL+Metal example. --- examples/example_sdl_metal/Makefile | 46 +++++++ examples/example_sdl_metal/main.mm | 190 ++++++++++++++++++++++++++++ examples/imgui_impl_sdl.cpp | 33 +++++ examples/imgui_impl_sdl.h | 2 + 4 files changed, 271 insertions(+) create mode 100644 examples/example_sdl_metal/Makefile create mode 100644 examples/example_sdl_metal/main.mm diff --git a/examples/example_sdl_metal/Makefile b/examples/example_sdl_metal/Makefile new file mode 100644 index 00000000..9d0d5e0f --- /dev/null +++ b/examples/example_sdl_metal/Makefile @@ -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) diff --git a/examples/example_sdl_metal/main.mm b/examples/example_sdl_metal/main.mm new file mode 100644 index 00000000..7801ca14 --- /dev/null +++ b/examples/example_sdl_metal/main.mm @@ -0,0 +1,190 @@ +// ImGui - standalone example application for GLFW + Metal, using programmable pipeline +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_metal.h" + +#include "SDL.h" + +#import +#import + +#include + +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; + } + + 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 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 drawable = [layer nextDrawable]; + + id 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 renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplSDL2_NewFrame_Metal(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; +} diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 32722bf6..aac3b82c 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -212,6 +212,11 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) return ImGui_ImplSDL2_Init(window); } +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window); +} + void ImGui_ImplSDL2_Shutdown() { g_Window = NULL; @@ -359,3 +364,31 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) // Update game controllers (if enabled and available) ImGui_ImplSDL2_UpdateGamepads(); } + +void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplMetal_NewFrame()."); + + // Setup display size (every frame to accommodate for window resizing) + SDL_Renderer* renderer = SDL_GetRenderer(window); + int w, h; + int display_w, display_h; + SDL_GetWindowSize(window, &w, &h); + SDL_GetRendererOutputSize(renderer, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); + g_Time = current_time; + + ImGui_ImplSDL2_UpdateMousePosAndButtons(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h index 376e622c..42da71ed 100644 --- a/examples/imgui_impl_sdl.h +++ b/examples/imgui_impl_sdl.h @@ -22,6 +22,8 @@ typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);