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							179 lines
						
					
					
						
							8.5 KiB
						
					
					
				// Dear ImGui: standalone example application for SDL2 + Metal | 
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. | 
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) | 
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 | 
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#include "imgui.h" | 
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#include "imgui_impl_sdl.h" | 
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#include "imgui_impl_metal.h" | 
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#include <stdio.h> | 
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#include <SDL.h> | 
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 | 
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#import <Metal/Metal.h> | 
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#import <QuartzCore/QuartzCore.h> | 
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 | 
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int main(int, char**) | 
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{ | 
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    // Setup Dear ImGui binding | 
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    IMGUI_CHECKVERSION(); | 
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    ImGui::CreateContext(); | 
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    ImGuiIO& io = ImGui::GetIO(); (void)io; | 
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls | 
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls | 
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 | 
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    // Setup style | 
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    ImGui::StyleColorsDark(); | 
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    //ImGui::StyleColorsClassic(); | 
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 | 
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    // Load Fonts | 
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    // - 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. | 
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    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | 
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    // - 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). | 
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    // - 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. | 
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    // - Read 'docs/FONTS.txt' for more instructions and details. | 
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    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | 
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    //io.Fonts->AddFontDefault(); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | 
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | 
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    //IM_ASSERT(font != NULL); | 
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 | 
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    // Setup SDL | 
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    // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, | 
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    // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) | 
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    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) | 
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    { | 
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        printf("Error: %s\n", SDL_GetError()); | 
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        return -1; | 
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    } | 
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 | 
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    // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. | 
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    SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal"); | 
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 | 
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    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); | 
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    if (window == NULL) | 
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    { | 
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        printf("Error creating window: %s\n", SDL_GetError()); | 
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        return -2; | 
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    } | 
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 | 
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    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); | 
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    if (renderer == NULL) | 
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    { | 
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        printf("Error creating renderer: %s\n", SDL_GetError()); | 
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        return -3; | 
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    } | 
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 | 
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    CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer); | 
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    layer.pixelFormat = MTLPixelFormatBGRA8Unorm; | 
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    ImGui_ImplMetal_Init(layer.device); | 
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    ImGui_ImplSDL2_InitForMetal(window); | 
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 | 
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    id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue]; | 
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    MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new]; | 
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 | 
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    // Our state | 
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    bool show_demo_window = true; | 
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    bool show_another_window = false; | 
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    float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; | 
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 | 
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    // Main loop | 
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    bool done = false; | 
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    while (!done) | 
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    { | 
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        @autoreleasepool | 
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        { | 
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            // Poll and handle events (inputs, window resize, etc.) | 
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            // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | 
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            // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | 
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            // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | 
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            // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | 
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            SDL_Event event; | 
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            while (SDL_PollEvent(&event)) | 
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            { | 
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                ImGui_ImplSDL2_ProcessEvent(&event); | 
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                if (event.type == SDL_QUIT) | 
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                    done = true; | 
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                if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) | 
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                    done = true; | 
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            } | 
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 | 
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            int width, height; | 
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            SDL_GetRendererOutputSize(renderer, &width, &height); | 
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            layer.drawableSize = CGSizeMake(width, height); | 
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            id<CAMetalDrawable> drawable = [layer nextDrawable]; | 
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 | 
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            id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; | 
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            renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); | 
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            renderPassDescriptor.colorAttachments[0].texture = drawable.texture; | 
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            renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; | 
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            renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; | 
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            id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; | 
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            [renderEncoder pushDebugGroup:@"ImGui demo"]; | 
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 | 
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            // Start the Dear ImGui frame | 
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            ImGui_ImplMetal_NewFrame(renderPassDescriptor); | 
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            ImGui_ImplSDL2_NewFrame(window); | 
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            ImGui::NewFrame(); | 
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 | 
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            // 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!). | 
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            if (show_demo_window) | 
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                ImGui::ShowDemoWindow(&show_demo_window); | 
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 | 
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            // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. | 
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            { | 
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                static float f = 0.0f; | 
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                static int counter = 0; | 
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 | 
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                ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. | 
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 | 
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                ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) | 
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                ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state | 
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                ImGui::Checkbox("Another Window", &show_another_window); | 
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 | 
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                ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f | 
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                ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | 
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 | 
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                if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) | 
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                    counter++; | 
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                ImGui::SameLine(); | 
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                ImGui::Text("counter = %d", counter); | 
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 | 
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                ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | 
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                ImGui::End(); | 
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            } | 
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 | 
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            // 3. Show another simple window. | 
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            if (show_another_window) | 
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            { | 
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                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) | 
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                ImGui::Text("Hello from another window!"); | 
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                if (ImGui::Button("Close Me")) | 
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                    show_another_window = false; | 
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                ImGui::End(); | 
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            } | 
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 | 
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            // Rendering | 
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            ImGui::Render(); | 
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            ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); | 
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 | 
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            [renderEncoder popDebugGroup]; | 
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            [renderEncoder endEncoding]; | 
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 | 
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            [commandBuffer presentDrawable:drawable]; | 
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            [commandBuffer commit]; | 
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        } | 
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    } | 
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 | 
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    // Cleanup | 
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    ImGui_ImplMetal_Shutdown(); | 
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    ImGui_ImplSDL2_Shutdown(); | 
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    ImGui::DestroyContext(); | 
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 | 
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    SDL_DestroyRenderer(renderer); | 
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    SDL_DestroyWindow(window); | 
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    SDL_Quit(); | 
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 | 
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    return 0; | 
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}
 | 
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