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							181 lines
						
					
					
						
							8.7 KiB
						
					
					
				| // 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.) | |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs | |
| 
 | |
| #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 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::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; | |
|     } | |
| 
 | |
|     // 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. | |
|             // - 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[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(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; | |
| }
 | |
| 
 |