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Diffstat (limited to 'lib/imgui-1.90.7/examples/example_glfw_metal')
| -rw-r--r-- | lib/imgui-1.90.7/examples/example_glfw_metal/main.mm | 177 | 
1 files changed, 177 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/examples/example_glfw_metal/main.mm b/lib/imgui-1.90.7/examples/example_glfw_metal/main.mm new file mode 100644 index 0000000..e9bc63a --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_metal/main.mm @@ -0,0 +1,177 @@ +// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline +// (GLFW 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_glfw.h" +#include "imgui_impl_metal.h" +#include <stdio.h> + +#define GLFW_INCLUDE_NONE +#define GLFW_EXPOSE_NATIVE_COCOA +#include <GLFW/glfw3.h> +#include <GLFW/glfw3native.h> + +#import <Metal/Metal.h> +#import <QuartzCore/QuartzCore.h> + +static void glfw_error_callback(int error, const char* description) +{ +    fprintf(stderr, "Glfw Error %d: %s\n", error, description); +} + +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 window +    glfwSetErrorCallback(glfw_error_callback); +    if (!glfwInit()) +        return 1; + +    // Create window with graphics context +    glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); +    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr); +    if (window == nullptr) +        return 1; + +    id <MTLDevice> device = MTLCreateSystemDefaultDevice(); +    id <MTLCommandQueue> commandQueue = [device newCommandQueue]; + +    // Setup Platform/Renderer backends +    ImGui_ImplGlfw_InitForOpenGL(window, true); +    ImGui_ImplMetal_Init(device); + +    NSWindow *nswin = glfwGetCocoaWindow(window); +    CAMetalLayer *layer = [CAMetalLayer layer]; +    layer.device = device; +    layer.pixelFormat = MTLPixelFormatBGRA8Unorm; +    nswin.contentView.layer = layer; +    nswin.contentView.wantsLayer = YES; + +    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 +    while (!glfwWindowShouldClose(window)) +    { +        @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. +            glfwPollEvents(); + +            int width, height; +            glfwGetFramebufferSize(window, &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_ImplGlfw_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_ImplGlfw_Shutdown(); +    ImGui::DestroyContext(); + +    glfwDestroyWindow(window); +    glfwTerminate(); + +    return 0; +}  | 
