diff options
Diffstat (limited to 'lib/imgui-1.90.7/examples/example_sdl2_metal')
| -rw-r--r-- | lib/imgui-1.90.7/examples/example_sdl2_metal/main.mm | 189 | 
1 files changed, 189 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/examples/example_sdl2_metal/main.mm b/lib/imgui-1.90.7/examples/example_sdl2_metal/main.mm new file mode 100644 index 0000000..d548127 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_metal/main.mm @@ -0,0 +1,189 @@ +// 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.) + +// 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_sdl2.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::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 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"); + +    // Enable native IME. +    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "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 == nullptr) +    { +        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 == nullptr) +    { +        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, 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. +            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(); +            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_ImplSDL2_Shutdown(); +    ImGui::DestroyContext(); + +    SDL_DestroyRenderer(renderer); +    SDL_DestroyWindow(window); +    SDL_Quit(); + +    return 0; +}  | 
