1// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline 2// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) 3// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 4// Read online: https://github.com/ocornut/imgui/tree/master/docs 5 6#include "imgui.h" 7#include "imgui_impl_glfw.h" 8#include "imgui_impl_metal.h" 9#include <stdio.h> 10 11#define GLFW_INCLUDE_NONE 12#define GLFW_EXPOSE_NATIVE_COCOA 13#include <GLFW/glfw3.h> 14#include <GLFW/glfw3native.h> 15 16#import <Metal/Metal.h> 17#import <QuartzCore/QuartzCore.h> 18 19static void glfw_error_callback(int error, const char* description) 20{ 21 fprintf(stderr, "Glfw Error %d: %s\n", error, description); 22} 23 24int main(int, char**) 25{ 26 // Setup Dear ImGui context 27 IMGUI_CHECKVERSION(); 28 ImGui::CreateContext(); 29 ImGuiIO& io = ImGui::GetIO(); (void)io; 30 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls 31 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls 32 33 // Setup style 34 ImGui::StyleColorsDark(); 35 //ImGui::StyleColorsClassic(); 36 37 // Load Fonts 38 // - 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. 39 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 40 // - 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). 41 // - 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. 42 // - Read 'docs/FONTS.txt' for more instructions and details. 43 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! 44 //io.Fonts->AddFontDefault(); 45 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); 46 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); 47 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); 48 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); 49 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); 50 //IM_ASSERT(font != NULL); 51 52 // Setup window 53 glfwSetErrorCallback(glfw_error_callback); 54 if (!glfwInit()) 55 return 1; 56 57 // Create window with graphics context 58 glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); 59 GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL); 60 if (window == NULL) 61 return 1; 62 63 id <MTLDevice> device = MTLCreateSystemDefaultDevice(); 64 id <MTLCommandQueue> commandQueue = [device newCommandQueue]; 65 66 // Setup Platform/Renderer backends 67 ImGui_ImplGlfw_InitForOpenGL(window, true); 68 ImGui_ImplMetal_Init(device); 69 70 NSWindow *nswin = glfwGetCocoaWindow(window); 71 CAMetalLayer *layer = [CAMetalLayer layer]; 72 layer.device = device; 73 layer.pixelFormat = MTLPixelFormatBGRA8Unorm; 74 nswin.contentView.layer = layer; 75 nswin.contentView.wantsLayer = YES; 76 77 MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new]; 78 79 // Our state 80 bool show_demo_window = true; 81 bool show_another_window = false; 82 float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; 83 84 // Main loop 85 while (!glfwWindowShouldClose(window)) 86 { 87 @autoreleasepool 88 { 89 // Poll and handle events (inputs, window resize, etc.) 90 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. 91 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. 92 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. 93 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. 94 glfwPollEvents(); 95 96 int width, height; 97 glfwGetFramebufferSize(window, &width, &height); 98 layer.drawableSize = CGSizeMake(width, height); 99 id<CAMetalDrawable> drawable = [layer nextDrawable]; 100 101 id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; 102 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]); 103 renderPassDescriptor.colorAttachments[0].texture = drawable.texture; 104 renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; 105 renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; 106 id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; 107 [renderEncoder pushDebugGroup:@"ImGui demo"]; 108 109 // Start the Dear ImGui frame 110 ImGui_ImplMetal_NewFrame(renderPassDescriptor); 111 ImGui_ImplGlfw_NewFrame(); 112 ImGui::NewFrame(); 113 114 // 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!). 115 if (show_demo_window) 116 ImGui::ShowDemoWindow(&show_demo_window); 117 118 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. 119 { 120 static float f = 0.0f; 121 static int counter = 0; 122 123 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. 124 125 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) 126 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state 127 ImGui::Checkbox("Another Window", &show_another_window); 128 129 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f 130 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color 131 132 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) 133 counter++; 134 ImGui::SameLine(); 135 ImGui::Text("counter = %d", counter); 136 137 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); 138 ImGui::End(); 139 } 140 141 // 3. Show another simple window. 142 if (show_another_window) 143 { 144 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) 145 ImGui::Text("Hello from another window!"); 146 if (ImGui::Button("Close Me")) 147 show_another_window = false; 148 ImGui::End(); 149 } 150 151 // Rendering 152 ImGui::Render(); 153 ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); 154 155 [renderEncoder popDebugGroup]; 156 [renderEncoder endEncoding]; 157 158 [commandBuffer presentDrawable:drawable]; 159 [commandBuffer commit]; 160 } 161 } 162 163 // Cleanup 164 ImGui_ImplMetal_Shutdown(); 165 ImGui_ImplGlfw_Shutdown(); 166 ImGui::DestroyContext(); 167 168 glfwDestroyWindow(window); 169 glfwTerminate(); 170 171 return 0; 172} 173