1// Dear ImGui: standalone example application for SDL2 + Metal 2// (SDL 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_sdl.h" 8#include "imgui_impl_metal.h" 9#include <stdio.h> 10#include <SDL.h> 11 12#import <Metal/Metal.h> 13#import <QuartzCore/QuartzCore.h> 14 15int main(int, char**) 16{ 17 // Setup Dear ImGui context 18 IMGUI_CHECKVERSION(); 19 ImGui::CreateContext(); 20 ImGuiIO& io = ImGui::GetIO(); (void)io; 21 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls 22 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls 23 24 // Setup style 25 ImGui::StyleColorsDark(); 26 //ImGui::StyleColorsClassic(); 27 28 // Load Fonts 29 // - 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. 30 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 31 // - 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). 32 // - 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. 33 // - Read 'docs/FONTS.txt' for more instructions and details. 34 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! 35 //io.Fonts->AddFontDefault(); 36 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); 37 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); 38 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); 39 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); 40 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); 41 //IM_ASSERT(font != NULL); 42 43 // Setup SDL 44 // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, 45 // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) 46 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) 47 { 48 printf("Error: %s\n", SDL_GetError()); 49 return -1; 50 } 51 52 // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. 53 SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal"); 54 55 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); 56 if (window == NULL) 57 { 58 printf("Error creating window: %s\n", SDL_GetError()); 59 return -2; 60 } 61 62 SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); 63 if (renderer == NULL) 64 { 65 printf("Error creating renderer: %s\n", SDL_GetError()); 66 return -3; 67 } 68 69 // Setup Platform/Renderer backends 70 CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer); 71 layer.pixelFormat = MTLPixelFormatBGRA8Unorm; 72 ImGui_ImplMetal_Init(layer.device); 73 ImGui_ImplSDL2_InitForMetal(window); 74 75 id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue]; 76 MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new]; 77 78 // Our state 79 bool show_demo_window = true; 80 bool show_another_window = false; 81 float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; 82 83 // Main loop 84 bool done = false; 85 while (!done) 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 SDL_Event event; 95 while (SDL_PollEvent(&event)) 96 { 97 ImGui_ImplSDL2_ProcessEvent(&event); 98 if (event.type == SDL_QUIT) 99 done = true; 100 if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) 101 done = true; 102 } 103 104 int width, height; 105 SDL_GetRendererOutputSize(renderer, &width, &height); 106 layer.drawableSize = CGSizeMake(width, height); 107 id<CAMetalDrawable> drawable = [layer nextDrawable]; 108 109 id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; 110 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]); 111 renderPassDescriptor.colorAttachments[0].texture = drawable.texture; 112 renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; 113 renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; 114 id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; 115 [renderEncoder pushDebugGroup:@"ImGui demo"]; 116 117 // Start the Dear ImGui frame 118 ImGui_ImplMetal_NewFrame(renderPassDescriptor); 119 ImGui_ImplSDL2_NewFrame(); 120 ImGui::NewFrame(); 121 122 // 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!). 123 if (show_demo_window) 124 ImGui::ShowDemoWindow(&show_demo_window); 125 126 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. 127 { 128 static float f = 0.0f; 129 static int counter = 0; 130 131 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. 132 133 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) 134 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state 135 ImGui::Checkbox("Another Window", &show_another_window); 136 137 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f 138 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color 139 140 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) 141 counter++; 142 ImGui::SameLine(); 143 ImGui::Text("counter = %d", counter); 144 145 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); 146 ImGui::End(); 147 } 148 149 // 3. Show another simple window. 150 if (show_another_window) 151 { 152 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) 153 ImGui::Text("Hello from another window!"); 154 if (ImGui::Button("Close Me")) 155 show_another_window = false; 156 ImGui::End(); 157 } 158 159 // Rendering 160 ImGui::Render(); 161 ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); 162 163 [renderEncoder popDebugGroup]; 164 [renderEncoder endEncoding]; 165 166 [commandBuffer presentDrawable:drawable]; 167 [commandBuffer commit]; 168 } 169 } 170 171 // Cleanup 172 ImGui_ImplMetal_Shutdown(); 173 ImGui_ImplSDL2_Shutdown(); 174 ImGui::DestroyContext(); 175 176 SDL_DestroyRenderer(renderer); 177 SDL_DestroyWindow(window); 178 SDL_Quit(); 179 180 return 0; 181} 182