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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