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Minor fixes to example_sdl_metal and a changelog entry.
Add example_sdl_metal to CI builds. Closes #3017.
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.github/workflows/build.yml
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3
.github/workflows/build.yml
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@ -241,6 +241,9 @@ jobs:
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- name: Build example_glfw_metal
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run: make -C examples/example_glfw_metal
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- name: Build example_sdl_metal
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run: make -C examples/example_sdl_metal
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- name: Build example_sdl_opengl2
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run: make -C examples/example_sdl_opengl2
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if: github.event_name == 'schedule'
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@ -30,6 +30,15 @@ HOW TO UPDATE?
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.76 WIP (In Progress)
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-----------------------------------------------------------------------
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Other Changes:
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- Backends: Added SDL2+Metal example application. (#3017) [@coding-jackalope]
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-----------------------------------------------------------------------
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VERSION 1.75 (Released 2020-02-10)
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-----------------------------------------------------------------------
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@ -190,7 +190,7 @@ example_empscripten:
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example_glfw_metal/
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GLFW (Mac) + Metal example.
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= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
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= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
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example_glfw_opengl2/
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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@ -237,6 +237,10 @@ example_sdl_directx11/
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
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This to demonstrate usage of DirectX with SDL.
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example_sdl_metal/
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SDL2 (Mac) + Metal example.
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= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
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example_sdl_opengl2/
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
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@ -1,9 +1,11 @@
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// ImGui - standalone example application for GLFW + Metal, using programmable pipeline
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for GLFW + Metal, using programmable pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_metal.h"
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#include <stdio.h>
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#define GLFW_INCLUDE_NONE
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#define GLFW_EXPOSE_NATIVE_COCOA
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@ -13,8 +15,6 @@
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#import <Metal/Metal.h>
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#import <QuartzCore/QuartzCore.h>
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#include <stdio.h>
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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@ -1,6 +1,6 @@
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// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in the example_glfw_opengl2/ folder**
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@ -1,6 +1,6 @@
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// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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@ -1,6 +1,6 @@
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// dear imgui: standalone example application for SDL2 + DirectX 11
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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#include "imgui.h"
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#include "imgui_impl_sdl.h"
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@ -1,17 +1,16 @@
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// ImGui - standalone example application for GLFW + Metal, using programmable pipeline
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// Dear ImGui: standalone example application for SDL2 + Metal
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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#include "imgui.h"
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#include "imgui_impl_sdl.h"
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#include "imgui_impl_metal.h"
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#include "SDL.h"
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#include <stdio.h>
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#include <SDL.h>
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#import <Metal/Metal.h>
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#import <QuartzCore/QuartzCore.h>
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#include <stdio.h>
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int main(int, char**)
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{
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// Setup Dear ImGui binding
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@ -49,27 +48,17 @@ int main(int, char**)
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return -1;
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}
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SDL_Window* window = SDL_CreateWindow(
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"Dear ImGui SDL+Metal example",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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1280,
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720,
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SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
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);
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// Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
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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);
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if (window == NULL)
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{
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printf("Error creating window: %s\n", SDL_GetError());
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return -2;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(
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window,
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-1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
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);
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (renderer == NULL)
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{
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printf("Error creating renderer: %s\n", SDL_GetError());
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@ -125,7 +114,7 @@ int main(int, char**)
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// Start the Dear ImGui frame
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ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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ImGui_ImplSDL2_NewFrame_Metal(window);
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ImGui_ImplSDL2_NewFrame(window);
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ImGui::NewFrame();
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// 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!).
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@ -1,6 +1,6 @@
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// dear imgui: standalone example application for SDL2 + OpenGL
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in the example_sdl_opengl3/ folder**
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@ -1,6 +1,6 @@
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// dear imgui: standalone example application for SDL2 + OpenGL
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
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#include "imgui.h"
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@ -364,31 +364,3 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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// Update game controllers (if enabled and available)
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ImGui_ImplSDL2_UpdateGamepads();
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}
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void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplMetal_NewFrame().");
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// Setup display size (every frame to accommodate for window resizing)
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SDL_Renderer* renderer = SDL_GetRenderer(window);
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(window, &w, &h);
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SDL_GetRendererOutputSize(renderer, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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static Uint64 frequency = SDL_GetPerformanceFrequency();
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Uint64 current_time = SDL_GetPerformanceCounter();
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io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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ImGui_ImplSDL2_UpdateMousePosAndButtons();
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ImGui_ImplSDL2_UpdateMouseCursor();
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// Update game controllers (if enabled and available)
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ImGui_ImplSDL2_UpdateGamepads();
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}
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@ -25,5 +25,4 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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