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Examples: SDL+Metal example.
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examples/example_sdl_metal/Makefile
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46
examples/example_sdl_metal/Makefile
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#
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# You will need SDL2 (http://www.libsdl.org):
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# brew install sdl2
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#
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#CXX = g++
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#CXX = clang++
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EXE = example_sdl_metal
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SOURCES = main.mm
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SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_metal.mm
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SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
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LIBS += `sdl2-config --libs`
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LIBS += -L/usr/local/lib
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CXXFLAGS = -I../ -I../../ -I/usr/local/include
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CXXFLAGS += `sdl2-config --cflags`
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CXXFLAGS += -Wall -Wformat
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CFLAGS = $(CXXFLAGS)
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%.o:%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:../%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:../../%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:../%.mm
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$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
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%.o:%.mm
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$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
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all: $(EXE)
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@echo Build complete
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$(EXE): $(OBJS)
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$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
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clean:
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rm -f $(EXE) $(OBJS)
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190
examples/example_sdl_metal/main.mm
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examples/example_sdl_metal/main.mm
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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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#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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#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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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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// Setup SDL
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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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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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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if (renderer == NULL)
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{
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printf("Error creating renderer: %s\n", SDL_GetError());
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return -3;
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}
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CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
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layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
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ImGui_ImplMetal_Init(layer.device);
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ImGui_ImplSDL2_InitForMetal(window);
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id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
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MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
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// Main loop
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bool done = false;
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while (!done)
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{
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@autoreleasepool
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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int width, height;
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SDL_GetRendererOutputSize(renderer, &width, &height);
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layer.drawableSize = CGSizeMake(width, height);
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id<CAMetalDrawable> drawable = [layer nextDrawable];
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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[renderEncoder pushDebugGroup:@"ImGui demo"];
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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::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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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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[commandBuffer presentDrawable:drawable];
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[commandBuffer commit];
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}
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}
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// Cleanup
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ImGui_ImplMetal_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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@ -212,6 +212,11 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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return ImGui_ImplSDL2_Init(window);
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}
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bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
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{
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return ImGui_ImplSDL2_Init(window);
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}
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void ImGui_ImplSDL2_Shutdown()
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{
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g_Window = NULL;
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@ -359,3 +364,31 @@ 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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@ -22,6 +22,8 @@ typedef union SDL_Event SDL_Event;
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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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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