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	Examples: SDL+Metal example.
This commit is contained in:
		
							
								
								
									
										46
									
								
								examples/example_sdl_metal/Makefile
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										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
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										190
									
								
								examples/example_sdl_metal/main.mm
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,190 @@
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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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			||||||
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					            SDL_GetRendererOutputSize(renderer, &width, &height);
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			||||||
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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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			||||||
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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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			||||||
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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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			||||||
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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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			||||||
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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++;
 | 
				
			||||||
 | 
					                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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			||||||
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					                ImGui::End();
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            // 3. Show another simple window.
 | 
				
			||||||
 | 
					            if (show_another_window)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                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)
 | 
				
			||||||
 | 
					                ImGui::Text("Hello from another window!");
 | 
				
			||||||
 | 
					                if (ImGui::Button("Close Me"))
 | 
				
			||||||
 | 
					                    show_another_window = false;
 | 
				
			||||||
 | 
					                ImGui::End();
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            // Rendering
 | 
				
			||||||
 | 
					            ImGui::Render();
 | 
				
			||||||
 | 
					            ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
 | 
				
			||||||
 | 
					
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			||||||
 | 
					            [renderEncoder popDebugGroup];
 | 
				
			||||||
 | 
					            [renderEncoder endEncoding];
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            [commandBuffer presentDrawable:drawable];
 | 
				
			||||||
 | 
					            [commandBuffer commit];
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Cleanup
 | 
				
			||||||
 | 
					    ImGui_ImplMetal_Shutdown();
 | 
				
			||||||
 | 
					    ImGui_ImplSDL2_Shutdown();
 | 
				
			||||||
 | 
					    ImGui::DestroyContext();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    SDL_DestroyRenderer(renderer);
 | 
				
			||||||
 | 
					    SDL_DestroyWindow(window);
 | 
				
			||||||
 | 
					    SDL_Quit();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    return 0;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
@@ -212,6 +212,11 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
 | 
				
			|||||||
    return ImGui_ImplSDL2_Init(window);
 | 
					    return ImGui_ImplSDL2_Init(window);
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    return ImGui_ImplSDL2_Init(window);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void ImGui_ImplSDL2_Shutdown()
 | 
					void ImGui_ImplSDL2_Shutdown()
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
    g_Window = NULL;
 | 
					    g_Window = NULL;
 | 
				
			||||||
@@ -359,3 +364,31 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
 | 
				
			|||||||
    // Update game controllers (if enabled and available)
 | 
					    // Update game controllers (if enabled and available)
 | 
				
			||||||
    ImGui_ImplSDL2_UpdateGamepads();
 | 
					    ImGui_ImplSDL2_UpdateGamepads();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    ImGuiIO& io = ImGui::GetIO();
 | 
				
			||||||
 | 
					    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().");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Setup display size (every frame to accommodate for window resizing)
 | 
				
			||||||
 | 
					    SDL_Renderer* renderer = SDL_GetRenderer(window);
 | 
				
			||||||
 | 
					    int w, h;
 | 
				
			||||||
 | 
					    int display_w, display_h;
 | 
				
			||||||
 | 
					    SDL_GetWindowSize(window, &w, &h);
 | 
				
			||||||
 | 
					    SDL_GetRendererOutputSize(renderer, &display_w, &display_h);
 | 
				
			||||||
 | 
					    io.DisplaySize = ImVec2((float)w, (float)h);
 | 
				
			||||||
 | 
					    if (w > 0 && h > 0)
 | 
				
			||||||
 | 
					        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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 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -22,6 +22,8 @@ typedef union SDL_Event SDL_Event;
 | 
				
			|||||||
IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
 | 
					IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
 | 
				
			||||||
IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
 | 
					IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
 | 
				
			||||||
IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
 | 
					IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
 | 
				
			||||||
 | 
					IMGUI_IMPL_API bool		ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
 | 
				
			||||||
IMGUI_IMPL_API void     ImGui_ImplSDL2_Shutdown();
 | 
					IMGUI_IMPL_API void     ImGui_ImplSDL2_Shutdown();
 | 
				
			||||||
IMGUI_IMPL_API void     ImGui_ImplSDL2_NewFrame(SDL_Window* window);
 | 
					IMGUI_IMPL_API void     ImGui_ImplSDL2_NewFrame(SDL_Window* window);
 | 
				
			||||||
 | 
					IMGUI_IMPL_API void		ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window);
 | 
				
			||||||
IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
 | 
					IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user