mirror of
https://github.com/cimgui/cimgui.git
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36
backend_test/example_sdl_renderer3/CMakeLists.txt
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36
backend_test/example_sdl_renderer3/CMakeLists.txt
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cmake_minimum_required(VERSION 3.30)
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project(cimgui_sdlrenderer3 LANGUAGES C CXX)
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set(CMAKE_C_STANDARD 11)
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include(FetchContent)
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FetchContent_Declare(
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sdl3
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GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
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GIT_TAG release-3.4.0
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#GIT_SHALLOW TRUE
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GIT_PROGRESS TRUE
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)
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set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
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FetchContent_MakeAvailable(sdl3)
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include(../cmake/GenerateCimguiBindings.cmake)
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set(inclulist ${sdl3_SOURCE_DIR}/include)
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GenerateCimguiBindings(cimgui_with_backend sdl3 sdlrenderer3 inclulist)
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target_link_libraries(cimgui_with_backend PRIVATE SDL3::SDL3)
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add_executable(${PROJECT_NAME}
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main.c
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)
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target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3 cimgui_with_backend)
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target_compile_definitions(
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${PROJECT_NAME}
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PRIVATE
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CIMGUI_DEFINE_ENUMS_AND_STRUCTS=1
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CIMGUI_USE_SDL3=1
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CIMGUI_USE_SDLRENDERER3=1
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)
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16
backend_test/example_sdl_renderer3/README.md
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16
backend_test/example_sdl_renderer3/README.md
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# SDLRenderer3
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This example takes from `example_sdlgpu3`. We need to generate bindings for SDLRenderer3 backend because they are not native to `cimgui`. Then you can add the compiled library for linking in your application.
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For the generation phase from cmake you need LuaJIT to be present.
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## Building
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From the build directory of your choice:
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`cmake path_to_example_sdlgpu3`
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Then simply run:
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`make`
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158
backend_test/example_sdl_renderer3/main.c
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158
backend_test/example_sdl_renderer3/main.c
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#include <assert.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <SDL3/SDL.h>
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#include <cimgui.h>
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#include <cimgui_impl.h>
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#define igGetIO igGetIO_Nil
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int main() {
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// Setup SDL library
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
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fprintf(stderr, "Failed to init video! %s", SDL_GetError());
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return 1;
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};
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// Setup window and renderer
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float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
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SDL_Window* window = NULL;
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SDL_Renderer* renderer = NULL;
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if (!SDL_CreateWindowAndRenderer("Dear ImGui SDL3 Renderer example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags, &window, &renderer))
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{
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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return -1;
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}
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL_ShowWindow(window);
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// Setup Dear ImGui context
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igCreateContext(NULL);
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ImGuiIO* io = igGetIO(); (void)io;
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io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io->ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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// Setup Dear ImGui style
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igStyleColorsDark(NULL);
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//igStyleColorsLight(NULL);
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// Setup scaling
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ImGuiStyle* style = igGetStyle();
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ImGuiStyle_ScaleAllSizes(style, main_scale);
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style->FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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io->ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
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io->ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
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// Setup Platform/Renderer backends
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ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
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ImGui_ImplSDLRenderer3_Init(renderer);
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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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ImVec4 clear_color;
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clear_color.x = 0.45f;
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clear_color.y = 0.55f;
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clear_color.z = 0.60f;
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clear_color.w = 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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// 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, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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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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// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL3_ProcessEvent(&event);
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if (event.type == SDL_EVENT_QUIT)
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done = true;
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Setup Dear ImGui frame
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SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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SDL_RenderClear(renderer);
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ImGui_ImplSDLRenderer3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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igNewFrame();
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// 1. Show the big demo window (Most of the sample code is in igShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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igShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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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igBegin("Hello, world!", NULL, 0); // Create a window called "Hello, world!" and append into it.
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igText("This is some useful text."); // Display some text (you can use a format strings too)
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igCheckbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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igCheckbox("Another Window", &show_another_window);
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igSliderFloat("float", &f, 0.0f, 1.0f, "%.3f", 0); // Edit 1 float using a slider from 0.0f to 1.0f
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igColorEdit4("clear color", (float*)&clear_color, 0); // Edit 3 floats representing a color
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ImVec2 buttonSize;
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buttonSize.x = 0;
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buttonSize.y = 0;
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if (igButton("Button", buttonSize)) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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igSameLine(0.0f, -1.0f);
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igText("counter = %d", counter);
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igText("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io->Framerate, io->Framerate);
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igEnd();
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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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igBegin("Another Window", &show_another_window, 0); // 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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igText("Hello from another window!");
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ImVec2 buttonSize;
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buttonSize.x = 0; buttonSize.y = 0;
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if (igButton("Close Me", buttonSize))
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show_another_window = false;
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igEnd();
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}
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// Rendering
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igRender();
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ImDrawData* draw_data = igGetDrawData();
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const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
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ImGui_ImplSDLRenderer3_RenderDrawData(draw_data, renderer);
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SDL_RenderPresent(renderer);
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}
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// Cleanup
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// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
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ImGui_ImplSDL3_Shutdown();
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ImGui_ImplSDLRenderer3_Shutdown();
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igDestroyContext(NULL);
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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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Block a user