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1
.gitignore
vendored
1
.gitignore
vendored
@@ -68,6 +68,7 @@ examples/example_sdl2_opengl2/example_sdl2_opengl2
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examples/example_sdl2_opengl3/example_sdl2_opengl3
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examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2
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examples/example_sdl2_vulkan/example_sdl2_vulkan
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examples/example_sdl3_metal/example_sdl3_metal
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examples/example_sdl3_opengl3/example_sdl3_opengl3
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examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
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examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3
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@@ -52,6 +52,7 @@ Other Changes:
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facilitate using in C++ modules. (#8813, #8682, #8358) [@stripe2933]
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- CI: Added SDL3 builds to MacOS and Windows. (#8819, #8778) [@scribam]
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- CI: Updated Windows CI to use a more recent SDL2. (#8819, #8778) [@scribam]
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- Examples: SDL3+Metal: added SDL3+Metal example. (#8827, #8825) [@shi-yan]
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- Backends: OpenGL3: add and call embedded loader shutdown in ImGui_ImplOpenGL3_Shutdown()
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to facilitate multiple init/shutdown cycles in same process. (#8792) [@tim-rex]
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- Backends: OpenGL2, OpenGL3: set GL_UNPACK_ALIGNMENT to 1 before updating
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@@ -149,6 +149,10 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
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This is quite long and tedious, because: Vulkan. <BR>
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For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
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[example_sdl3_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_metal/) <BR>
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SDL3 + Metal example (Mac). <BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.mm <BR>
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[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
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SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
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@@ -10,12 +10,13 @@
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#include "imgui.h"
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#include "imgui_impl_sdl3.h"
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#include "imgui_impl_metal.h"
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#include <stdio.h>
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#include <stdio.h> // printf, fprintf
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#include <SDL3/SDL.h>
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#import <Metal/Metal.h>
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#import <QuartzCore/QuartzCore.h>
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// Main code
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int main(int, char**)
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{
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// Setup SDL
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@@ -26,9 +27,10 @@ int main(int, char**)
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return -1;
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}
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// Create SDL window graphics context
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float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
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SDL_Window *window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Metal example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
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if (window == nullptr)
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{
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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@@ -37,6 +39,23 @@ int main(int, char**)
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL_ShowWindow(window);
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// Create Metal device _before_ creating the view/layer
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id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice();
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if (!metalDevice)
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{
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printf("Error: failed to create Metal device.\n");
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SDL_DestroyWindow(window);
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SDL_Quit();
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return -1;
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}
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SDL_MetalView view = SDL_Metal_CreateView(window);
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CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view);
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layer.device = metalDevice;
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layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
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id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
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MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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@@ -54,26 +73,24 @@ int main(int, char**)
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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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// Setup Platform/Renderer backends
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// Create Metal device BEFORE creating the view/layer
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id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice();
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if (!metalDevice)
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{
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printf("Error: failed to create Metal device.\n");
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SDL_DestroyWindow(window);
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SDL_Quit();
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return -1;
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}
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SDL_MetalView view = SDL_Metal_CreateView(window);
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CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view);
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layer.device = metalDevice;
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layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
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ImGui_ImplMetal_Init(layer.device);
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ImGui_ImplSDL3_InitForMetal(window);
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id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
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MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
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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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' 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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//style.FontSizeBase = 20.0f;
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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@@ -91,6 +108,7 @@ int main(int, char**)
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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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@@ -166,7 +184,8 @@ int main(int, char**)
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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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ImDrawData* draw_data = ImGui::GetDrawData();
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ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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@@ -177,6 +196,7 @@ int main(int, char**)
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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_ImplMetal_Shutdown();
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ImGui_ImplSDL3_Shutdown();
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ImGui::DestroyContext();
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@@ -1,4 +1,5 @@
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// Dear ImGui: standalone example application for SDL3 + SDL_GPU
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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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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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@@ -154,7 +155,7 @@ int main(int, char**)
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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::ColorEdit4("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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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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