mirror of
				https://github.com/ocornut/imgui.git
				synced 2025-11-04 01:34:32 +00:00 
			
		
		
		
	
							
								
								
									
										48
									
								
								examples/example_sdl3_metal/Makefile
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										48
									
								
								examples/example_sdl3_metal/Makefile
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,48 @@
 | 
			
		||||
#
 | 
			
		||||
# You will need SDL3 (http://www.libsdl.org):
 | 
			
		||||
#   brew install sdl3
 | 
			
		||||
#
 | 
			
		||||
 | 
			
		||||
#CXX = g++
 | 
			
		||||
#CXX = clang++
 | 
			
		||||
 | 
			
		||||
EXE = example_sdl3_metal
 | 
			
		||||
IMGUI_DIR = ../..
 | 
			
		||||
SOURCES = main.mm
 | 
			
		||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
 | 
			
		||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
 | 
			
		||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
 | 
			
		||||
 | 
			
		||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
 | 
			
		||||
LIBS += `pkg-config --libs sdl3`
 | 
			
		||||
LIBS += -L/usr/local/lib -L/opt/local/lib
 | 
			
		||||
 | 
			
		||||
CXXFLAGS += `pkg-config --cflags sdl3`
 | 
			
		||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
 | 
			
		||||
CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
 | 
			
		||||
CXXFLAGS += -Wall -Wformat
 | 
			
		||||
CFLAGS = $(CXXFLAGS)
 | 
			
		||||
 | 
			
		||||
%.o:%.cpp
 | 
			
		||||
	$(CXX) $(CXXFLAGS) -c -o $@ $<
 | 
			
		||||
 | 
			
		||||
%.o:$(IMGUI_DIR)/%.cpp
 | 
			
		||||
	$(CXX) $(CXXFLAGS) -c -o $@ $<
 | 
			
		||||
 | 
			
		||||
%.o:$(IMGUI_DIR)/backends/%.cpp
 | 
			
		||||
	$(CXX) $(CXXFLAGS) -c -o $@ $<
 | 
			
		||||
 | 
			
		||||
%.o:%.mm
 | 
			
		||||
	$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
 | 
			
		||||
 | 
			
		||||
%.o:$(IMGUI_DIR)/backends/%.mm
 | 
			
		||||
	$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
 | 
			
		||||
 | 
			
		||||
all: $(EXE)
 | 
			
		||||
	@echo Build complete
 | 
			
		||||
 | 
			
		||||
$(EXE): $(OBJS)
 | 
			
		||||
	$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
 | 
			
		||||
 | 
			
		||||
clean:
 | 
			
		||||
	rm -f $(EXE) $(OBJS)
 | 
			
		||||
							
								
								
									
										188
									
								
								examples/example_sdl3_metal/main.mm
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										188
									
								
								examples/example_sdl3_metal/main.mm
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,188 @@
 | 
			
		||||
// Dear ImGui: standalone example application for SDL3 + Metal
 | 
			
		||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
 | 
			
		||||
 | 
			
		||||
// Learn about Dear ImGui:
 | 
			
		||||
// - FAQ                  https://dearimgui.com/faq
 | 
			
		||||
// - Getting Started      https://dearimgui.com/getting-started
 | 
			
		||||
// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
 | 
			
		||||
// - Introduction, links and more at the top of imgui.cpp
 | 
			
		||||
 | 
			
		||||
#include "imgui.h"
 | 
			
		||||
#include "imgui_impl_sdl3.h"
 | 
			
		||||
#include "imgui_impl_metal.h"
 | 
			
		||||
#include <stdio.h>
 | 
			
		||||
#include <SDL3/SDL.h>
 | 
			
		||||
 | 
			
		||||
#import <Metal/Metal.h>
 | 
			
		||||
#import <QuartzCore/QuartzCore.h>
 | 
			
		||||
 | 
			
		||||
int main(int, char**)
 | 
			
		||||
{
 | 
			
		||||
    // Setup SDL
 | 
			
		||||
    // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
 | 
			
		||||
    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
 | 
			
		||||
    {
 | 
			
		||||
        printf("Error: SDL_Init(): %s\n", SDL_GetError());
 | 
			
		||||
        return -1;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
 | 
			
		||||
    SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
 | 
			
		||||
    SDL_Window *window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
 | 
			
		||||
    if (window == nullptr)
 | 
			
		||||
    {
 | 
			
		||||
        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
 | 
			
		||||
        return -1;
 | 
			
		||||
    }
 | 
			
		||||
    SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
 | 
			
		||||
    SDL_ShowWindow(window);
 | 
			
		||||
 | 
			
		||||
    // Setup Dear ImGui context
 | 
			
		||||
    IMGUI_CHECKVERSION();
 | 
			
		||||
    ImGui::CreateContext();
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO(); (void)io;
 | 
			
		||||
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
 | 
			
		||||
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
 | 
			
		||||
 | 
			
		||||
    // Setup Dear ImGui style
 | 
			
		||||
    ImGui::StyleColorsDark();
 | 
			
		||||
    //ImGui::StyleColorsLight();
 | 
			
		||||
 | 
			
		||||
    // Setup scaling
 | 
			
		||||
    ImGuiStyle& style = ImGui::GetStyle();
 | 
			
		||||
    style.ScaleAllSizes(main_scale);        // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
 | 
			
		||||
    style.FontScaleDpi = main_scale;        // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
 | 
			
		||||
 | 
			
		||||
    // Setup Platform/Renderer backends
 | 
			
		||||
    // Create Metal device BEFORE creating the view/layer
 | 
			
		||||
    id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice(); 
 | 
			
		||||
    if (!metalDevice)
 | 
			
		||||
    {
 | 
			
		||||
        printf("Error: failed to create Metal device.\n");
 | 
			
		||||
        SDL_DestroyWindow(window);
 | 
			
		||||
        SDL_Quit();
 | 
			
		||||
        return -1;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    SDL_MetalView view = SDL_Metal_CreateView(window);
 | 
			
		||||
    CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view); 
 | 
			
		||||
    layer.device = metalDevice;
 | 
			
		||||
    layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
 | 
			
		||||
    ImGui_ImplMetal_Init(layer.device);
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplSDL3_InitForMetal(window);
 | 
			
		||||
 | 
			
		||||
    id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
 | 
			
		||||
    MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
 | 
			
		||||
 | 
			
		||||
    // Our state
 | 
			
		||||
    bool show_demo_window = true;
 | 
			
		||||
    bool show_another_window = false;
 | 
			
		||||
    float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
 | 
			
		||||
 | 
			
		||||
    // Main loop
 | 
			
		||||
    bool done = false;
 | 
			
		||||
    while (!done)
 | 
			
		||||
    {
 | 
			
		||||
        @autoreleasepool
 | 
			
		||||
        {
 | 
			
		||||
            // Poll and handle events (inputs, window resize, etc.)
 | 
			
		||||
            // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
 | 
			
		||||
            // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
 | 
			
		||||
            // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
 | 
			
		||||
            // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | 
			
		||||
            SDL_Event event;
 | 
			
		||||
            while (SDL_PollEvent(&event))
 | 
			
		||||
            {
 | 
			
		||||
                ImGui_ImplSDL3_ProcessEvent(&event);
 | 
			
		||||
                if (event.type == SDL_EVENT_QUIT)
 | 
			
		||||
                    done = true;
 | 
			
		||||
                if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
 | 
			
		||||
                    done = true;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
 | 
			
		||||
            if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
 | 
			
		||||
            {
 | 
			
		||||
                SDL_Delay(10);
 | 
			
		||||
                continue;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            int width, height;
 | 
			
		||||
            SDL_GetWindowSizeInPixels(window, &width, &height);
 | 
			
		||||
        
 | 
			
		||||
            layer.drawableSize = CGSizeMake(width, height);
 | 
			
		||||
            id<CAMetalDrawable> drawable = [layer nextDrawable];
 | 
			
		||||
 | 
			
		||||
            id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
 | 
			
		||||
            renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
 | 
			
		||||
            renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
 | 
			
		||||
            renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
 | 
			
		||||
            renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
 | 
			
		||||
            id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
 | 
			
		||||
            [renderEncoder pushDebugGroup:@"ImGui demo"];
 | 
			
		||||
 | 
			
		||||
            // Start the Dear ImGui frame
 | 
			
		||||
            ImGui_ImplMetal_NewFrame(renderPassDescriptor);
 | 
			
		||||
            ImGui_ImplSDL3_NewFrame();
 | 
			
		||||
            ImGui::NewFrame();
 | 
			
		||||
 | 
			
		||||
            // 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!).
 | 
			
		||||
            if (show_demo_window)
 | 
			
		||||
                ImGui::ShowDemoWindow(&show_demo_window);
 | 
			
		||||
 | 
			
		||||
            // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
 | 
			
		||||
            {
 | 
			
		||||
                static float f = 0.0f;
 | 
			
		||||
                static int counter = 0;
 | 
			
		||||
 | 
			
		||||
                ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
 | 
			
		||||
 | 
			
		||||
                ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
 | 
			
		||||
                ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
 | 
			
		||||
                ImGui::Checkbox("Another Window", &show_another_window);
 | 
			
		||||
 | 
			
		||||
                ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
 | 
			
		||||
                ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
 | 
			
		||||
 | 
			
		||||
                if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
 | 
			
		||||
                    counter++;
 | 
			
		||||
                ImGui::SameLine();
 | 
			
		||||
                ImGui::Text("counter = %d", counter);
 | 
			
		||||
 | 
			
		||||
                ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
 | 
			
		||||
                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);
 | 
			
		||||
 | 
			
		||||
            [renderEncoder popDebugGroup];
 | 
			
		||||
            [renderEncoder endEncoding];
 | 
			
		||||
 | 
			
		||||
            [commandBuffer presentDrawable:drawable];
 | 
			
		||||
            [commandBuffer commit];
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Cleanup
 | 
			
		||||
    ImGui_ImplMetal_Shutdown();
 | 
			
		||||
    ImGui_ImplSDL3_Shutdown();
 | 
			
		||||
    ImGui::DestroyContext();
 | 
			
		||||
 | 
			
		||||
    SDL_DestroyWindow(window);
 | 
			
		||||
    SDL_Quit();
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user