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Examples: SDL2+Metal: fixed mismatches with other examples.
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@@ -10,25 +10,74 @@
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#include "imgui.h"
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#include "imgui_impl_sdl2.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 <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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// (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: SDL_Init(): %s\n", SDL_GetError());
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return 1;
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}
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// Inform SDL that we will be using metal for rendering. Without this hint initialization of Metal renderer may fail.
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create SDL window graphics context
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float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
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int window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * 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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return 1;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (renderer == nullptr)
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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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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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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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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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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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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)
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style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
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// Setup Platform/Renderer backends
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ImGui_ImplMetal_Init(layer.device);
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ImGui_ImplSDL2_InitForMetal(window);
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// Load Fonts
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// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
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// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
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@@ -47,50 +96,10 @@ int main(int, char**)
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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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// 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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// Inform SDL that we will be using metal for rendering. Without this hint initialization of Metal renderer may fail.
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 800, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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if (window == nullptr)
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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(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (renderer == nullptr)
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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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// Setup Platform/Renderer backends
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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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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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@@ -170,7 +179,8 @@ 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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