// Dear ImGui: standalone example application for SDL3 + Metal 4 // (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_metal4.h" #include // printf, fprintf #include #import #import #define FRAMES_IN_FLIGHT 3 // Main code 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; } // Create SDL window graphics context 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+Metal4 example", (int)(1280 * main_scale), (int)(800 * 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); // Create Metal device _before_ creating the view/layer id 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; id commandQueue = [layer.device newMTL4CommandQueue]; id sharedEvent = [layer.device newSharedEvent]; MTL4RenderPassDescriptor* renderPassDescriptor = [MTL4RenderPassDescriptor new]; [commandQueue addResidencySet:layer.residencySet]; id commandBuffers[FRAMES_IN_FLIGHT]; id commandAllocators[FRAMES_IN_FLIGHT]; for (int i = 0; i < FRAMES_IN_FLIGHT; i++) { commandAllocators[i] = [layer.device newCommandAllocator]; commandBuffers[i] = [layer.device newCommandBuffer]; } uint32_t frameIndex = 0; uint32_t frameInFlight = 0; // 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. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) // Setup Platform/Renderer backends ImGui_ImplMetal4_Init(layer.device, commandQueue, FRAMES_IN_FLIGHT); ImGui_ImplSDL3_InitForMetal(window); // Load Fonts // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - Read 'docs/FONTS.md' for more instructions and details. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // 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. // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] 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 drawable = [layer nextDrawable]; uint64_t waitValue = (frameIndex >= FRAMES_IN_FLIGHT) ? (frameIndex - FRAMES_IN_FLIGHT + 1) : 0; [sharedEvent waitUntilSignaledValue:waitValue timeoutMS:1000]; [commandAllocators[frameInFlight] reset]; [commandBuffers[frameInFlight] beginCommandBufferWithAllocator:commandAllocators[frameInFlight]]; 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 renderEncoder = [commandBuffers[frameInFlight] renderCommandEncoderWithDescriptor:renderPassDescriptor]; [renderEncoder pushDebugGroup:@"ImGui demo"]; // Start the Dear ImGui frame ImGui_ImplMetal4_NewFrame(renderPassDescriptor, frameInFlight); 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(); ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplMetal4_RenderDrawData(draw_data, commandBuffers[frameInFlight], renderEncoder); [renderEncoder popDebugGroup]; [renderEncoder endEncoding]; [commandBuffers[frameInFlight] endCommandBuffer]; id to_commit[] = { commandBuffers[frameInFlight] }; [commandQueue waitForDrawable:drawable]; [commandQueue commit:to_commit count:1]; [commandQueue signalEvent:sharedEvent value:frameIndex + 1]; [commandQueue signalDrawable:drawable]; [drawable present]; frameIndex++; frameInFlight = (frameInFlight + 1) % FRAMES_IN_FLIGHT; } } // Cleanup // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] ImGui_ImplMetal4_Shutdown(); ImGui_ImplSDL3_Shutdown(); ImGui::DestroyContext(); SDL_DestroyWindow(window); SDL_Quit(); return 0; }