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			229 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			229 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // 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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| 
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| // Learn about Dear ImGui:
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| // - FAQ                  https://dearimgui.com/faq
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| // - Getting Started      https://dearimgui.com/getting-started
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| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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| // - Introduction, links and more at the top of imgui.cpp
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| 
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| // Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
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| // - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
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| //   Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
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| 
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| #include "imgui.h"
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| #include "imgui_impl_sdl3.h"
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| #include "imgui_impl_sdlgpu3.h"
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| #include <stdio.h>          // printf, fprintf
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| #include <stdlib.h>         // abort
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| #include <SDL3/SDL.h>
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| 
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| // This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
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| #ifdef __EMSCRIPTEN__
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| #include "../libs/emscripten/emscripten_mainloop_stub.h"
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| #endif
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| 
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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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|     // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
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|     if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
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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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| 
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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_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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|     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_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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|     SDL_ShowWindow(window);
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| 
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|     // Create GPU Device
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|     SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
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|     if (gpu_device == nullptr)
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|     {
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|         printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
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|         return -1;
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|     }
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| 
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|     // Claim window for GPU Device
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|     if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
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|     {
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|         printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
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|         return -1;
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|     }
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|     SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC);
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| 
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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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| 
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|     // Setup Dear ImGui style
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|     ImGui::StyleColorsDark();
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|     //ImGui::StyleColorsLight();
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| 
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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. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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| 
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|     // Setup Platform/Renderer backends
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|     ImGui_ImplSDL3_InitForSDLGPU(window);
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|     ImGui_ImplSDLGPU3_InitInfo init_info = {};
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|     init_info.Device = gpu_device;
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|     init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
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|     init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
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|     ImGui_ImplSDLGPU3_Init(&init_info);
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| 
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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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| 
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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 = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 
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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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| 
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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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| 
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|         // Start the Dear ImGui frame
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|         ImGui_ImplSDLGPU3_NewFrame();
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|         ImGui_ImplSDL3_NewFrame();
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|         ImGui::NewFrame();
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| 
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|         // 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!).
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|         if (show_demo_window)
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|             ImGui::ShowDemoWindow(&show_demo_window);
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| 
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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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| 
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|             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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| 
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|             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
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|             ImGui::Checkbox("Another Window", &show_another_window);
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| 
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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::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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| 
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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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|             ImGui::SameLine();
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|             ImGui::Text("counter = %d", counter);
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| 
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|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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|             ImGui::End();
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|         }
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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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|             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)
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|             ImGui::Text("Hello from another window!");
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|             if (ImGui::Button("Close Me"))
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|                 show_another_window = false;
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|             ImGui::End();
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|         }
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| 
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|         // Rendering
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|         ImGui::Render();
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|         ImDrawData* draw_data = ImGui::GetDrawData();
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|         const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
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| 
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|         SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
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| 
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|         SDL_GPUTexture* swapchain_texture;
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|         SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
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| 
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|         if (swapchain_texture != nullptr && !is_minimized)
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|         {
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|             // This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
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|             ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
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| 
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|             // Setup and start a render pass
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|             SDL_GPUColorTargetInfo target_info = {};
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|             target_info.texture = swapchain_texture;
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|             target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
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|             target_info.load_op = SDL_GPU_LOADOP_CLEAR;
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|             target_info.store_op = SDL_GPU_STOREOP_STORE;
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|             target_info.mip_level = 0;
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|             target_info.layer_or_depth_plane = 0;
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|             target_info.cycle = false;
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|             SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
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| 
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|             // Render ImGui
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|             ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
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| 
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|             SDL_EndGPURenderPass(render_pass);
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|         }
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| 
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|         // Submit the command buffer
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|         SDL_SubmitGPUCommandBuffer(command_buffer);
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|     }
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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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|     SDL_WaitForGPUIdle(gpu_device);
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|     ImGui_ImplSDL3_Shutdown();
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|     ImGui_ImplSDLGPU3_Shutdown();
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|     ImGui::DestroyContext();
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| 
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|     SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
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|     SDL_DestroyGPUDevice(gpu_device);
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|     SDL_DestroyWindow(window);
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|     SDL_Quit();
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| 
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|     return 0;
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| }
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