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authorNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
committerNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
commiteda5bc26f44ee9a6f83dcf8c91f17296d7fc509d (patch)
treebc2efa38ff4e350f9a111ac87065cd7ae9a911c7 /src/imgui/examples/example_glfw_metal/main.mm
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+// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
+// (GLFW 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_glfw.h"
+#include "imgui_impl_metal.h"
+#include <stdio.h>
+
+#define GLFW_INCLUDE_NONE
+#define GLFW_EXPOSE_NATIVE_COCOA
+#include <GLFW/glfw3.h>
+#include <GLFW/glfw3native.h>
+
+#import <Metal/Metal.h>
+#import <QuartzCore/QuartzCore.h>
+
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "Glfw Error %d: %s\n", error, description);
+}
+
+int main(int, char**)
+{
+ // 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 style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Load Fonts
+ // - 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.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - 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).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != nullptr);
+
+ // Setup window
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Create window with graphics context
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+ GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr);
+ if (window == nullptr)
+ return 1;
+
+ id <MTLDevice> device = MTLCreateSystemDefaultDevice();
+ id <MTLCommandQueue> commandQueue = [device newCommandQueue];
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplGlfw_InitForOpenGL(window, true);
+ ImGui_ImplMetal_Init(device);
+
+ NSWindow *nswin = glfwGetCocoaWindow(window);
+ CAMetalLayer *layer = [CAMetalLayer layer];
+ layer.device = device;
+ layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
+ nswin.contentView.layer = layer;
+ nswin.contentView.wantsLayer = YES;
+
+ 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
+ while (!glfwWindowShouldClose(window))
+ {
+ @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.
+ glfwPollEvents();
+
+ int width, height;
+ glfwGetFramebufferSize(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_ImplGlfw_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_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}