Examples: Metal: Add GLFW+Metal example
diff --git a/examples/example_glfw_metal/Makefile b/examples/example_glfw_metal/Makefile
new file mode 100644
index 0000000..35f1773
--- /dev/null
+++ b/examples/example_glfw_metal/Makefile
@@ -0,0 +1,44 @@
+#
+# You will need GLFW (http://www.glfw.org):
+#   brew install glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_metal
+SOURCES = main.mm
+SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_metal.mm
+SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+
+LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
+LIBS += -L/usr/local/lib -lglfw
+
+CXXFLAGS = -I../ -I../../ -I/usr/local/include
+CXXFLAGS += -Wall -Wformat
+CFLAGS = $(CXXFLAGS)
+
+%.o:%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:../%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:../../%.cpp
+	$(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:../%.mm
+	$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+%.o:%.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)
diff --git a/examples/example_glfw_metal/main.mm b/examples/example_glfw_metal/main.mm
new file mode 100644
index 0000000..3b162af
--- /dev/null
+++ b/examples/example_glfw_metal/main.mm
@@ -0,0 +1,166 @@
+// ImGui - standalone example application for GLFW + Metal, using programmable pipeline
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_metal.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>
+
+#include <stdio.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 binding
+    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::StyleColorsClassic();
+
+    // 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 NULL. 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.
+    // - Read 'misc/fonts/README.txt' 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    // 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", NULL, NULL);
+    if (window == NULL)
+        return 1;
+
+    id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
+    id <MTLCommandQueue> commandQueue = [device newCommandQueue];
+
+    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];
+
+    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))
+    {
+        // 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.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // 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[1], clear_color[2], 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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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;
+}