Examples: SDL+Metal example.
diff --git a/examples/example_sdl_metal/Makefile b/examples/example_sdl_metal/Makefile
new file mode 100644
index 0000000..9d0d5e0
--- /dev/null
+++ b/examples/example_sdl_metal/Makefile
@@ -0,0 +1,46 @@
+#
+# You will need SDL2 (http://www.libsdl.org):
+# brew install sdl2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl_metal
+SOURCES = main.mm
+SOURCES += ../imgui_impl_sdl.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 += `sdl2-config --libs`
+LIBS += -L/usr/local/lib
+
+CXXFLAGS = -I../ -I../../ -I/usr/local/include
+CXXFLAGS += `sdl2-config --cflags`
+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_sdl_metal/main.mm b/examples/example_sdl_metal/main.mm
new file mode 100644
index 0000000..7801ca1
--- /dev/null
+++ b/examples/example_sdl_metal/main.mm
@@ -0,0 +1,190 @@
+// 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_sdl.h"
+#include "imgui_impl_metal.h"
+
+#include "SDL.h"
+
+#import <Metal/Metal.h>
+#import <QuartzCore/QuartzCore.h>
+
+#include <stdio.h>
+
+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 'docs/FONTS.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 SDL
+ // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
+ // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return -1;
+ }
+
+ SDL_Window* window = SDL_CreateWindow(
+ "Dear ImGui SDL+Metal example",
+ SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED,
+ 1280,
+ 720,
+ SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI
+ );
+
+ if (window == NULL)
+ {
+ printf("Error creating window: %s\n", SDL_GetError());
+ return -2;
+ }
+
+ SDL_Renderer* renderer = SDL_CreateRenderer(
+ window,
+ -1,
+ SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
+ );
+
+ if (renderer == NULL)
+ {
+ printf("Error creating renderer: %s\n", SDL_GetError());
+ return -3;
+ }
+
+ CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
+ layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
+ ImGui_ImplMetal_Init(layer.device);
+ ImGui_ImplSDL2_InitForMetal(window);
+
+ id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
+ 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
+ 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.
+ // - 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.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ int width, height;
+ SDL_GetRendererOutputSize(renderer, &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_ImplSDL2_NewFrame_Metal(window);
+ 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_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_DestroyRenderer(renderer);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp
index 32722bf..aac3b82 100644
--- a/examples/imgui_impl_sdl.cpp
+++ b/examples/imgui_impl_sdl.cpp
@@ -212,6 +212,11 @@
return ImGui_ImplSDL2_Init(window);
}
+bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
+{
+ return ImGui_ImplSDL2_Init(window);
+}
+
void ImGui_ImplSDL2_Shutdown()
{
g_Window = NULL;
@@ -359,3 +364,31 @@
// Update game controllers (if enabled and available)
ImGui_ImplSDL2_UpdateGamepads();
}
+
+void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplMetal_NewFrame().");
+
+ // Setup display size (every frame to accommodate for window resizing)
+ SDL_Renderer* renderer = SDL_GetRenderer(window);
+ int w, h;
+ int display_w, display_h;
+ SDL_GetWindowSize(window, &w, &h);
+ SDL_GetRendererOutputSize(renderer, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ if (w > 0 && h > 0)
+ io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+
+ // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+ static Uint64 frequency = SDL_GetPerformanceFrequency();
+ Uint64 current_time = SDL_GetPerformanceCounter();
+ io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
+ g_Time = current_time;
+
+ ImGui_ImplSDL2_UpdateMousePosAndButtons();
+ ImGui_ImplSDL2_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplSDL2_UpdateGamepads();
+}
diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h
index 376e622..42da71e 100644
--- a/examples/imgui_impl_sdl.h
+++ b/examples/imgui_impl_sdl.h
@@ -22,6 +22,8 @@
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
+IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame_Metal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);