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);