diff options
| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
| commit | 432f24319319fe040e142059eb83279c53f90ab8 (patch) | |
| tree | 5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/examples/example_sdl2_metal | |
| parent | 5d34aff5888d3f0c624251f15bedb96c347978d6 (diff) | |
refactor 2
Diffstat (limited to 'imgui-1.92.1/examples/example_sdl2_metal')
| -rw-r--r-- | imgui-1.92.1/examples/example_sdl2_metal/Makefile | 47 | ||||
| -rw-r--r-- | imgui-1.92.1/examples/example_sdl2_metal/main.mm | 189 |
2 files changed, 0 insertions, 236 deletions
diff --git a/imgui-1.92.1/examples/example_sdl2_metal/Makefile b/imgui-1.92.1/examples/example_sdl2_metal/Makefile deleted file mode 100644 index 53c5f75..0000000 --- a/imgui-1.92.1/examples/example_sdl2_metal/Makefile +++ /dev/null @@ -1,47 +0,0 @@ -# -# You will need SDL2 (http://www.libsdl.org): -# brew install sdl2 -# - -#CXX = g++ -#CXX = clang++ - -EXE = example_sdl2_metal -IMGUI_DIR = ../.. -SOURCES = main.mm -SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp -SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm -OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) - -LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore -LIBS += `sdl2-config --libs` -LIBS += -L/usr/local/lib - -CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -CXXFLAGS += `sdl2-config --cflags` -CXXFLAGS += -Wall -Wformat -CFLAGS = $(CXXFLAGS) - -%.o:%.cpp - $(CXX) $(CXXFLAGS) -c -o $@ $< - -%.o:$(IMGUI_DIR)/%.cpp - $(CXX) $(CXXFLAGS) -c -o $@ $< - -%.o:$(IMGUI_DIR)/backends/%.cpp - $(CXX) $(CXXFLAGS) -c -o $@ $< - -%.o:%.mm - $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< - -%.o:$(IMGUI_DIR)/backends/%.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/imgui-1.92.1/examples/example_sdl2_metal/main.mm b/imgui-1.92.1/examples/example_sdl2_metal/main.mm deleted file mode 100644 index c1750b1..0000000 --- a/imgui-1.92.1/examples/example_sdl2_metal/main.mm +++ /dev/null @@ -1,189 +0,0 @@ -// Dear ImGui: standalone example application for SDL2 + Metal -// (SDL 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_sdl2.h" -#include "imgui_impl_metal.h" -#include <stdio.h> -#include <SDL.h> - -#import <Metal/Metal.h> -#import <QuartzCore/QuartzCore.h> - -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). - // - 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 \\ ! - //style.FontSizeBase = 20.0f; - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); - //IM_ASSERT(font != nullptr); - - // 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; - } - - // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. - SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal"); - - // Enable native IME. - SDL_SetHint(SDL_HINT_IME_SHOW_UI, "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 == nullptr) - { - 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 == nullptr) - { - printf("Error creating renderer: %s\n", SDL_GetError()); - return -3; - } - - // Setup Platform/Renderer backends - 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, 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. - 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[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_ImplSDL2_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_ImplSDL2_Shutdown(); - ImGui::DestroyContext(); - - SDL_DestroyRenderer(renderer); - SDL_DestroyWindow(window); - SDL_Quit(); - - return 0; -} |
