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authorAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
committerAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
commit432f24319319fe040e142059eb83279c53f90ab8 (patch)
tree5631eb0eb3a46d086070e8398d9080ff681133ac /libs/imgui-1.92.1/examples/example_sdl3_sdlgpu3/main.cpp
parent5d34aff5888d3f0c624251f15bedb96c347978d6 (diff)
refactor 2
Diffstat (limited to 'libs/imgui-1.92.1/examples/example_sdl3_sdlgpu3/main.cpp')
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+// Dear ImGui: standalone example application for SDL3 + SDL_GPU
+
+// 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
+
+// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
+// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
+// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_sdlgpu3.h"
+#include <stdio.h> // printf, fprintf
+#include <stdlib.h> // abort
+#include <SDL3/SDL.h>
+
+// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Create SDL window graphics context
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return -1;
+ }
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Create GPU Device
+ SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
+ if (gpu_device == nullptr)
+ {
+ printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Claim window for GPU Device
+ if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
+ {
+ printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
+ return -1;
+ }
+ SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_MAILBOX);
+
+ // 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 Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForSDLGPU(window);
+ ImGui_ImplSDLGPU3_InitInfo init_info = {};
+ init_info.Device = gpu_device;
+ init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
+ init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
+ ImGui_ImplSDLGPU3_Init(&init_info);
+
+ // 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);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // 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.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplSDLGPU3_NewFrame();
+ ImGui_ImplSDL3_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::ColorEdit4("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();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+
+ SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
+
+ SDL_GPUTexture* swapchain_texture;
+ SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
+
+ if (swapchain_texture != nullptr && !is_minimized)
+ {
+ // This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
+ ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
+
+ // Setup and start a render pass
+ SDL_GPUColorTargetInfo target_info = {};
+ target_info.texture = swapchain_texture;
+ target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
+ target_info.load_op = SDL_GPU_LOADOP_CLEAR;
+ target_info.store_op = SDL_GPU_STOREOP_STORE;
+ target_info.mip_level = 0;
+ target_info.layer_or_depth_plane = 0;
+ target_info.cycle = false;
+ SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
+
+ // Render ImGui
+ ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
+
+ SDL_EndGPURenderPass(render_pass);
+ }
+
+ // Submit the command buffer
+ SDL_SubmitGPUCommandBuffer(command_buffer);
+ }
+
+ // Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
+ SDL_WaitForGPUIdle(gpu_device);
+ ImGui_ImplSDL3_Shutdown();
+ ImGui_ImplSDLGPU3_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
+ SDL_DestroyGPUDevice(gpu_device);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}