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Diffstat (limited to 'imgui-1.92.1/examples/example_sdl3_sdlgpu3/main.cpp')
| -rw-r--r-- | imgui-1.92.1/examples/example_sdl3_sdlgpu3/main.cpp | 227 |
1 files changed, 0 insertions, 227 deletions
diff --git a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/main.cpp b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/main.cpp deleted file mode 100644 index 581b11c..0000000 --- a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/main.cpp +++ /dev/null @@ -1,227 +0,0 @@ -// 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; -} |
