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Diffstat (limited to 'imgui-1.92.1/examples/example_sdl3_sdlgpu3')
-rw-r--r--imgui-1.92.1/examples/example_sdl3_sdlgpu3/Makefile73
-rw-r--r--imgui-1.92.1/examples/example_sdl3_sdlgpu3/build_win64.bat14
-rw-r--r--imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj189
-rw-r--r--imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters60
-rw-r--r--imgui-1.92.1/examples/example_sdl3_sdlgpu3/main.cpp227
5 files changed, 0 insertions, 563 deletions
diff --git a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/Makefile b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/Makefile
deleted file mode 100644
index c3159d8..0000000
--- a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/Makefile
+++ /dev/null
@@ -1,73 +0,0 @@
-#
-# Cross Platform Makefile
-# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
-#
-# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
-
-#CXX = g++
-#CXX = clang++
-
-EXE = example_sdl3_sdlgpu3
-IMGUI_DIR = ../..
-SOURCES = main.cpp
-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_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlgpu3.cpp
-OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
-UNAME_S := $(shell uname -s)
-
-CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
-CXXFLAGS += -g -Wall -Wformat
-LIBS =
-
-
-##---------------------------------------------------------------------
-## BUILD FLAGS PER PLATFORM
-##---------------------------------------------------------------------
-
-ifeq ($(UNAME_S), Linux) #LINUX
- ECHO_MESSAGE = "Linux"
- LIBS += -ldl `pkg-config sdl3 --libs`
-
- CXXFLAGS += `pkg-config sdl3 --cflags`
- CFLAGS = $(CXXFLAGS)
-endif
-
-ifeq ($(UNAME_S), Darwin) #APPLE
- ECHO_MESSAGE = "Mac OS X"
- LIBS += -framework Cocoa -framework IOKit -framework CoreVideo `pkg-config --libs sdl3`
- LIBS += -L/usr/local/lib -L/opt/local/lib
-
- CXXFLAGS += `pkg-config sdl3 --cflags`
- CXXFLAGS += -I/usr/local/include -I/opt/local/include
- CFLAGS = $(CXXFLAGS)
-endif
-
-ifeq ($(OS), Windows_NT)
- ECHO_MESSAGE = "MinGW"
- LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3`
-
- CXXFLAGS += `pkg-config --cflags sdl3`
- CFLAGS = $(CXXFLAGS)
-endif
-
-##---------------------------------------------------------------------
-## BUILD RULES
-##---------------------------------------------------------------------
-
-%.o:%.cpp
- $(CXX) $(CXXFLAGS) -c -o $@ $<
-
-%.o:$(IMGUI_DIR)/%.cpp
- $(CXX) $(CXXFLAGS) -c -o $@ $<
-
-%.o:$(IMGUI_DIR)/backends/%.cpp
- $(CXX) $(CXXFLAGS) -c -o $@ $<
-
-all: $(EXE)
- @echo Build complete for $(ECHO_MESSAGE)
-
-$(EXE): $(OBJS)
- $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
-
-clean:
- rm -f $(EXE) $(OBJS)
diff --git a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/build_win64.bat b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/build_win64.bat
deleted file mode 100644
index ad7a2d6..0000000
--- a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/build_win64.bat
+++ /dev/null
@@ -1,14 +0,0 @@
-@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
-
-@set OUT_EXE=example_sdl3_sdlgpu3
-@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
-@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp
-@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib shell32.lib
-
-@set OUT_DIR=Debug
-mkdir %OUT_DIR%
-cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
-
-@set OUT_DIR=Release
-@REM mkdir %OUT_DIR%
-@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj
deleted file mode 100644
index 3d034f5..0000000
--- a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj
+++ /dev/null
@@ -1,189 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
- <ItemGroup Label="ProjectConfigurations">
- <ProjectConfiguration Include="Debug|Win32">
- <Configuration>Debug</Configuration>
- <Platform>Win32</Platform>
- </ProjectConfiguration>
- <ProjectConfiguration Include="Debug|x64">
- <Configuration>Debug</Configuration>
- <Platform>x64</Platform>
- </ProjectConfiguration>
- <ProjectConfiguration Include="Release|Win32">
- <Configuration>Release</Configuration>
- <Platform>Win32</Platform>
- </ProjectConfiguration>
- <ProjectConfiguration Include="Release|x64">
- <Configuration>Release</Configuration>
- <Platform>x64</Platform>
- </ProjectConfiguration>
- </ItemGroup>
- <PropertyGroup Label="Globals">
- <ProjectGuid>{c22cb6f8-39a5-4dda-90ed-4aca4e81e1e5}</ProjectGuid>
- <RootNamespace>example_sdl3_sdlgpu3</RootNamespace>
- <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
- </PropertyGroup>
- <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
- <ConfigurationType>Application</ConfigurationType>
- <UseDebugLibraries>true</UseDebugLibraries>
- <CharacterSet>MultiByte</CharacterSet>
- <PlatformToolset>v140</PlatformToolset>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
- <ConfigurationType>Application</ConfigurationType>
- <UseDebugLibraries>true</UseDebugLibraries>
- <CharacterSet>MultiByte</CharacterSet>
- <PlatformToolset>v140</PlatformToolset>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
- <ConfigurationType>Application</ConfigurationType>
- <UseDebugLibraries>false</UseDebugLibraries>
- <WholeProgramOptimization>true</WholeProgramOptimization>
- <CharacterSet>MultiByte</CharacterSet>
- <PlatformToolset>v140</PlatformToolset>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
- <ConfigurationType>Application</ConfigurationType>
- <UseDebugLibraries>false</UseDebugLibraries>
- <WholeProgramOptimization>true</WholeProgramOptimization>
- <CharacterSet>MultiByte</CharacterSet>
- <PlatformToolset>v140</PlatformToolset>
- </PropertyGroup>
- <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
- <ImportGroup Label="ExtensionSettings">
- </ImportGroup>
- <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
- <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
- <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
- <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
- <PropertyGroup Label="UserMacros" />
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
- <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
- <IncludePath>$(IncludePath)</IncludePath>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
- <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
- <IncludePath>$(IncludePath)</IncludePath>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
- <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
- <IncludePath>$(IncludePath)</IncludePath>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
- <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
- <IncludePath>$(IncludePath)</IncludePath>
- </PropertyGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <ClCompile>
- <WarningLevel>Level4</WarningLevel>
- <Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
- <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
- </ClCompile>
- <Link>
- <GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- <AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <SubSystem>Console</SubSystem>
- <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
- </Link>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
- <ClCompile>
- <WarningLevel>Level4</WarningLevel>
- <Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
- <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
- </ClCompile>
- <Link>
- <GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- <AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <SubSystem>Console</SubSystem>
- <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
- </Link>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
- <ClCompile>
- <WarningLevel>Level4</WarningLevel>
- <Optimization>MaxSpeed</Optimization>
- <FunctionLevelLinking>true</FunctionLevelLinking>
- <IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
- <BufferSecurityCheck>false</BufferSecurityCheck>
- <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
- </ClCompile>
- <Link>
- <GenerateDebugInformation>true</GenerateDebugInformation>
- <EnableCOMDATFolding>true</EnableCOMDATFolding>
- <OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- <AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <SubSystem>Console</SubSystem>
- <IgnoreSpecificDefaultLibraries>
- </IgnoreSpecificDefaultLibraries>
- </Link>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
- <ClCompile>
- <WarningLevel>Level4</WarningLevel>
- <Optimization>MaxSpeed</Optimization>
- <FunctionLevelLinking>true</FunctionLevelLinking>
- <IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
- <BufferSecurityCheck>false</BufferSecurityCheck>
- <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
- <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
- </ClCompile>
- <Link>
- <GenerateDebugInformation>true</GenerateDebugInformation>
- <EnableCOMDATFolding>true</EnableCOMDATFolding>
- <OptimizeReferences>true</OptimizeReferences>
- <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- <AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <SubSystem>Console</SubSystem>
- <IgnoreSpecificDefaultLibraries>
- </IgnoreSpecificDefaultLibraries>
- </Link>
- </ItemDefinitionGroup>
- <ItemGroup>
- <ClCompile Include="..\..\backends\imgui_impl_sdlgpu3.cpp" />
- <ClCompile Include="..\..\imgui.cpp" />
- <ClCompile Include="..\..\imgui_demo.cpp" />
- <ClCompile Include="..\..\imgui_draw.cpp" />
- <ClCompile Include="..\..\imgui_tables.cpp" />
- <ClCompile Include="..\..\imgui_widgets.cpp" />
- <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
- <ClCompile Include="main.cpp" />
- </ItemGroup>
- <ItemGroup>
- <ClInclude Include="..\..\backends\imgui_impl_sdlgpu3.h" />
- <ClInclude Include="..\..\backends\imgui_impl_sdlgpu3_shaders.h" />
- <ClInclude Include="..\..\imconfig.h" />
- <ClInclude Include="..\..\imgui.h" />
- <ClInclude Include="..\..\imgui_internal.h" />
- <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
- </ItemGroup>
- <ItemGroup>
- <None Include="..\README.txt" />
- </ItemGroup>
- <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
- <ImportGroup Label="ExtensionTargets">
- </ImportGroup>
-</Project>
diff --git a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters
deleted file mode 100644
index 4710b55..0000000
--- a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters
+++ /dev/null
@@ -1,60 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
- <ItemGroup>
- <ClCompile Include="main.cpp">
- <Filter>sources</Filter>
- </ClCompile>
- <ClCompile Include="..\..\backends\imgui_impl_sdlgpu3.cpp">
- <Filter>sources</Filter>
- </ClCompile>
- <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
- <Filter>sources</Filter>
- </ClCompile>
- <ClCompile Include="..\..\imgui.cpp">
- <Filter>imgui</Filter>
- </ClCompile>
- <ClCompile Include="..\..\imgui_demo.cpp">
- <Filter>imgui</Filter>
- </ClCompile>
- <ClCompile Include="..\..\imgui_draw.cpp">
- <Filter>imgui</Filter>
- </ClCompile>
- <ClCompile Include="..\..\imgui_tables.cpp">
- <Filter>imgui</Filter>
- </ClCompile>
- <ClCompile Include="..\..\imgui_widgets.cpp">
- <Filter>imgui</Filter>
- </ClCompile>
- </ItemGroup>
- <ItemGroup>
- <ClInclude Include="..\..\backends\imgui_impl_sdlgpu3.h">
- <Filter>sources</Filter>
- </ClInclude>
- <ClInclude Include="..\..\backends\imgui_impl_sdlgpu3_shaders.h">
- <Filter>sources</Filter>
- </ClInclude>
- <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
- <Filter>sources</Filter>
- </ClInclude>
- <ClInclude Include="..\..\imconfig.h">
- <Filter>imgui</Filter>
- </ClInclude>
- <ClInclude Include="..\..\imgui.h">
- <Filter>imgui</Filter>
- </ClInclude>
- <ClInclude Include="..\..\imgui_internal.h">
- <Filter>imgui</Filter>
- </ClInclude>
- </ItemGroup>
- <ItemGroup>
- <None Include="..\README.txt" />
- </ItemGroup>
- <ItemGroup>
- <Filter Include="imgui">
- <UniqueIdentifier>{9044ef92-2afa-42f2-92df-ac473c7c32b3}</UniqueIdentifier>
- </Filter>
- <Filter Include="sources">
- <UniqueIdentifier>{ef84458b-039a-4902-8455-4e33df5a8578}</UniqueIdentifier>
- </Filter>
- </ItemGroup>
-</Project> \ No newline at end of file
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;
-}