diff options
Diffstat (limited to 'imgui-1.92.1/examples/example_sdl3_sdlgpu3')
5 files changed, 563 insertions, 0 deletions
diff --git a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/Makefile b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/Makefile new file mode 100644 index 0000000..c3159d8 --- /dev/null +++ b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/Makefile @@ -0,0 +1,73 @@ +# +# 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) $(OBJS) diff --git a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/build_win64.bat b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/build_win64.bat new file mode 100644 index 0000000..ad7a2d6 --- /dev/null +++ b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/build_win64.bat @@ -0,0 +1,14 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_sdl3_sdlgpu3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib shell32.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj new file mode 100644 index 0000000..3d034f5 --- /dev/null +++ b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj @@ -0,0 +1,189 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<ItemGroup> + <None Include="..\README.txt" /> + </ItemGroup> + <Import Project="$(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 new file mode 100644 index 0000000..4710b55 --- /dev/null +++ b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters @@ -0,0 +1,60 @@ +<?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"> + 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\ 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 new file mode 100644 index 0000000..581b11c --- /dev/null +++ b/imgui-1.92.1/examples/example_sdl3_sdlgpu3/main.cpp @@ -0,0 +1,227 @@ +// 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; +} |
