mirror of https://github.com/ocornut/imgui
You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
212 lines
9.6 KiB
C++
212 lines
9.6 KiB
C++
// 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.
|
|
// - Unline 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 (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0)
|
|
{
|
|
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
// Create SDL window graphics context
|
|
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
|
|
if (window == nullptr)
|
|
{
|
|
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// 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 Platform/Renderer backends
|
|
ImGui_ImplSDL3_InitForSDLGPU(window);
|
|
ImGui_ImplSDLGPU3_InitInfo init_info = {};
|
|
init_info.GpuDevice = 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).
|
|
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
|
// - 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 \\ !
|
|
//io.Fonts->AddFontDefault();
|
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
|
//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.
|
|
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 (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::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();
|
|
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
|
|
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;
|
|
}
|