imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
git clone https://git.neptards.moe/neptards/imgui.git
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main.mm (8106B)


      1 // Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
      2 // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
      3 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
      4 // Read online: https://github.com/ocornut/imgui/tree/master/docs
      5 
      6 #include "imgui.h"
      7 #include "imgui_impl_glfw.h"
      8 #include "imgui_impl_metal.h"
      9 #include <stdio.h>
     10 
     11 #define GLFW_INCLUDE_NONE
     12 #define GLFW_EXPOSE_NATIVE_COCOA
     13 #include <GLFW/glfw3.h>
     14 #include <GLFW/glfw3native.h>
     15 
     16 #import <Metal/Metal.h>
     17 #import <QuartzCore/QuartzCore.h>
     18 
     19 static void glfw_error_callback(int error, const char* description)
     20 {
     21     fprintf(stderr, "Glfw Error %d: %s\n", error, description);
     22 }
     23 
     24 int main(int, char**)
     25 {
     26     // Setup Dear ImGui context
     27     IMGUI_CHECKVERSION();
     28     ImGui::CreateContext();
     29     ImGuiIO& io = ImGui::GetIO(); (void)io;
     30     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     31     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls
     32 
     33     // Setup style
     34     ImGui::StyleColorsDark();
     35     //ImGui::StyleColorsClassic();
     36 
     37     // Load Fonts
     38     // - 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.
     39     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
     40     // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
     41     // - 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.
     42     // - Read 'docs/FONTS.txt' for more instructions and details.
     43     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     44     //io.Fonts->AddFontDefault();
     45     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
     46     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
     47     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
     48     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
     49     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
     50     //IM_ASSERT(font != NULL);
     51 
     52     // Setup window
     53     glfwSetErrorCallback(glfw_error_callback);
     54     if (!glfwInit())
     55         return 1;
     56 
     57     // Create window with graphics context
     58     glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
     59     GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL);
     60     if (window == NULL)
     61         return 1;
     62 
     63     id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
     64     id <MTLCommandQueue> commandQueue = [device newCommandQueue];
     65 
     66     // Setup Platform/Renderer backends
     67     ImGui_ImplGlfw_InitForOpenGL(window, true);
     68     ImGui_ImplMetal_Init(device);
     69 
     70     NSWindow *nswin = glfwGetCocoaWindow(window);
     71     CAMetalLayer *layer = [CAMetalLayer layer];
     72     layer.device = device;
     73     layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
     74     nswin.contentView.layer = layer;
     75     nswin.contentView.wantsLayer = YES;
     76 
     77     MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
     78 
     79     // Our state
     80     bool show_demo_window = true;
     81     bool show_another_window = false;
     82     float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
     83 
     84     // Main loop
     85     while (!glfwWindowShouldClose(window))
     86     {
     87         @autoreleasepool
     88         {
     89             // Poll and handle events (inputs, window resize, etc.)
     90             // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
     91             // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
     92             // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
     93             // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
     94             glfwPollEvents();
     95 
     96             int width, height;
     97             glfwGetFramebufferSize(window, &width, &height);
     98             layer.drawableSize = CGSizeMake(width, height);
     99             id<CAMetalDrawable> drawable = [layer nextDrawable];
    100 
    101             id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
    102             renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
    103             renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
    104             renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
    105             renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
    106             id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
    107             [renderEncoder pushDebugGroup:@"ImGui demo"];
    108 
    109             // Start the Dear ImGui frame
    110             ImGui_ImplMetal_NewFrame(renderPassDescriptor);
    111             ImGui_ImplGlfw_NewFrame();
    112             ImGui::NewFrame();
    113 
    114             // 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!).
    115             if (show_demo_window)
    116                 ImGui::ShowDemoWindow(&show_demo_window);
    117 
    118             // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
    119             {
    120                 static float f = 0.0f;
    121                 static int counter = 0;
    122 
    123                 ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
    124 
    125                 ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
    126                 ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
    127                 ImGui::Checkbox("Another Window", &show_another_window);
    128 
    129                 ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
    130                 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
    131 
    132                 if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
    133                     counter++;
    134                 ImGui::SameLine();
    135                 ImGui::Text("counter = %d", counter);
    136 
    137                 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
    138                 ImGui::End();
    139             }
    140 
    141             // 3. Show another simple window.
    142             if (show_another_window)
    143             {
    144                 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)
    145                 ImGui::Text("Hello from another window!");
    146                 if (ImGui::Button("Close Me"))
    147                     show_another_window = false;
    148                 ImGui::End();
    149             }
    150 
    151             // Rendering
    152             ImGui::Render();
    153             ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
    154 
    155             [renderEncoder popDebugGroup];
    156             [renderEncoder endEncoding];
    157 
    158             [commandBuffer presentDrawable:drawable];
    159             [commandBuffer commit];
    160         }
    161     }
    162 
    163     // Cleanup
    164     ImGui_ImplMetal_Shutdown();
    165     ImGui_ImplGlfw_Shutdown();
    166     ImGui::DestroyContext();
    167 
    168     glfwDestroyWindow(window);
    169     glfwTerminate();
    170 
    171     return 0;
    172 }