f5befd2d29 Version 1.91.9b cfed7a3a54 Tables: fixed assert/issues loading settings. (#8496, #7934) 93b446a962 Backtrack of version tagging 1.92.0 > 1.91.9b for publishing a hotfix (#8496) a7dc184772 Moved ImDrawIdx definition lower in imgui.h. Moved ImTextureID slightly below in its own section. bfaef8ca17 Version 1.92.0 WIP 2737dbb1e1 Docs: Fixed typo. Very oops. (#8495) 4d4f1fd364 Docs: retroactively document ConfigData->Sources renaming. (#8495) d6493aab02 Fix typo in comment (#8494) 97428e8ac9 Version 1.91.9 ea2a12112d Misc: Various zealous warning fixes for newer version of Clang. b758b8223f InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459) 79bba34c5f Revert "Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468)" d9dad2f4a1 Scrollbar: stabilize visibility of ScrollbarX when detecting a feedback loop. (#8488, #3285, #4539) 6e30c42101 Tables: fixed an issue with TableSetupColumn() overriding ini data. (#7934) de4f77b0ac Backends: DX12: comment about using SrvDescriptorAllocFn/SrvDescriptorFreeFn. 09654f4e8c Revert "Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10." 557c77e455 Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468) 6da230636b Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10. 51e4cba909 Backends: Fixed zealous warnings. 39585aa90d Amend Changelog to talk about OEM keys. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) a9e53829d2 Backends: Win32, SDL2, SDL3, GLFW: prioritize scancodes instead of translated keycodes when dealing with OEM keys + Added ImGuiKey_Oem102. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) 88d4827b64 Update FAQ.md for SDL3 (#8480) 3c3d943fb1 Docs: Fix some typos (#8473) 806731e37a Set IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS on 3DS sdk (#8477, #8476) 1ec99f4fd3 Internals: added ImStrlen/ImMemchr #define to facilitate experimenting with variations. (#8421) 377a387a42 Add proper ImGuiTextBuffer::resize() support other than 0. 9f49292b35 Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00". 119dfbc627 Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631) fcec08f7ae Demo: (Refactor) Moved ExampleTreeNode contents below ShowDemoWindow() so main entry point is more visible to casual reader. 324172fb1f Demo: (Refactor) Moved DemoWindowWidgets() below the functions it calls, reducing amount of forward declarations. a7657f2ed4 Examples: SDL3: Added comments to clarify setup for users of the unfortunate SDL_MAIN_USE_CALLBACKS feature. (#8455) df31774327 Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640) 71b160cdbb Demo: (Refactor) Moved code into DemoWindowWidgetsDisableBlocks() section. 7a919e80c9 Demo: (Refactor) Moved code into DemoWindowWidgetsQueryingStatuses() section. 0758594bd2 Demo: (Refactor) Moved code into DemoWindowWidgetsDragAndDrop() section. 9b486e47fe Demo: (Refactor) Moved code into DemoWindowWidgetsDragsAndSliders(), DemoWindowWidgetsMultiComponents(), DemoWindowWidgetsVerticalSliders() sections. caf3faa054 Demo: (Refactor) Moved code into DemoWindowWidgetsColorAndPickers() section. 510a9a77d6 Demo: (Refactor) Moved code into DemoWindowWidgetsDataTypes() section. 4d0c776a80 Demo: (Refactor) Moved code into DemoWindowWidgetsPlotting(), DemoWindowWidgetsProgressBars(), DemoWindowWidgetsTabs() sections. 4450d61ac2 Demo: (Refactor) Moved code into DemoWindowWidgetsSelectables(), DemoWindowWidgetsTextFilter(), DemoWindowWidgetsTextInputs() sections. 22baec494b Demo: (Refactor) Moved code into DemoWindowWidgetsComboBoxes(), DemoWindowWidgetsImages(), DemoWindowWidgetsListBoxes() sections. 94877a137d Demo: (Refactor) Moved code into DemoWindowWidgetsBullets(), DemoWindowWidgetsCollapsingHeaders(), DemoWindowWidgetsCollapsingText() sections. de3f68a233 Demo: (Refactor) Moved code into DemoWindowWidgetsTooltips(), DemoWindowWidgetsTreeNodes() sections. b2c55c9db5 Demo: (Refactor) Moved code into DemoWindowWidgetsBasic() section. eefd2da0f6 Demo: (Refactor) Added new empty sections.. Renamed existing helper functions. ce13f6b73e Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. (#8452) 4819eae867 Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() could incorrectly offset the final cursor. c5ade6591e TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660) 9c2876b9f8 ShowFontAtlas() uses ImageWithBg(). (#8131, #8238) 1aab00da85 Misc shallow tweaks/tidying up. (#8446) 482a1f50b6 Internals: rename ImGuiDataVarInfo to ImGuiStyleVarInfo. Move ImGuiStyleMod, ImGuiColorMod to own section. 494ea57b65 Image: removed 'tint_col', 'border_col' parameters from Image(). Added ImageWithBg(). Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238) cdafefd4be Backends: WebGPU: Add nextInChain field for VertexAttributes under Dawn (#8438) 8bd3e20c86 Backends: WebGPU: include imgui.h before backend check (#8437) aa83d5d455 Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged. (#6410, #3650) aaacb01b8d Backends: WebGPU: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) 9996a2d51b Backends: WebGPU: update code for latest webgpu-native changes. Fix for Emscripten. (#8426) 6aa0810de5 Backends: WebGPU: update code for latest webgpu-native changes. Amend. (#8426) 4f4fb1d220 Backends: WebGPU: update code for latest webgpu-native changes. (#8426) 242d856ede Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) a86fcbd947 Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) 4c0604ec2e Font: shallow refactor, rename ConfigData[] fields to Sources[], ConfigDataCount to SourcesCount. 6e29450f76 Internals: added IsItemActiveAsInputText() helper. 030746faff Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker. (#7961, #7669) dac40d0487 Backends: SDL2, SDL3: don't call SDL_GetGlobalMouseState() when mouse position is in relative mode. (#8425, #8407) ef969a53f5 Tabs: fixed Unsaved Marker not being visible when Close Button is. (#8430, #8387) 5dce79e941 Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() signature started breaking in 1.91.8 due to missing command queue. (#8429) 74afea04d6 Fix typos in docs (#8427) edc66d79c7 Nav: extract code into a NavUpdateWindowingApplyFocus() so it may be reused elsewhere. 434b7710f3 Internals: packing ImGuiDataVarInfo + misc renaming + value of ImGuiDataType_Pointer doesn't need to be Count+1 1e18a6cf60 Examples: GLFW+Vulkan: make GLFW_DIR overridable in cmake bit. (#8419) a6bcbb173b Examples: Android: Update kotlin version (#8409) 6dc376f676 ImFontAtlas: added software/drawlist version of ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress + moved GetMouseCursorTexData() to internals. 85c488ee12 Hot-fix for broken MouseDrawCursor support for ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress/ImGuiMouseCursor_NotAllowed. 05742f9b6f Tables: share code between TableSetupColumn() and TableLoadSettings(). (#7934) 8b7b3ce03e Tables: fixed an issue where Columns Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934) eec097fe35 Added ImGuiMouseCursor_Progress mouse cursor 8a35386+ support in SDL2,SDL3,Win32,Allegro5 backends. 8a35386ba7 Added ImGuiMouseCursor_Wait mouse cursor (busy/wait/hourglass shape) + support in SDL2,SDL3,Win32,Allegro5 backends. 8f0411ff03 Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) c4a32a129d Tabs: fixed middle-button to close not checking hovering, only close button visibility. (#8399, #8387) 78ec1272e9 ImDrawList: added InitialFringeScale in ImDrawListSharedData. Default to 1.0f. 2860d7ba05 Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and specifying a selectable size. (#8338) 474305c476 ImFont: simpler constructor. ec4cd2cb8c Backends: Vulkan: Fixed crash with using no prototypes + *BREAKING* Added ApiVersion to ImGui_ImplVulkan_LoadFunctions(). (#8326, #8365, #8400) 98c2f6b0c4 Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651) e1ae7db4cc Backends: Vulkan: Fixed building with older headers not supporting VK_HEADER_VERSION_COMPLETE. (#8326, #8365) 12963f5231 Examples: Vulkan: make ApiVersion a little more visible in examples. (#8326, #8365) 890ead6a71 Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" without -KHR on API 1.3. (#8326, #8365) f94a5f0e8c Docs: Update doc about plutosvg (#8395) b78cc37891 Backends: SDL2: Fixed build for versions older than 2.0.14. (#7660) a931fb7f51 Fixed static analyzer warning. 7cd31c3557 Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings. (#7934) 7221f5e739 Styles, Tabs: Fixed ef7ffaf. (#8387) ef7ffaff74 Styles, Tabs: (Breaking) Renamed TabMinWidthForCloseButton to TabCloseButtonMinWidthUnselected. Added TabCloseButtonMinWidthSelected. (#8387) 3d900edba7 Examples: Win32+DirectX12: Fixed ExampleDescriptorHeapAllocator overflow free index. 6916f935eb InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) 3b2f2602b4 Windows: Fixed an issue where BeginChild() inside a collapsed Begin() wouldn't inherit the SkipItems flag. 4dc9df6aae Tables: fixed an issue where Columns Visible/Hidden state wouldn't be correctly overridden when hot-reloading .ini state. (#7934) 88cda0cab6 Fixed minor warning. Added comment. a431e1277e Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. (#7660) a18622c369 TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to handle UTF-8 regardless of system regional settings. (#7660) 2206e31e54 Demo: Combos: demonstrate a very simple way to add a filter to a combo. (#718) e8ad60cc4f Fix typo (#8382) 50dbb086f2 Tables: sneakily honor ImGuiNextWindowDataFlags_HasChildFlags/ImGuiNextWindowDataFlags_HasWindowFlags as a way to facilitate various hacks/workarounds. e368015d79 Tables: a clipped scrolling table correctly clears SetNextWindowXXX flags. (#8196) e5668b8c73 Internals: rename ImGuiNextWindowData::Flags to HasFlags for consistency and to reduce mistakes. 4982602f6f Windows, Style: Added style.WindowBorderHoverPadding setting to configure inner/outer padding applied to hit-testing of windows borders. 914fbcf2e5 Fonts: removed unnecessary const qualifier from ImFont::FindGlyph() 4f1d3809c3 Fixed tabs and spaces (#8377) 0625b37760 Scrollbar: Rework logic that fades-out scrollbar when it becomes too small. cfed18afc7 Add ImFontConfig::GlyphExtraAdvanceX as a replacement for GlyphExtraSpacing.x (#242) 2d20e13746 Backends: GLFW: Added comment about io.AddMouseSourceEvent() not being properly called. (#8374) 1a31e31ae9 (Breaking) Fonts: removed ImFontConfig::GlyphExtraSpacing option which seems largely obsolete and unused. (#242) de962e83d0 ImFont: remove SetGlyphVisible() da0ba9e2fe Backends: WebGPU: add type alias for dawn WGPUProgrammableStageDescriptor -> WGPUComputeState. (#8369) 5dd84082ab InputTextWithHint(): Fixed buffer overflow when user callback modifies the buffer contents in a way that alters hint visibility. (#8368) 204cebc8fc Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom] 6265339995 Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), RadioButton(), Selectable(). (#8370) f820bf7cd4 Version 1.91.9 WIP e4db4e423d Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. - OOPS e2a99b5760 Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. dbb5eeaadf Version 1.91.8 e6c5296f30 Examples: SDL3: Fix for Emscripten platform (#8363) ae6cfd32a0 Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar() being unable to save their settings. (#8356) fa178f4235 Error Handling: Recovery from missing EndMenuBar() call. (#1651) c0308da665 Fixed zealous GCC warning. (#8355) dabc990189 Rename internal id for standardizing naming convention. "##menubar" -> "##MenuBar", "###NavWindowingList" -> "###NavWindowingOverlay" a71191515a EndMainMenuBar doesn't attempt to restore focus when there's an active id. (#8355) dfd1bc3c5b Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355) 4230e98720 Error Handling, Debug Log: IMGUI_DEBUG_LOG_ERROR() doesn't need the extra variable. ea0da0bf47 Extracted PushPasswordFont() out of InputText code. 9c4948a4d1 TabBar: Internals: added TabItemSpacing(). (#8349, #3291) a05d547ae8 Windows: separating WindowItemStatusFlags from ChildItemStatusFlag, because IsItemXXX _after_ BeginChild()>Begin() shouldn't return last status emitted by e.g. EndChild() 134fbe1245 Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350) 5a28f188ff Fixed parameter names to SetLastItemData() to align with current names. 96e3b147f0 Fixed build with IMGUI_ENABLE_FREETYPE (#8346) afb6e9a879 Fonts: OversampleH auto-selection uses 36 as heuristic for now. 8a1613a382 Fonts: OversampleH/OversampleV value defaults to 0 for automatic selection. 4211fdc70b ImFont: compact comments in header section. 9eafb7bbfb ImFont: IndexLookup[] table hold 16-bit values even in ImWchar32 mode. 53244aaac7 Amend 9bc5b04 with a shadowed variable warning fix. ed7551c1d4 Selectable: Fixed horizontal label alignment when combined with using ImGuiSelectableFlags_SpanAllColumns. (#8338) bbf957875b Amend 9bc5b04 to avoid using GImGui mid-function. 9bc5b0406d Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887) 10199341b1 ImFontAtlas: made calling ClearFonts() call ClearInputData(). (#8174, #6556, #6336, #4723) 71da34c48c Debug Tools: Tweaked font preview + indent "Glyphs" block. 6906ac979e ColorEdit, ColorPicker: (Breaking) redesigned how alpha is displayed in the preview square. (#8335, #1578, #346) fdca6c08ad Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320) d17e9fc107 Backends: SDL_GPU: shallow tweaks + disable anisotropy in sampler. Examples: SDL+Vulkan: Fixed incorrect defines. 3e6bdc2242 Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_MAILBOX swapchain parameters. bf13442c7c Moved ImGuiColorEditFlags_AlphaPreview/ImGuiColorEditFlags_AlphaPreviewHalf flags. Demo: reorganized some of color edit/picker demo section. 2af26b75d1 ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid] 7ae7c90790 Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. (#8334) e8779a67b1 Font: direct AddText()/RenderText() calls don't need to call strlen() if below clipping region. 4c2e7bb035 Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329) 8b0af7fddc Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer. aa1b4ea861 Backends: OSX: Remove notification observer when shutting down. (#8331) aa23f3801b Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match SDL_Color. (#8327) 80c9cd1f6e Font: reduce unnecessary padding in ImFontConfig struct too. d7454de80a Font: minor tweak to struct alignment. dd89a3741b Backends: Vulkan: sharing duplicate code. (#5446, #8326) 487d7f9a29 Font: Internals: make used page maps smaller. Since it's extremely rarely used and for iterations only. ~34->16 bytes with ImWchar32. f2262eb81a Windows: latch FontRefSize at time of Begin(), consistent with e.g. TitleBarHeight, and to avoid calling CalcFontSize() on non-current window. b7c27c5333 Windows: legacy SetWindowFontScale() is properly inherited by nested child windows. (#2701, #8138, #1018) 4c64ba16c5 imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels. 007735737a Ignore vscode artifacts (#8324) b4a5d1dc53 Backends: SDLGPU3: Rename GpuDevice->Device. Expose ImGui_ImplSDLGPU3_CreateDeviceObjects(), ImGui_ImplSDLGPU3_DestroyDeviceObjects(). Misc renaming. (#8163, #7998, #7988) 0f33d7185f Examples: Vulkan: vkAcquireNextImageKHR() and vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825, #7831) 8ebf22d3c1 Backends: Vulkan: use ImVector<> for simplicity. 6684984c49 Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency. 0e21bde77b Misc shallow merge to reduce diff in other branches. 8a9de84cd0 FontAtlas: reduced baked IM_DRAWLIST_TEX_LINES_WIDTH_MAX from 63 to 32. (#3245) 100075f2be Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. c59a2267d0 Version 1.91.8 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: f5befd2d29e66809cd1110a152e375a7f1981f06
219 lines
10 KiB
C++
219 lines
10 KiB
C++
// Dear ImGui: standalone example application for SDL3 + SDL_GPU
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
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// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
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// 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.
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#include "imgui.h"
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#include "imgui_impl_sdl3.h"
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#include "imgui_impl_sdlgpu3.h"
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#include <stdio.h> // printf, fprintf
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#include <stdlib.h> // abort
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#include <SDL3/SDL.h>
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// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
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#ifdef __EMSCRIPTEN__
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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// Main code
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int main(int, char**)
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{
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// Setup SDL
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// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
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{
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printf("Error: SDL_Init(): %s\n", SDL_GetError());
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return -1;
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}
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// Create SDL window graphics context
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
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if (window == nullptr)
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{
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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return -1;
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}
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// Create GPU Device
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SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
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if (gpu_device == nullptr)
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{
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printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
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return -1;
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}
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// Claim window for GPU Device
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if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
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{
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printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
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return -1;
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}
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SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_MAILBOX);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL3_InitForSDLGPU(window);
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ImGui_ImplSDLGPU3_InitInfo init_info = {};
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init_info.Device = gpu_device;
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init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
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init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
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ImGui_ImplSDLGPU3_Init(&init_info);
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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while (!done)
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL3_ProcessEvent(&event);
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if (event.type == SDL_EVENT_QUIT)
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done = true;
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplSDLGPU3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit4("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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ImDrawData* draw_data = ImGui::GetDrawData();
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const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
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SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
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SDL_GPUTexture* swapchain_texture;
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SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
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if (swapchain_texture != nullptr && !is_minimized)
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{
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// This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
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Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
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// Setup and start a render pass
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SDL_GPUColorTargetInfo target_info = {};
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target_info.texture = swapchain_texture;
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target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
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target_info.load_op = SDL_GPU_LOADOP_CLEAR;
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target_info.store_op = SDL_GPU_STOREOP_STORE;
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target_info.mip_level = 0;
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target_info.layer_or_depth_plane = 0;
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target_info.cycle = false;
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SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
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// Render ImGui
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ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
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SDL_EndGPURenderPass(render_pass);
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}
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// Submit the command buffer
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SDL_SubmitGPUCommandBuffer(command_buffer);
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}
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// Cleanup
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// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
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SDL_WaitForGPUIdle(gpu_device);
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ImGui_ImplSDL3_Shutdown();
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ImGui_ImplSDLGPU3_Shutdown();
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ImGui::DestroyContext();
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SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
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SDL_DestroyGPUDevice(gpu_device);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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