| // 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. | |
| // This example doesn't compile with Emscripten yet! Awaiting SDL3 support. | |
| // 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 | |
| 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; | |
| } | |
| 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 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). | |
| // - 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. | |
| // [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; | |
| } | |