Examples: Added missing comments in example_apple_metal. (#3400)

This commit is contained in:
ocornut 2020-09-30 14:22:36 +02:00
parent 52c0b1a340
commit 179dc04d8a
3 changed files with 37 additions and 8 deletions

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@ -4,5 +4,7 @@
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one.

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@ -15,7 +15,7 @@
@implementation Renderer @implementation Renderer
-(nonnull instancetype)initWithView:(nonnull MTKView *)view; -(nonnull instancetype)initWithView:(nonnull MTKView*)view;
{ {
self = [super init]; self = [super init];
if(self) if(self)
@ -23,17 +23,41 @@
_device = view.device; _device = view.device;
_commandQueue = [_device newCommandQueue]; _commandQueue = [_device newCommandQueue];
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGui::StyleColorsDark(); 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::StyleColorsClassic();
// Setup Renderer bindings
ImGui_ImplMetal_Init(_device); ImGui_ImplMetal_Init(_device);
// 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 NULL. 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.
// - Read 'docs/FONTS.txt' 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
} }
return self; return self;
} }
- (void)drawInMTKView:(MTKView *)view - (void)drawInMTKView:(MTKView*)view
{ {
ImGuiIO &io = ImGui::GetIO(); ImGuiIO &io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width; io.DisplaySize.x = view.bounds.size.width;
@ -50,11 +74,12 @@
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer]; id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true; static bool show_demo_window = true;
static bool show_another_window = false; static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f }; static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor; MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil) if (renderPassDescriptor != nil)
{ {
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
@ -110,7 +135,7 @@
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
ImDrawData *drawData = ImGui::GetDrawData(); ImDrawData* drawData = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder); ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup]; [renderEncoder popDebugGroup];
@ -122,7 +147,7 @@
[commandBuffer commit]; [commandBuffer commit];
} }
- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size - (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
{ {
} }

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@ -45,7 +45,7 @@
ImGui_ImplOSX_NewFrame(self); ImGui_ImplOSX_NewFrame(self);
ImGui::NewFrame(); ImGui::NewFrame();
// Global data for the demo // Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true; static bool show_demo_window = true;
static bool show_another_window = false; static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -243,10 +243,12 @@
NSLog(@"No OpenGL Context!"); NSLog(@"No OpenGL Context!");
// Setup Dear ImGui context // Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();