From 3dd580b7365e196bc2ba45d91bc7f78009f341ef Mon Sep 17 00:00:00 2001 From: ladevieq Date: Tue, 5 May 2026 00:23:17 +0200 Subject: Remove useless files in thirdparty directoy and move to simdjson --- .../examples/example_sdl3_metal/Makefile | 48 ----- .../examples/example_sdl3_metal/main.mm | 208 --------------------- 2 files changed, 256 deletions(-) delete mode 100644 thirdparty/imgui-1.92.5/examples/example_sdl3_metal/Makefile delete mode 100644 thirdparty/imgui-1.92.5/examples/example_sdl3_metal/main.mm (limited to 'thirdparty/imgui-1.92.5/examples/example_sdl3_metal') diff --git a/thirdparty/imgui-1.92.5/examples/example_sdl3_metal/Makefile b/thirdparty/imgui-1.92.5/examples/example_sdl3_metal/Makefile deleted file mode 100644 index 9093ae1..0000000 --- a/thirdparty/imgui-1.92.5/examples/example_sdl3_metal/Makefile +++ /dev/null @@ -1,48 +0,0 @@ -# -# You will need SDL3 (http://www.libsdl.org): -# brew install sdl3 -# - -#CXX = g++ -#CXX = clang++ - -EXE = example_sdl3_metal -IMGUI_DIR = ../.. -SOURCES = main.mm -SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp -SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm -OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) - -LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore -LIBS += `pkg-config --libs sdl3` -LIBS += -L/usr/local/lib -L/opt/local/lib - -CXXFLAGS += `pkg-config --cflags sdl3` -CXXFLAGS += -I/usr/local/include -I/opt/local/include -CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -CXXFLAGS += -Wall -Wformat -CFLAGS = $(CXXFLAGS) - -%.o:%.cpp - $(CXX) $(CXXFLAGS) -c -o $@ $< - -%.o:$(IMGUI_DIR)/%.cpp - $(CXX) $(CXXFLAGS) -c -o $@ $< - -%.o:$(IMGUI_DIR)/backends/%.cpp - $(CXX) $(CXXFLAGS) -c -o $@ $< - -%.o:%.mm - $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< - -%.o:$(IMGUI_DIR)/backends/%.mm - $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< - -all: $(EXE) - @echo Build complete - -$(EXE): $(OBJS) - $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) - -clean: - rm -f $(EXE) $(OBJS) diff --git a/thirdparty/imgui-1.92.5/examples/example_sdl3_metal/main.mm b/thirdparty/imgui-1.92.5/examples/example_sdl3_metal/main.mm deleted file mode 100644 index 1dd80d0..0000000 --- a/thirdparty/imgui-1.92.5/examples/example_sdl3_metal/main.mm +++ /dev/null @@ -1,208 +0,0 @@ -// Dear ImGui: standalone example application for SDL3 + Metal -// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) - -// 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 - -#include "imgui.h" -#include "imgui_impl_sdl3.h" -#include "imgui_impl_metal.h" -#include // printf, fprintf -#include - -#import -#import - -// 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 - float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); - SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Metal example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); - if (window == nullptr) - { - printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); - return 1; - } - SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); - SDL_ShowWindow(window); - - // Create Metal device _before_ creating the view/layer - id metalDevice = MTLCreateSystemDefaultDevice(); - if (!metalDevice) - { - printf("Error: failed to create Metal device.\n"); - SDL_DestroyWindow(window); - SDL_Quit(); - return 1; - } - SDL_MetalView view = SDL_Metal_CreateView(window); - CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view); - layer.device = metalDevice; - layer.pixelFormat = MTLPixelFormatBGRA8Unorm; - - id commandQueue = [layer.device newCommandQueue]; - MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new]; - - // 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 scaling - ImGuiStyle& style = ImGui::GetStyle(); - style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) - style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) - - // Setup Platform/Renderer backends - ImGui_ImplMetal_Init(layer.device); - ImGui_ImplSDL3_InitForMetal(window); - - // 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). - // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //style.FontSizeBase = 20.0f; - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); - //IM_ASSERT(font != nullptr); - - // Our state - bool show_demo_window = true; - bool show_another_window = false; - float clear_color[4] = { 0.45f, 0.55f, 0.60f, 1.00f }; - - // Main loop - bool done = false; - while (!done) - { - @autoreleasepool - { - // 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; - } - - int width, height; - SDL_GetWindowSizeInPixels(window, &width, &height); - - layer.drawableSize = CGSizeMake(width, height); - id drawable = [layer nextDrawable]; - - id commandBuffer = [commandQueue commandBuffer]; - 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]); - renderPassDescriptor.colorAttachments[0].texture = drawable.texture; - renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; - renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; - id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; - [renderEncoder pushDebugGroup:@"ImGui demo"]; - - // Start the Dear ImGui frame - ImGui_ImplMetal_NewFrame(renderPassDescriptor); - 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(); - ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder); - - [renderEncoder popDebugGroup]; - [renderEncoder endEncoding]; - - [commandBuffer presentDrawable:drawable]; - [commandBuffer commit]; - } - } - - // Cleanup - // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] - ImGui_ImplMetal_Shutdown(); - ImGui_ImplSDL3_Shutdown(); - ImGui::DestroyContext(); - - SDL_DestroyWindow(window); - SDL_Quit(); - - return 0; -} -- cgit v1.3