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							356 lines
						
					
					
						
							14 KiB
						
					
					
				| // Dear ImGui: standalone example application for OSX + Metal. | |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs | |
| 
 | |
| #import <Foundation/Foundation.h> | |
| 
 | |
| #if TARGET_OS_OSX | |
| #import <Cocoa/Cocoa.h> | |
| #else | |
| #import <UIKit/UIKit.h> | |
| #endif | |
| 
 | |
| #import <Metal/Metal.h> | |
| #import <MetalKit/MetalKit.h> | |
| 
 | |
| #include "imgui.h" | |
| #include "imgui_impl_metal.h" | |
| #if TARGET_OS_OSX | |
| #include "imgui_impl_osx.h" | |
| @interface AppViewController : NSViewController | |
| @end | |
| #else | |
| @interface AppViewController : UIViewController | |
| @end | |
| #endif | |
| 
 | |
| @interface AppViewController () <MTKViewDelegate> | |
| @property (nonatomic, readonly) MTKView *mtkView; | |
| @property (nonatomic, strong) id <MTLDevice> device; | |
| @property (nonatomic, strong) id <MTLCommandQueue> commandQueue; | |
| @end | |
| 
 | |
| //----------------------------------------------------------------------------------- | |
| // AppViewController | |
| //----------------------------------------------------------------------------------- | |
| 
 | |
| @implementation AppViewController | |
| 
 | |
| -(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil | |
| { | |
|     self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; | |
| 
 | |
|     _device = MTLCreateSystemDefaultDevice(); | |
|     _commandQueue = [_device newCommandQueue]; | |
| 
 | |
|     if (!self.device) | |
|     { | |
|         NSLog(@"Metal is not supported"); | |
|         abort(); | |
|     } | |
| 
 | |
|     // Setup Dear ImGui context | |
|     // FIXME: This example doesn't have proper cleanup... | |
|     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::StyleColorsClassic(); | |
| 
 | |
|     // Setup Renderer backend | |
|     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; | |
| } | |
| 
 | |
| -(MTKView *)mtkView | |
| { | |
|     return (MTKView *)self.view; | |
| } | |
| 
 | |
| -(void)loadView | |
| { | |
|     self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)]; | |
| } | |
| 
 | |
| -(void)viewDidLoad | |
| { | |
|     [super viewDidLoad]; | |
| 
 | |
|     self.mtkView.device = self.device; | |
|     self.mtkView.delegate = self; | |
| 
 | |
| #if TARGET_OS_OSX | |
|     // Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view | |
|     NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect | |
|                                                                 options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways | |
|                                                                   owner:self | |
|                                                                userInfo:nil]; | |
|     [self.view addTrackingArea:trackingArea]; | |
| 
 | |
|     // If we want to receive key events, we either need to be in the responder chain of the key view, | |
|     // or else we can install a local monitor. The consequence of this heavy-handed approach is that | |
|     // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our | |
|     // window, we'd want to be much more careful than just ingesting the complete event stream. | |
|     // To match the behavior of other backends, we pass every event down to the OS. | |
|     NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; | |
|     [NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) | |
|     { | |
|         ImGui_ImplOSX_HandleEvent(event, self.view); | |
|         return event; | |
|     }]; | |
| 
 | |
|     ImGui_ImplOSX_Init(); | |
| 
 | |
| #endif | |
| } | |
| 
 | |
| -(void)drawInMTKView:(MTKView*)view | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.DisplaySize.x = view.bounds.size.width; | |
|     io.DisplaySize.y = view.bounds.size.height; | |
| 
 | |
| #if TARGET_OS_OSX | |
|     CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor; | |
| #else | |
|     CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale; | |
| #endif | |
|     io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); | |
| 
 | |
|     io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60); | |
| 
 | |
|     id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer]; | |
| 
 | |
|     MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; | |
|     if (renderPassDescriptor == nil) | |
|     { | |
|         [commandBuffer commit]; | |
| 		return; | |
|     } | |
| 
 | |
|     // Start the Dear ImGui frame | |
|     ImGui_ImplMetal_NewFrame(renderPassDescriptor); | |
| #if TARGET_OS_OSX | |
|     ImGui_ImplOSX_NewFrame(view); | |
| #endif | |
|     ImGui::NewFrame(); | |
| 
 | |
|     // 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_another_window = false; | |
|     static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
| 
 | |
|     // 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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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(); | |
| 
 | |
|     renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); | |
|     id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; | |
|     [renderEncoder pushDebugGroup:@"Dear ImGui rendering"]; | |
|     ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder); | |
|     [renderEncoder popDebugGroup]; | |
|     [renderEncoder endEncoding]; | |
| 
 | |
| 	// Present | |
|     [commandBuffer presentDrawable:view.currentDrawable]; | |
|     [commandBuffer commit]; | |
| } | |
| 
 | |
| -(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size | |
| { | |
| } | |
| 
 | |
| //----------------------------------------------------------------------------------- | |
| // Input processing | |
| //----------------------------------------------------------------------------------- | |
| 
 | |
| #if TARGET_OS_OSX | |
| 
 | |
| // Forward Mouse/Keyboard events to Dear ImGui OSX backend. | |
| // Other events are registered via addLocalMonitorForEventsMatchingMask() | |
| -(void)mouseDown:(NSEvent *)event           { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)rightMouseDown:(NSEvent *)event      { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)otherMouseDown:(NSEvent *)event      { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)mouseUp:(NSEvent *)event             { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)rightMouseUp:(NSEvent *)event        { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)otherMouseUp:(NSEvent *)event        { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)mouseMoved:(NSEvent *)event          { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)mouseDragged:(NSEvent *)event        { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)rightMouseMoved:(NSEvent *)event     { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)rightMouseDragged:(NSEvent *)event   { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)otherMouseMoved:(NSEvent *)event     { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)otherMouseDragged:(NSEvent *)event   { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| -(void)scrollWheel:(NSEvent *)event         { ImGui_ImplOSX_HandleEvent(event, self.view); } | |
| 
 | |
| #else | |
| 
 | |
| // This touch mapping is super cheesy/hacky. We treat any touch on the screen | |
| // as if it were a depressed left mouse button, and we don't bother handling | |
| // multitouch correctly at all. This causes the "cursor" to behave very erratically | |
| // when there are multiple active touches. But for demo purposes, single-touch | |
| // interaction actually works surprisingly well. | |
| -(void)updateIOWithTouchEvent:(UIEvent *)event | |
| { | |
|     UITouch *anyTouch = event.allTouches.anyObject; | |
|     CGPoint touchLocation = [anyTouch locationInView:self.view]; | |
|     ImGuiIO &io = ImGui::GetIO(); | |
|     io.MousePos = ImVec2(touchLocation.x, touchLocation.y); | |
| 
 | |
|     BOOL hasActiveTouch = NO; | |
|     for (UITouch *touch in event.allTouches) | |
|     { | |
|         if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) | |
|         { | |
|             hasActiveTouch = YES; | |
|             break; | |
|         } | |
|     } | |
|     io.MouseDown[0] = hasActiveTouch; | |
| } | |
| 
 | |
| -(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event      { [self updateIOWithTouchEvent:event]; } | |
| -(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event      { [self updateIOWithTouchEvent:event]; } | |
| -(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event  { [self updateIOWithTouchEvent:event]; } | |
| -(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event      { [self updateIOWithTouchEvent:event]; } | |
| 
 | |
| #endif | |
| 
 | |
| @end | |
| 
 | |
| //----------------------------------------------------------------------------------- | |
| // AppDelegate | |
| //----------------------------------------------------------------------------------- | |
| 
 | |
| #if TARGET_OS_OSX | |
| 
 | |
| @interface AppDelegate : NSObject <NSApplicationDelegate> | |
| @property (nonatomic, strong) NSWindow *window; | |
| @end | |
| 
 | |
| @implementation AppDelegate | |
| 
 | |
| -(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender | |
| { | |
|     return YES; | |
| } | |
| 
 | |
| -(instancetype)init | |
| { | |
|     if (self = [super init]) | |
|     { | |
|         NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil]; | |
|         self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect | |
|                                                   styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable | |
|                                                     backing:NSBackingStoreBuffered | |
|                                                       defer:NO]; | |
|         self.window.contentViewController = rootViewController; | |
|         [self.window orderFront:self]; | |
|         [self.window center]; | |
|         [self.window becomeKeyWindow]; | |
|     } | |
|     return self; | |
| } | |
| 
 | |
| @end | |
| 
 | |
| #else | |
| 
 | |
| @interface AppDelegate : UIResponder <UIApplicationDelegate> | |
| @property (strong, nonatomic) UIWindow *window; | |
| @end | |
| 
 | |
| @implementation AppDelegate | |
| 
 | |
| -(BOOL)application:(UIApplication *)application | |
|     didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions | |
| { | |
|     UIViewController *rootViewController = [[AppViewController alloc] init]; | |
|     self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds]; | |
|     self.window.rootViewController = rootViewController; | |
|     [self.window makeKeyAndVisible]; | |
|     return YES; | |
| } | |
| 
 | |
| @end | |
| 
 | |
| #endif | |
| 
 | |
| //----------------------------------------------------------------------------------- | |
| // Application main() function | |
| //----------------------------------------------------------------------------------- | |
| 
 | |
| #if TARGET_OS_OSX | |
| 
 | |
| int main(int argc, const char * argv[]) | |
| { | |
|     return NSApplicationMain(argc, argv); | |
| } | |
| 
 | |
| #else | |
| 
 | |
| int main(int argc, char * argv[]) | |
| { | |
|     @autoreleasepool | |
|     { | |
|         return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class])); | |
|     } | |
| } | |
| 
 | |
| #endif
 | |
| 
 |