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337 lines
12 KiB
337 lines
12 KiB
// Dear ImGui: standalone example application for OSX + Metal. |
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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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#import <Foundation/Foundation.h> |
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#if TARGET_OS_OSX |
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#import <Cocoa/Cocoa.h> |
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#else |
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#import <UIKit/UIKit.h> |
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#endif |
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#import <Metal/Metal.h> |
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#import <MetalKit/MetalKit.h> |
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#include "imgui.h" |
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#include "imgui_impl_metal.h" |
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#if TARGET_OS_OSX |
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#include "imgui_impl_osx.h" |
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@interface AppViewController : NSViewController<NSWindowDelegate> |
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@end |
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#else |
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@interface AppViewController : UIViewController |
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@end |
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#endif |
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@interface AppViewController () <MTKViewDelegate> |
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@property (nonatomic, readonly) MTKView *mtkView; |
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@property (nonatomic, strong) id <MTLDevice> device; |
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@property (nonatomic, strong) id <MTLCommandQueue> commandQueue; |
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@end |
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//----------------------------------------------------------------------------------- |
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// AppViewController |
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//----------------------------------------------------------------------------------- |
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@implementation AppViewController |
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-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil |
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{ |
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self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; |
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_device = MTLCreateSystemDefaultDevice(); |
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_commandQueue = [_device newCommandQueue]; |
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if (!self.device) |
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{ |
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NSLog(@"Metal is not supported"); |
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abort(); |
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} |
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// Setup Dear ImGui context |
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// FIXME: This example doesn't have proper cleanup... |
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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 Renderer backend |
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ImGui_ImplMetal_Init(_device); |
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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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return self; |
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} |
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-(MTKView *)mtkView |
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{ |
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return (MTKView *)self.view; |
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} |
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-(void)loadView |
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{ |
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self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)]; |
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} |
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-(void)viewDidLoad |
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{ |
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[super viewDidLoad]; |
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self.mtkView.device = self.device; |
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self.mtkView.delegate = self; |
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#if TARGET_OS_OSX |
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ImGui_ImplOSX_Init(self.view); |
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[NSApp activateIgnoringOtherApps:YES]; |
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#endif |
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} |
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-(void)drawInMTKView:(MTKView*)view |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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io.DisplaySize.x = view.bounds.size.width; |
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io.DisplaySize.y = view.bounds.size.height; |
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#if TARGET_OS_OSX |
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CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor; |
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#else |
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CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale; |
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#endif |
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io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); |
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id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer]; |
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MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; |
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if (renderPassDescriptor == nil) |
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{ |
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[commandBuffer commit]; |
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return; |
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} |
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// Start the Dear ImGui frame |
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ImGui_ImplMetal_NewFrame(renderPassDescriptor); |
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#if TARGET_OS_OSX |
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ImGui_ImplOSX_NewFrame(view); |
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#endif |
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ImGui::NewFrame(); |
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// Our state (make them static = more or less global) as a convenience to keep the example terse. |
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static bool show_demo_window = true; |
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static bool show_another_window = false; |
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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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::ColorEdit3("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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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); |
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; |
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[renderEncoder pushDebugGroup:@"Dear ImGui rendering"]; |
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ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder); |
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[renderEncoder popDebugGroup]; |
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[renderEncoder endEncoding]; |
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// Present |
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[commandBuffer presentDrawable:view.currentDrawable]; |
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[commandBuffer commit]; |
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} |
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-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size |
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{ |
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} |
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//----------------------------------------------------------------------------------- |
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// Input processing |
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//----------------------------------------------------------------------------------- |
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#if TARGET_OS_OSX |
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- (void)viewWillAppear |
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{ |
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[super viewWillAppear]; |
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self.view.window.delegate = self; |
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} |
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- (void)windowWillClose:(NSNotification *)notification |
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{ |
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ImGui_ImplMetal_Shutdown(); |
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ImGui_ImplOSX_Shutdown(); |
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ImGui::DestroyContext(); |
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} |
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#else |
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// This touch mapping is super cheesy/hacky. We treat any touch on the screen |
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// as if it were a depressed left mouse button, and we don't bother handling |
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// multitouch correctly at all. This causes the "cursor" to behave very erratically |
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// when there are multiple active touches. But for demo purposes, single-touch |
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// interaction actually works surprisingly well. |
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-(void)updateIOWithTouchEvent:(UIEvent *)event |
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{ |
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UITouch *anyTouch = event.allTouches.anyObject; |
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CGPoint touchLocation = [anyTouch locationInView:self.view]; |
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ImGuiIO &io = ImGui::GetIO(); |
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io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen); |
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io.AddMousePosEvent(touchLocation.x, touchLocation.y); |
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BOOL hasActiveTouch = NO; |
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for (UITouch *touch in event.allTouches) |
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{ |
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if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) |
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{ |
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hasActiveTouch = YES; |
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break; |
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} |
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} |
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io.AddMouseButtonEvent(0, hasActiveTouch); |
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} |
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-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } |
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-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } |
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-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } |
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-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } |
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#endif |
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@end |
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//----------------------------------------------------------------------------------- |
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// AppDelegate |
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//----------------------------------------------------------------------------------- |
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#if TARGET_OS_OSX |
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@interface AppDelegate : NSObject <NSApplicationDelegate> |
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@property (nonatomic, strong) NSWindow *window; |
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@end |
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@implementation AppDelegate |
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-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender |
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{ |
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return YES; |
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} |
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-(instancetype)init |
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{ |
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if (self = [super init]) |
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{ |
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NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil]; |
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self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect |
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styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable |
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backing:NSBackingStoreBuffered |
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defer:NO]; |
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self.window.contentViewController = rootViewController; |
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[self.window center]; |
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[self.window makeKeyAndOrderFront:self]; |
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} |
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return self; |
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} |
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@end |
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#else |
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@interface AppDelegate : UIResponder <UIApplicationDelegate> |
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@property (strong, nonatomic) UIWindow *window; |
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@end |
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@implementation AppDelegate |
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-(BOOL)application:(UIApplication *)application |
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didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions |
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{ |
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UIViewController *rootViewController = [[AppViewController alloc] init]; |
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self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds]; |
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self.window.rootViewController = rootViewController; |
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[self.window makeKeyAndVisible]; |
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return YES; |
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} |
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@end |
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#endif |
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//----------------------------------------------------------------------------------- |
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// Application main() function |
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//----------------------------------------------------------------------------------- |
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#if TARGET_OS_OSX |
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int main(int argc, const char * argv[]) |
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{ |
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return NSApplicationMain(argc, argv); |
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} |
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#else |
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int main(int argc, char * argv[]) |
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{ |
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@autoreleasepool |
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{ |
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return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class])); |
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} |
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} |
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#endif
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