2020-11-05 12:15:02 +00:00
// 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
2020-10-18 20:24:35 +00:00
#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"
2022-04-27 13:51:01 +00:00
@interface AppViewController : NSViewController<NSWindowDelegate>
2020-10-18 20:24:35 +00:00
@end
#else
2020-11-12 11:47:31 +00:00
@interface AppViewController : UIViewController
2020-10-18 20:24:35 +00:00
@end
#endif
2020-11-12 11:47:31 +00:00
@interface AppViewController () <MTKViewDelegate>
2020-10-18 20:24:35 +00:00
@property (nonatomic, readonly) MTKView *mtkView;
@property (nonatomic, strong) id <MTLDevice> device;
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
@end
2020-11-12 11:47:31 +00:00
//-----------------------------------------------------------------------------------
// AppViewController
//-----------------------------------------------------------------------------------
2020-10-18 20:24:35 +00:00
2020-11-12 11:47:31 +00:00
@implementation AppViewController
-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
2020-11-05 12:15:02 +00:00
{
2020-10-18 20:24:35 +00:00
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
2020-10-28 10:20:10 +00:00
2020-10-18 20:24:35 +00:00
_device = MTLCreateSystemDefaultDevice();
_commandQueue = [_device newCommandQueue];
2020-10-28 10:20:10 +00:00
if (!self.device)
2020-11-05 12:15:02 +00:00
{
2020-10-18 20:24:35 +00:00
NSLog(@"Metal is not supported");
abort();
}
2020-10-28 10:20:10 +00:00
2020-10-18 20:24:35 +00:00
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
2023-03-10 17:35:03 +00:00
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
2020-10-18 20:24:35 +00:00
// Setup Dear ImGui style
ImGui::StyleColorsDark();
2022-07-06 18:58:20 +00:00
//ImGui::StyleColorsLight();
2020-10-18 20:24:35 +00:00
// 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.
2022-09-19 15:45:05 +00:00
// - 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.
2020-10-18 20:24:35 +00:00
// - 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();
2022-09-19 15:45:05 +00:00
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
2020-10-18 20:24:35 +00:00
//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, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
2020-10-28 10:20:10 +00:00
2020-10-18 20:24:35 +00:00
return self;
}
2020-11-12 11:47:31 +00:00
-(MTKView *)mtkView
2020-11-05 12:15:02 +00:00
{
2020-10-18 20:24:35 +00:00
return (MTKView *)self.view;
}
2020-11-12 11:47:31 +00:00
-(void)loadView
2020-11-05 12:15:02 +00:00
{
2020-10-18 20:24:35 +00:00
self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
}
2020-11-12 11:47:31 +00:00
-(void)viewDidLoad
2020-10-18 20:24:35 +00:00
{
[super viewDidLoad];
self.mtkView.device = self.device;
self.mtkView.delegate = self;
2020-10-28 10:20:10 +00:00
2020-10-18 20:24:35 +00:00
#if TARGET_OS_OSX
2021-12-10 22:20:17 +00:00
ImGui_ImplOSX_Init(self.view);
2022-04-27 13:51:01 +00:00
[NSApp activateIgnoringOtherApps:YES];
2020-10-18 20:24:35 +00:00
#endif
}
2020-11-12 11:47:31 +00:00
-(void)drawInMTKView:(MTKView*)view
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
io.DisplaySize.y = view.bounds.size.height;
2020-10-18 20:24:35 +00:00
#if TARGET_OS_OSX
2020-11-12 11:47:31 +00:00
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);
2020-10-18 20:24:35 +00:00
2020-11-12 11:47:31 +00:00
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
2020-10-18 20:24:35 +00:00
2020-11-12 11:47:31 +00:00
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor == nil)
{
[commandBuffer commit];
return;
}
2020-10-18 20:24:35 +00:00
2020-11-12 11:47:31 +00:00
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
#if TARGET_OS_OSX
ImGui_ImplOSX_NewFrame(view);
#endif
ImGui::NewFrame();
2020-10-18 20:24:35 +00:00
2020-11-12 11:47:31 +00:00
// 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);
2020-10-18 20:24:35 +00:00
2020-11-12 11:47:31 +00:00
// 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);
2020-10-18 20:24:35 +00:00
2022-09-14 16:19:50 +00:00
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
2020-11-12 11:47:31 +00:00
{
static float f = 0.0f;
static int counter = 0;
2020-10-18 20:24:35 +00:00
2020-11-12 11:47:31 +00:00
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
2020-10-18 20:24:35 +00:00
2020-11-12 11:47:31 +00:00
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);
2020-10-18 20:24:35 +00:00
2023-03-10 17:35:03 +00:00
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
2020-11-12 11:47:31 +00:00
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];
2020-10-18 20:24:35 +00:00
}
2020-11-12 11:47:31 +00:00
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
{
2020-10-18 20:24:35 +00:00
}
2020-11-12 11:47:31 +00:00
//-----------------------------------------------------------------------------------
// Input processing
//-----------------------------------------------------------------------------------
#if TARGET_OS_OSX
2022-04-27 13:51:01 +00:00
- (void)viewWillAppear
{
[super viewWillAppear];
self.view.window.delegate = self;
}
- (void)windowWillClose:(NSNotification *)notification
{
ImGui_ImplMetal_Shutdown();
ImGui_ImplOSX_Shutdown();
ImGui::DestroyContext();
}
2020-11-12 11:47:31 +00:00
2020-10-18 20:24:35 +00:00
#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.
2020-11-12 11:47:31 +00:00
-(void)updateIOWithTouchEvent:(UIEvent *)event
2020-11-05 12:15:02 +00:00
{
2020-10-18 20:24:35 +00:00
UITouch *anyTouch = event.allTouches.anyObject;
CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO();
2022-01-18 16:41:35 +00:00
io.AddMousePosEvent(touchLocation.x, touchLocation.y);
2020-10-18 20:24:35 +00:00
BOOL hasActiveTouch = NO;
2020-11-05 12:15:02 +00:00
for (UITouch *touch in event.allTouches)
{
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
{
2020-10-18 20:24:35 +00:00
hasActiveTouch = YES;
break;
}
}
2022-01-18 16:41:35 +00:00
io.AddMouseButtonEvent(0, hasActiveTouch);
2020-10-18 20:24:35 +00:00
}
2020-11-12 11:47:31 +00:00
-(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]; }
2020-10-18 20:24:35 +00:00
#endif
@end
2020-11-12 11:47:31 +00:00
//-----------------------------------------------------------------------------------
// AppDelegate
//-----------------------------------------------------------------------------------
2020-10-18 20:24:35 +00:00
#if TARGET_OS_OSX
@interface AppDelegate : NSObject <NSApplicationDelegate>
@property (nonatomic, strong) NSWindow *window;
@end
@implementation AppDelegate
2020-11-12 11:47:31 +00:00
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
{
return YES;
}
-(instancetype)init
2020-11-05 12:15:02 +00:00
{
if (self = [super init])
{
2020-11-12 11:47:31 +00:00
NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
2020-10-18 20:24:35 +00:00
self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
backing:NSBackingStoreBuffered
defer:NO];
self.window.contentViewController = rootViewController;
[self.window center];
2022-04-27 13:51:01 +00:00
[self.window makeKeyAndOrderFront:self];
2020-10-18 20:24:35 +00:00
}
return self;
}
@end
#else
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end
@implementation AppDelegate
2020-11-12 11:47:31 +00:00
-(BOOL)application:(UIApplication *)application
2020-10-18 20:24:35 +00:00
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
{
2020-11-12 11:47:31 +00:00
UIViewController *rootViewController = [[AppViewController alloc] init];
2020-10-18 20:24:35 +00:00
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
self.window.rootViewController = rootViewController;
[self.window makeKeyAndVisible];
return YES;
}
@end
#endif
2020-11-12 11:47:31 +00:00
//-----------------------------------------------------------------------------------
// Application main() function
//-----------------------------------------------------------------------------------
2020-10-18 20:24:35 +00:00
#if TARGET_OS_OSX
2020-11-05 12:15:02 +00:00
int main(int argc, const char * argv[])
{
2020-10-18 20:24:35 +00:00
return NSApplicationMain(argc, argv);
}
#else
2020-11-05 12:15:02 +00:00
int main(int argc, char * argv[])
{
@autoreleasepool
{
2020-10-18 20:24:35 +00:00
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
#endif