Examples: Bring code of example_apple_metal and example_apple_opengl2 closer to each other. (#1873, #3543)

This commit is contained in:
rokups 2020-11-12 13:47:31 +02:00 committed by ocornut
parent 0aeb978e61
commit 88f4c1321a
2 changed files with 239 additions and 290 deletions

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@ -15,24 +15,26 @@
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_metal.h" #include "imgui_impl_metal.h"
#if TARGET_OS_OSX #if TARGET_OS_OSX
#include "imgui_impl_osx.h" #include "imgui_impl_osx.h"
@interface AppViewController : NSViewController
@interface ViewController : NSViewController
@end @end
#else #else
@interface ViewController : UIViewController @interface AppViewController : UIViewController
@end @end
#endif #endif
@interface ViewController () <MTKViewDelegate> @interface AppViewController () <MTKViewDelegate>
@property (nonatomic, readonly) MTKView *mtkView; @property (nonatomic, readonly) MTKView *mtkView;
@property (nonatomic, strong) id <MTLDevice> device; @property (nonatomic, strong) id <MTLDevice> device;
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue; @property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
@end @end
@implementation ViewController //-----------------------------------------------------------------------------------
// AppViewController
//-----------------------------------------------------------------------------------
@implementation AppViewController
-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil -(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
{ {
@ -110,7 +112,7 @@
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our // 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. // 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. // To match the behavior of other backends, we pass every event down to the OS.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel; NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) [NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
{ {
ImGui_ImplOSX_HandleEvent(event, self.view); ImGui_ImplOSX_HandleEvent(event, self.view);
@ -122,104 +124,6 @@
#endif #endif
} }
#pragma mark - Interaction
#if TARGET_OS_OSX
- (void)mouseMoved:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (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)mouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseDragged:(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
#pragma mark - MTKViewDelegate
-(void)drawInMTKView:(MTKView*)view -(void)drawInMTKView:(MTKView*)view
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -237,20 +141,12 @@
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_another_window = false;
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[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]); [commandBuffer commit];
return;
// Here, you could do additional rendering work, including other passes as necessary. }
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor); ImGui_ImplMetal_NewFrame(renderPassDescriptor);
@ -259,6 +155,11 @@
#endif #endif
ImGui::NewFrame(); 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!). // 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) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
@ -299,14 +200,16 @@
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData(); ImDrawData* draw_data = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
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 popDebugGroup];
[renderEncoder endEncoding]; [renderEncoder endEncoding];
// Present
[commandBuffer presentDrawable:view.currentDrawable]; [commandBuffer presentDrawable:view.currentDrawable];
}
[commandBuffer commit]; [commandBuffer commit];
} }
@ -314,9 +217,66 @@
{ {
} }
//-----------------------------------------------------------------------------------
// 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 @end
#pragma mark - Application Delegate //-----------------------------------------------------------------------------------
// AppDelegate
//-----------------------------------------------------------------------------------
#if TARGET_OS_OSX #if TARGET_OS_OSX
@ -326,11 +286,16 @@
@implementation AppDelegate @implementation AppDelegate
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
{
return YES;
}
-(instancetype)init -(instancetype)init
{ {
if (self = [super init]) if (self = [super init])
{ {
NSViewController *rootViewController = [[ViewController alloc] initWithNibName:nil bundle:nil]; NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
backing:NSBackingStoreBuffered backing:NSBackingStoreBuffered
@ -343,11 +308,6 @@
return self; return self;
} }
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
{
return YES;
}
@end @end
#else #else
@ -361,7 +321,7 @@
-(BOOL)application:(UIApplication *)application -(BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
{ {
UIViewController *rootViewController = [[ViewController alloc] init]; UIViewController *rootViewController = [[AppViewController alloc] init];
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds]; self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
self.window.rootViewController = rootViewController; self.window.rootViewController = rootViewController;
[self.window makeKeyAndVisible]; [self.window makeKeyAndVisible];
@ -372,7 +332,9 @@
#endif #endif
#pragma mark - main() //-----------------------------------------------------------------------------------
// Application main() function
//-----------------------------------------------------------------------------------
#if TARGET_OS_OSX #if TARGET_OS_OSX

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@ -2,30 +2,25 @@
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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 // Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "../../backends/imgui_impl_osx.h"
#include "../../backends/imgui_impl_opengl2.h"
#include <stdio.h>
#import <Cocoa/Cocoa.h> #import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h> #import <OpenGL/gl.h>
#import <OpenGL/glu.h> #import <OpenGL/glu.h>
#include "imgui.h"
#include "imgui_impl_opengl2.h"
#include "imgui_impl_osx.h"
//----------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------
// ImGuiExampleView // AppView
//----------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------
@interface ImGuiExampleView : NSOpenGLView @interface AppView : NSOpenGLView
{ {
NSTimer* animationTimer; NSTimer* animationTimer;
} }
@end @end
@implementation ImGuiExampleView @implementation AppView
-(void)animationTimerFired:(NSTimer*)timer
{
[self setNeedsDisplay:YES];
}
-(void)prepareOpenGL -(void)prepareOpenGL
{ {
@ -39,6 +34,49 @@
#endif #endif
} }
-(void)initialize
{
// Some events do not raise callbacks of AppView in some circumstances (for example when CMD key is held down).
// This monitor taps into global event stream and captures these events.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
{
ImGui_ImplOSX_HandleEvent(event, self);
return event;
}];
// 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 Platform/Renderer backends
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
// 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);
}
-(void)updateAndDrawDemoView -(void)updateAndDrawDemoView
{ {
// Start the Dear ImGui frame // Start the Dear ImGui frame
@ -90,15 +128,15 @@
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
[[self openGLContext] makeCurrentContext];
ImDrawData* draw_data = ImGui::GetDrawData(); ImDrawData* draw_data = ImGui::GetDrawData();
[[self openGLContext] makeCurrentContext];
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL2_RenderDrawData(draw_data); ImGui_ImplOpenGL2_RenderDrawData(draw_data);
// Present // Present
@ -108,38 +146,20 @@
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES]; animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
} }
-(void)reshape -(void)reshape { [[self openGLContext] update]; [self updateAndDrawDemoView]; }
{ -(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
[[self openGLContext] update]; -(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
[self updateAndDrawDemoView]; -(BOOL)acceptsFirstResponder { return (YES); }
} -(BOOL)becomeFirstResponder { return (YES); }
-(BOOL)resignFirstResponder { return (YES); }
-(void)dealloc { animationTimer = nil; }
-(void)drawRect:(NSRect)bounds //-----------------------------------------------------------------------------------
{ // Input processing
[self updateAndDrawDemoView]; //-----------------------------------------------------------------------------------
}
-(BOOL)acceptsFirstResponder
{
return (YES);
}
-(BOOL)becomeFirstResponder
{
return (YES);
}
-(BOOL)resignFirstResponder
{
return (YES);
}
-(void)dealloc
{
animationTimer = nil;
}
// Forward Mouse/Keyboard events to Dear ImGui OSX backend. // Forward Mouse/Keyboard events to Dear ImGui OSX backend.
// Other events are registered via addLocalMonitorForEventsMatchingMask()
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@ -147,23 +167,24 @@
-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@end @end
//----------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------
// ImGuiExampleAppDelegate // AppDelegate
//----------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------
@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate> @interface AppDelegate : NSObject <NSApplicationDelegate>
@property (nonatomic, readonly) NSWindow* window; @property (nonatomic, readonly) NSWindow* window;
@end @end
@implementation ImGuiExampleAppDelegate @implementation AppDelegate
@synthesize window = _window; @synthesize window = _window;
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication -(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
@ -228,7 +249,7 @@
}; };
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format]; AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
format = nil; format = nil;
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
@ -239,55 +260,21 @@
if ([view openGLContext] == nil) if ([view openGLContext] == nil)
NSLog(@"No OpenGL Context!"); NSLog(@"No OpenGL Context!");
// Some events do not raise callbacks of ImGuiExampleView in some circumstances (for example when CMD key is held down). [view initialize];
// This monitor taps into global event stream and captures these events.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
{
ImGui_ImplOSX_HandleEvent(event, view);
return event;
}];
// 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 Platform/Renderer backends
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
// 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);
} }
@end @end
//-----------------------------------------------------------------------------------
// Application main() function
//-----------------------------------------------------------------------------------
int main(int argc, const char* argv[]) int main(int argc, const char* argv[])
{ {
@autoreleasepool @autoreleasepool
{ {
NSApp = [NSApplication sharedApplication]; NSApp = [NSApplication sharedApplication];
ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init]; AppDelegate* delegate = [[AppDelegate alloc] init];
[[NSApplication sharedApplication] setDelegate:delegate]; [[NSApplication sharedApplication] setDelegate:delegate];
[NSApp run]; [NSApp run];
} }