mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Introduced a new Metal renderer implementation and a new example illustrating usage of Metal on macOS and iOS (partially addresses #1873)
This commit is contained in:
19
examples/example_apple_metal/Shared/AppDelegate.h
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19
examples/example_apple_metal/Shared/AppDelegate.h
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#import <TargetConditionals.h>
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#if TARGET_OS_IPHONE
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#import <UIKit/UIKit.h>
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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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#else
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#import <Cocoa/Cocoa.h>
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@interface AppDelegate : NSObject <NSApplicationDelegate>
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@end
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#endif
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12
examples/example_apple_metal/Shared/AppDelegate.m
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12
examples/example_apple_metal/Shared/AppDelegate.m
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#import "AppDelegate.h"
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@implementation AppDelegate
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#if TARGET_OS_OSX
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- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
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return YES;
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}
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#endif
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@end
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9
examples/example_apple_metal/Shared/Renderer.h
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examples/example_apple_metal/Shared/Renderer.h
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#import <MetalKit/MetalKit.h>
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@interface Renderer : NSObject <MTKViewDelegate>
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-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
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@end
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132
examples/example_apple_metal/Shared/Renderer.mm
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examples/example_apple_metal/Shared/Renderer.mm
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#import "Renderer.h"
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#import <Metal/Metal.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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#endif
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@interface Renderer ()
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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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@implementation Renderer
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-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
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{
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self = [super init];
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if(self)
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{
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_device = view.device;
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_commandQueue = [_device newCommandQueue];
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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(void)ImGui::GetIO();
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ImGui_ImplMetal_Init(_device);
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ImGui::StyleColorsDark();
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}
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return self;
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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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io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
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id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
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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 float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
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MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
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if(renderPassDescriptor != nil)
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{
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
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// Here, you could do additional rendering work, including other passes as necessary.
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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[renderEncoder pushDebugGroup:@"Draw ImGui"];
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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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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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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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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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if (ImGui::Button("Button")) // Buttons return true when clicked (NB: 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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window);
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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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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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if (show_demo_window)
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{
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// Normally user code doesn't need/want to call this because positions are saved in .ini file anyway.
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// Here we just want to make the demo initial state a bit more friendly!
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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ImGui::Render();
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ImDrawData *drawData = ImGui::GetDrawData();
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ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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[commandBuffer presentDrawable:view.currentDrawable];
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}
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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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@end
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20
examples/example_apple_metal/Shared/ViewController.h
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20
examples/example_apple_metal/Shared/ViewController.h
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#import <Metal/Metal.h>
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#import <MetalKit/MetalKit.h>
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#import "Renderer.h"
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#if TARGET_OS_IPHONE
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#import <UIKit/UIKit.h>
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@interface ViewController : UIViewController
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@end
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#else
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#import <Cocoa/Cocoa.h>
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@interface ViewController : NSViewController
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@end
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#endif
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130
examples/example_apple_metal/Shared/ViewController.mm
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130
examples/example_apple_metal/Shared/ViewController.mm
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#import "ViewController.h"
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#import "Renderer.h"
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#include "imgui.h"
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#if TARGET_OS_OSX
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#include "imgui_impl_osx.h"
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#endif
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@interface ViewController ()
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@property (nonatomic, readonly) MTKView *mtkView;
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@property (nonatomic, strong) Renderer *renderer;
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@end
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@implementation ViewController
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- (MTKView *)mtkView {
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return (MTKView *)self.view;
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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 = MTLCreateSystemDefaultDevice();
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if (!self.mtkView.device) {
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NSLog(@"Metal is not supported");
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abort();
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}
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self.renderer = [[Renderer alloc] initWithView:self.mtkView];
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[self.renderer mtkView:self.mtkView drawableSizeWillChange:self.mtkView.bounds.size];
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self.mtkView.delegate = self.renderer;
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#if TARGET_OS_OSX
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// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
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NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
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options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
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owner:self
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userInfo:nil];
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[self.view addTrackingArea:trackingArea];
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// If we want to receive key events, we either need to be in the responder chain of the key view,
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// or else we can install a local monitor. The consequence of this heavy-handed approach is that
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// we receive events for all controls, not just ImGui widgets. If we had native controls in our
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// window, we'd want to be much more careful than just ingesting the complete event stream, though
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// we do make an effort to be good citizens by passing along events when ImGui doesn't want to capture.
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NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
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[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
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BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
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if (event.type == NSEventTypeKeyDown && wantsCapture) {
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return nil;
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} else {
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return event;
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}
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}];
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ImGui_ImplOSX_Init();
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#endif
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}
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#if TARGET_OS_OSX
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- (void)mouseMoved:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)mouseDown:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)mouseUp:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)mouseDragged:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)scrollWheel:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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#elif TARGET_OS_IOS
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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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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.MousePos = ImVec2(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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if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
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hasActiveTouch = YES;
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break;
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}
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}
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io.MouseDown[0] = hasActiveTouch;
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}
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- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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[self updateIOWithTouchEvent:event];
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}
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- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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[self updateIOWithTouchEvent:event];
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}
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- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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[self updateIOWithTouchEvent:event];
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}
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- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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[self updateIOWithTouchEvent:event];
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}
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#endif
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@end
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23
examples/example_apple_metal/Shared/main.m
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examples/example_apple_metal/Shared/main.m
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#import <TargetConditionals.h>
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#if TARGET_OS_IPHONE
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#import <UIKit/UIKit.h>
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#import "AppDelegate.h"
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int main(int argc, char * argv[]) {
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@autoreleasepool {
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return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
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}
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}
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#else
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#import <Cocoa/Cocoa.h>
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int main(int argc, const char * argv[]) {
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return NSApplicationMain(argc, argv);
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}
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#endif
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