#import #if TARGET_OS_OSX #import #else #import #endif #import #import #include "imgui.h" #include "imgui_impl_metal.h" #if TARGET_OS_OSX #include "imgui_impl_osx.h" @interface ViewController : NSViewController @end #else @interface ViewController : UIViewController @end #endif @interface ViewController () @property (nonatomic, readonly) MTKView *mtkView; @property (nonatomic, strong) id device; @property (nonatomic, strong) id commandQueue; @end @implementation ViewController - (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, though we // do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture. NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel; [NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) { BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view); if (event.type == NSEventTypeKeyDown && wantsCapture) { return nil; } else { return event; } }]; ImGui_ImplOSX_Init(); #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 *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } #endif #pragma mark - MTKViewDelegate - (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 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; if (renderPassDescriptor != nil) { renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); // Here, you could do additional rendering work, including other passes as necessary. id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; [renderEncoder pushDebugGroup:@"ImGui demo"]; // Start the Dear ImGui frame ImGui_ImplMetal_NewFrame(renderPassDescriptor); #if TARGET_OS_OSX ImGui_ImplOSX_NewFrame(view); #endif ImGui::NewFrame(); // 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* drawData = ImGui::GetDrawData(); ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder); [renderEncoder popDebugGroup]; [renderEncoder endEncoding]; [commandBuffer presentDrawable:view.currentDrawable]; } [commandBuffer commit]; } - (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size { } @end #pragma mark - Application Delegate #if TARGET_OS_OSX @interface AppDelegate : NSObject @property (nonatomic, strong) NSWindow *window; @end @implementation AppDelegate - (instancetype)init { if (self = [super init]) { NSViewController *rootViewController = [[ViewController 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; } - (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender { return YES; } @end #else @interface AppDelegate : UIResponder @property (strong, nonatomic) UIWindow *window; @end @implementation AppDelegate - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { UIViewController *rootViewController = [[ViewController alloc] init]; self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds]; self.window.rootViewController = rootViewController; [self.window makeKeyAndVisible]; return YES; } @end #endif #pragma mark - main() #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