mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
e66fc22057
Fix using NSKeyUp (#5268).
332 lines
11 KiB
Plaintext
332 lines
11 KiB
Plaintext
// 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
|
|
|
|
#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"
|
|
@interface AppViewController : NSViewController<NSWindowDelegate>
|
|
@end
|
|
#else
|
|
@interface AppViewController : UIViewController
|
|
@end
|
|
#endif
|
|
|
|
@interface AppViewController () <MTKViewDelegate>
|
|
@property (nonatomic, readonly) MTKView *mtkView;
|
|
@property (nonatomic, strong) id <MTLDevice> device;
|
|
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
|
|
@end
|
|
|
|
//-----------------------------------------------------------------------------------
|
|
// AppViewController
|
|
//-----------------------------------------------------------------------------------
|
|
|
|
@implementation AppViewController
|
|
|
|
-(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
|
|
ImGui_ImplOSX_Init(self.view);
|
|
[NSApp activateIgnoringOtherApps:YES];
|
|
#endif
|
|
}
|
|
|
|
-(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);
|
|
|
|
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
|
|
|
|
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
|
if (renderPassDescriptor == nil)
|
|
{
|
|
[commandBuffer commit];
|
|
return;
|
|
}
|
|
|
|
// Start the Dear ImGui frame
|
|
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
|
#if TARGET_OS_OSX
|
|
ImGui_ImplOSX_NewFrame(view);
|
|
#endif
|
|
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!).
|
|
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* 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];
|
|
}
|
|
|
|
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------------
|
|
// Input processing
|
|
//-----------------------------------------------------------------------------------
|
|
|
|
#if TARGET_OS_OSX
|
|
|
|
- (void)viewWillAppear
|
|
{
|
|
[super viewWillAppear];
|
|
self.view.window.delegate = self;
|
|
}
|
|
|
|
- (void)windowWillClose:(NSNotification *)notification
|
|
{
|
|
ImGui_ImplMetal_Shutdown();
|
|
ImGui_ImplOSX_Shutdown();
|
|
ImGui::DestroyContext();
|
|
}
|
|
|
|
#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.AddMousePosEvent(touchLocation.x, touchLocation.y);
|
|
|
|
BOOL hasActiveTouch = NO;
|
|
for (UITouch *touch in event.allTouches)
|
|
{
|
|
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
|
|
{
|
|
hasActiveTouch = YES;
|
|
break;
|
|
}
|
|
}
|
|
io.AddMouseButtonEvent(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
|
|
|
|
//-----------------------------------------------------------------------------------
|
|
// AppDelegate
|
|
//-----------------------------------------------------------------------------------
|
|
|
|
#if TARGET_OS_OSX
|
|
|
|
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
|
@property (nonatomic, strong) NSWindow *window;
|
|
@end
|
|
|
|
@implementation AppDelegate
|
|
|
|
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
|
|
{
|
|
return YES;
|
|
}
|
|
|
|
-(instancetype)init
|
|
{
|
|
if (self = [super init])
|
|
{
|
|
NSViewController *rootViewController = [[AppViewController 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 center];
|
|
[self.window makeKeyAndOrderFront:self];
|
|
}
|
|
return self;
|
|
}
|
|
|
|
@end
|
|
|
|
#else
|
|
|
|
@interface AppDelegate : UIResponder <UIApplicationDelegate>
|
|
@property (strong, nonatomic) UIWindow *window;
|
|
@end
|
|
|
|
@implementation AppDelegate
|
|
|
|
-(BOOL)application:(UIApplication *)application
|
|
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
|
|
{
|
|
UIViewController *rootViewController = [[AppViewController alloc] init];
|
|
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
|
|
self.window.rootViewController = rootViewController;
|
|
[self.window makeKeyAndVisible];
|
|
return YES;
|
|
}
|
|
|
|
@end
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------------
|
|
// Application main() function
|
|
//-----------------------------------------------------------------------------------
|
|
|
|
#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
|