Examples: Bring code of example_apple_metal and example_apple_opengl2 closer to each other. (#1873, #3543)
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@ -15,26 +15,28 @@
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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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@interface ViewController : NSViewController
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@interface AppViewController : NSViewController
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@end
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#else
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@interface ViewController : UIViewController
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@interface AppViewController : UIViewController
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@end
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#endif
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@interface ViewController () <MTKViewDelegate>
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@interface AppViewController () <MTKViewDelegate>
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@property (nonatomic, readonly) MTKView *mtkView;
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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 ViewController
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//-----------------------------------------------------------------------------------
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// AppViewController
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//-----------------------------------------------------------------------------------
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- (instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
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@implementation AppViewController
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-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
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{
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self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
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@ -80,17 +82,17 @@
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return self;
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}
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- (MTKView *)mtkView
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-(MTKView *)mtkView
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{
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return (MTKView *)self.view;
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}
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- (void)loadView
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-(void)loadView
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{
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self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
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}
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- (void)viewDidLoad
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-(void)viewDidLoad
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{
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[super viewDidLoad];
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@ -110,7 +112,7 @@
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// we receive events for all controls, not just Dear 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.
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// To match the behavior of other backends, we pass every event down to the OS.
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NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
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NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
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[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
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{
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ImGui_ImplOSX_HandleEvent(event, self.view);
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@ -122,53 +124,120 @@
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#endif
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}
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#pragma mark - Interaction
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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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MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
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if (renderPassDescriptor == nil)
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{
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[commandBuffer commit];
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return;
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}
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// Start the Dear ImGui frame
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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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// Our state (make them static = more or less global) as a convenience to keep the example terse.
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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 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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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::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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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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if (ImGui::Button("Button")) // Buttons return true when clicked (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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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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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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// Rendering
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ImGui::Render();
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ImDrawData* draw_data = ImGui::GetDrawData();
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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);
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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[renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
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ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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// Present
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[commandBuffer presentDrawable:view.currentDrawable];
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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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//-----------------------------------------------------------------------------------
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// Input processing
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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)rightMouseDown:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)otherMouseDown:(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)rightMouseUp:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)otherMouseUp:(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)rightMouseDragged:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)otherMouseDragged:(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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// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
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// Other events are registered via addLocalMonitorForEventsMatchingMask()
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-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
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#else
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@ -177,7 +246,7 @@
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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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-(void)updateIOWithTouchEvent:(UIEvent *)event
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{
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UITouch *anyTouch = event.allTouches.anyObject;
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CGPoint touchLocation = [anyTouch locationInView:self.view];
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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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{
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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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{
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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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{
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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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{
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[self updateIOWithTouchEvent:event];
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}
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-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
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-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
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-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
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-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
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#endif
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#pragma mark - MTKViewDelegate
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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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// Our state (make them static = more or less global) as a convenience to keep the example terse.
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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[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], 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:@"ImGui demo"];
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// Start the Dear ImGui frame
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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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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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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::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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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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if (ImGui::Button("Button")) // Buttons return true when clicked (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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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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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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// Rendering
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ImGui::Render();
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ImDrawData* draw_data = ImGui::GetDrawData();
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ImGui_ImplMetal_RenderDrawData(draw_data, 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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#pragma mark - Application Delegate
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//-----------------------------------------------------------------------------------
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// AppDelegate
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//-----------------------------------------------------------------------------------
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#if TARGET_OS_OSX
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@implementation AppDelegate
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- (instancetype)init
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-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
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{
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return YES;
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}
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-(instancetype)init
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{
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if (self = [super init])
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{
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NSViewController *rootViewController = [[ViewController alloc] initWithNibName:nil bundle:nil];
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NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
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self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
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styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
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backing:NSBackingStoreBuffered
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return self;
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}
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- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
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{
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return YES;
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}
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@end
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#else
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@implementation AppDelegate
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- (BOOL)application:(UIApplication *)application
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-(BOOL)application:(UIApplication *)application
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didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
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{
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UIViewController *rootViewController = [[ViewController alloc] init];
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UIViewController *rootViewController = [[AppViewController alloc] init];
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self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
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self.window.rootViewController = rootViewController;
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[self.window makeKeyAndVisible];
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#endif
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#pragma mark - main()
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//-----------------------------------------------------------------------------------
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// Application main() function
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//-----------------------------------------------------------------------------------
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#if TARGET_OS_OSX
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "../../backends/imgui_impl_osx.h"
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#include "../../backends/imgui_impl_opengl2.h"
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#include <stdio.h>
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#import <Cocoa/Cocoa.h>
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#import <OpenGL/gl.h>
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#import <OpenGL/glu.h>
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|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include "imgui_impl_osx.h"
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleView
|
||||
// AppView
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleView : NSOpenGLView
|
||||
@interface AppView : NSOpenGLView
|
||||
{
|
||||
NSTimer* animationTimer;
|
||||
}
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleView
|
||||
|
||||
-(void)animationTimerFired:(NSTimer*)timer
|
||||
{
|
||||
[self setNeedsDisplay:YES];
|
||||
}
|
||||
@implementation AppView
|
||||
|
||||
-(void)prepareOpenGL
|
||||
{
|
||||
@ -39,11 +34,54 @@
|
||||
#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
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
@ -88,18 +126,18 @@
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
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);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
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);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
|
||||
// Present
|
||||
[[self openGLContext] flushBuffer];
|
||||
@ -108,38 +146,20 @@
|
||||
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
|
||||
}
|
||||
|
||||
-(void)reshape
|
||||
{
|
||||
[[self openGLContext] update];
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
-(void)reshape { [[self openGLContext] update]; [self updateAndDrawDemoView]; }
|
||||
-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
|
||||
-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
|
||||
-(BOOL)acceptsFirstResponder { return (YES); }
|
||||
-(BOOL)becomeFirstResponder { return (YES); }
|
||||
-(BOOL)resignFirstResponder { return (YES); }
|
||||
-(void)dealloc { animationTimer = nil; }
|
||||
|
||||
-(void)drawRect:(NSRect)bounds
|
||||
{
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
|
||||
-(BOOL)acceptsFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)becomeFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)resignFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(void)dealloc
|
||||
{
|
||||
animationTimer = nil;
|
||||
}
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Input processing
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
// 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)rightMouseDown:(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)otherMouseUp:(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)rightMouseMoved:(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)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleAppDelegate
|
||||
// AppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
@property (nonatomic, readonly) NSWindow* window;
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleAppDelegate
|
||||
@implementation AppDelegate
|
||||
@synthesize window = _window;
|
||||
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
|
||||
@ -189,7 +210,7 @@
|
||||
|
||||
-(void)setupMenu
|
||||
{
|
||||
NSMenu* mainMenuBar = [[NSMenu alloc] init];
|
||||
NSMenu* mainMenuBar = [[NSMenu alloc] init];
|
||||
NSMenu* appMenu;
|
||||
NSMenuItem* menuItem;
|
||||
|
||||
@ -213,11 +234,11 @@
|
||||
|
||||
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
|
||||
{
|
||||
// Make the application a foreground application (else it won't receive keyboard events)
|
||||
ProcessSerialNumber psn = {0, kCurrentProcess};
|
||||
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
|
||||
// Make the application a foreground application (else it won't receive keyboard events)
|
||||
ProcessSerialNumber psn = {0, kCurrentProcess};
|
||||
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
|
||||
|
||||
// Menu
|
||||
// Menu
|
||||
[self setupMenu];
|
||||
|
||||
NSOpenGLPixelFormatAttribute attrs[] =
|
||||
@ -228,7 +249,7 @@
|
||||
};
|
||||
|
||||
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;
|
||||
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
|
||||
@ -239,57 +260,23 @@
|
||||
if ([view openGLContext] == nil)
|
||||
NSLog(@"No OpenGL Context!");
|
||||
|
||||
// Some events do not raise callbacks of ImGuiExampleView 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 | 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);
|
||||
[view initialize];
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Application main() function
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
int main(int argc, const char* argv[])
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
return NSApplicationMain(argc, argv);
|
||||
@autoreleasepool
|
||||
{
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
AppDelegate* delegate = [[AppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user