Examples: Bring code of example_apple_metal and example_apple_opengl2 closer to each other. (#1873, #3543)
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@ -15,24 +15,26 @@
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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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@implementation AppViewController
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-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
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{
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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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@ -122,104 +124,6 @@
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#endif
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}
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#pragma mark - Interaction
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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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#else
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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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{
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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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{
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if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
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{
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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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{
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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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#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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@ -237,20 +141,12 @@
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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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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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[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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@ -259,6 +155,11 @@
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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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@ -299,14 +200,16 @@
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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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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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}
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[commandBuffer commit];
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}
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@ -314,9 +217,66 @@
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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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// 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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// 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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{
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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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{
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if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
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{
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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 { [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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@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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@ -326,11 +286,16 @@
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@implementation AppDelegate
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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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@ -361,7 +321,7 @@
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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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@ -372,7 +332,9 @@
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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"
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#include "imgui_impl_opengl2.h"
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#include "imgui_impl_osx.h"
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//-----------------------------------------------------------------------------------
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// ImGuiExampleView
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// AppView
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//-----------------------------------------------------------------------------------
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@interface ImGuiExampleView : NSOpenGLView
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@interface AppView : NSOpenGLView
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{
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NSTimer* animationTimer;
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}
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@end
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@implementation ImGuiExampleView
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-(void)animationTimerFired:(NSTimer*)timer
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{
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[self setNeedsDisplay:YES];
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}
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@implementation AppView
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-(void)prepareOpenGL
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{
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#endif
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}
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-(void)initialize
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{
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// Some events do not raise callbacks of AppView in some circumstances (for example when CMD key is held down).
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// This monitor taps into global event stream and captures these events.
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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);
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return event;
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}];
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// Setup Dear ImGui context
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// FIXME: This example doesn't have proper cleanup...
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer backends
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ImGui_ImplOSX_Init();
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ImGui_ImplOpenGL2_Init();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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}
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-(void)updateAndDrawDemoView
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{
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// Start the Dear ImGui frame
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// Rendering
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ImGui::Render();
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[[self openGLContext] makeCurrentContext];
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ImDrawData* draw_data = ImGui::GetDrawData();
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[[self openGLContext] makeCurrentContext];
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GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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glViewport(0, 0, width, height);
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glClearColor(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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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL2_RenderDrawData(draw_data);
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// Present
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@ -108,38 +146,20 @@
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animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
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}
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-(void)reshape
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{
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[[self openGLContext] update];
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[self updateAndDrawDemoView];
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}
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-(void)reshape { [[self openGLContext] update]; [self updateAndDrawDemoView]; }
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-(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
|
||||
@ -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)
|
||||
@ -239,55 +260,21 @@
|
||||
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];
|
||||
AppDelegate* delegate = [[AppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user