292 lines
11 KiB
Plaintext
292 lines
11 KiB
Plaintext
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
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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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//-----------------------------------------------------------------------------------
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// ImGuiExampleView
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//-----------------------------------------------------------------------------------
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@interface ImGuiExampleView : 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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-(void)prepareOpenGL
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{
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[super prepareOpenGL];
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#ifndef DEBUG
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GLint swapInterval = 1;
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[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
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if (swapInterval == 0)
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NSLog(@"Error: Cannot set swap interval.");
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#endif
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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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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplOSX_NewFrame(self);
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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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[[self openGLContext] makeCurrentContext];
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ImDrawData* draw_data = ImGui::GetDrawData();
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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.y, clear_color.z, 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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[[self openGLContext] flushBuffer];
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if (!animationTimer)
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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)drawRect:(NSRect)bounds
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{
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[self updateAndDrawDemoView];
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}
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-(BOOL)acceptsFirstResponder
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{
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return (YES);
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}
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-(BOOL)becomeFirstResponder
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{
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return (YES);
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}
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-(BOOL)resignFirstResponder
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{
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return (YES);
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}
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-(void)dealloc
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{
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animationTimer = nil;
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}
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// Forward Mouse/Keyboard events to dear imgui OSX backend. It returns true when imgui is expecting to use the event.
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-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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@end
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//-----------------------------------------------------------------------------------
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// ImGuiExampleAppDelegate
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//-----------------------------------------------------------------------------------
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@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
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@property (nonatomic, readonly) NSWindow* window;
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@end
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@implementation ImGuiExampleAppDelegate
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@synthesize window = _window;
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-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
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{
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return YES;
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}
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-(NSWindow*)window
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{
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if (_window != nil)
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return (_window);
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NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
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_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
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[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
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[_window setAcceptsMouseMovedEvents:YES];
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[_window setOpaque:YES];
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[_window makeKeyAndOrderFront:NSApp];
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return (_window);
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}
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-(void)setupMenu
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{
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NSMenu* mainMenuBar = [[NSMenu alloc] init];
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NSMenu* appMenu;
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NSMenuItem* menuItem;
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appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
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menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
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[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
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menuItem = [[NSMenuItem alloc] init];
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[menuItem setSubmenu:appMenu];
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[mainMenuBar addItem:menuItem];
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appMenu = nil;
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[NSApp setMainMenu:mainMenuBar];
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}
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-(void)dealloc
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{
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_window = nil;
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}
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-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
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{
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// Make the application a foreground application (else it won't receive keyboard events)
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ProcessSerialNumber psn = {0, kCurrentProcess};
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TransformProcessType(&psn, kProcessTransformToForegroundApplication);
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// Menu
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[self setupMenu];
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NSOpenGLPixelFormatAttribute attrs[] =
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{
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NSOpenGLPFADoubleBuffer,
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NSOpenGLPFADepthSize, 32,
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0
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};
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NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
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ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
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format = nil;
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
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[view setWantsBestResolutionOpenGLSurface:YES];
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#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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[self.window setContentView:view];
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if ([view openGLContext] == nil)
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NSLog(@"No OpenGL Context!");
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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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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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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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@end
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int main(int argc, const char* argv[])
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{
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@autoreleasepool
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{
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NSApp = [NSApplication sharedApplication];
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ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
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[[NSApplication sharedApplication] setDelegate:delegate];
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[NSApp run];
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}
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return NSApplicationMain(argc, argv);
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}
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