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author | gramanas <anastasis.gramm2@gmail.com> | 2024-06-05 19:04:25 +0300 |
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committer | gramanas <anastasis.gramm2@gmail.com> | 2024-06-05 19:04:25 +0300 |
commit | a6501b5d7ad204c3b998c843c7ed68ef7be323ba (patch) | |
tree | 1a442e6095abf160e36baa31a319858774cd1178 /lib/imgui-1.90.7/examples/example_apple_metal/main.mm | |
parent | 6af7e785890a322f60c21a51e3d41cd9015e6773 (diff) | |
download | cgame-a6501b5d7ad204c3b998c843c7ed68ef7be323ba.tar.gz cgame-a6501b5d7ad204c3b998c843c7ed68ef7be323ba.tar.bz2 cgame-a6501b5d7ad204c3b998c843c7ed68ef7be323ba.zip |
more vks, stupid mutlistep build, and imgui
Diffstat (limited to 'lib/imgui-1.90.7/examples/example_apple_metal/main.mm')
-rw-r--r-- | lib/imgui-1.90.7/examples/example_apple_metal/main.mm | 337 |
1 files changed, 337 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/examples/example_apple_metal/main.mm b/lib/imgui-1.90.7/examples/example_apple_metal/main.mm new file mode 100644 index 0000000..109ef61 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_apple_metal/main.mm @@ -0,0 +1,337 @@ +// Dear ImGui: standalone example application for OSX + Metal. + +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#import <Foundation/Foundation.h> + +#if TARGET_OS_OSX +#import <Cocoa/Cocoa.h> +#else +#import <UIKit/UIKit.h> +#endif + +#import <Metal/Metal.h> +#import <MetalKit/MetalKit.h> + +#include "imgui.h" +#include "imgui_impl_metal.h" +#if TARGET_OS_OSX +#include "imgui_impl_osx.h" +@interface AppViewController : NSViewController<NSWindowDelegate> +@end +#else +@interface AppViewController : UIViewController +@end +#endif + +@interface AppViewController () <MTKViewDelegate> +@property (nonatomic, readonly) MTKView *mtkView; +@property (nonatomic, strong) id <MTLDevice> device; +@property (nonatomic, strong) id <MTLCommandQueue> commandQueue; +@end + +//----------------------------------------------------------------------------------- +// AppViewController +//----------------------------------------------------------------------------------- + +@implementation AppViewController + +-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil +{ + self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; + + _device = MTLCreateSystemDefaultDevice(); + _commandQueue = [_device newCommandQueue]; + + if (!self.device) + { + NSLog(@"Metal is not supported"); + abort(); + } + + // Setup Dear ImGui context + // FIXME: This example doesn't have proper cleanup... + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Renderer backend + ImGui_ImplMetal_Init(_device); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. 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. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); + + return self; +} + +-(MTKView *)mtkView +{ + return (MTKView *)self.view; +} + +-(void)loadView +{ + self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)]; +} + +-(void)viewDidLoad +{ + [super viewDidLoad]; + + self.mtkView.device = self.device; + self.mtkView.delegate = self; + +#if TARGET_OS_OSX + ImGui_ImplOSX_Init(self.view); + [NSApp activateIgnoringOtherApps:YES]; +#endif +} + +-(void)drawInMTKView:(MTKView*)view +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize.x = view.bounds.size.width; + io.DisplaySize.y = view.bounds.size.height; + +#if TARGET_OS_OSX + CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor; +#else + CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale; +#endif + io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); + + id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer]; + + MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; + if (renderPassDescriptor == nil) + { + [commandBuffer commit]; + return; + } + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); +#if TARGET_OS_OSX + ImGui_ImplOSX_NewFrame(view); +#endif + ImGui::NewFrame(); + + // Our state (make them static = more or less global) as a convenience to keep the example terse. + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"Dear ImGui rendering"]; + ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder); + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + // Present + [commandBuffer presentDrawable:view.currentDrawable]; + [commandBuffer commit]; +} + +-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size +{ +} + +//----------------------------------------------------------------------------------- +// Input processing +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +- (void)viewWillAppear +{ + [super viewWillAppear]; + self.view.window.delegate = self; +} + +- (void)windowWillClose:(NSNotification *)notification +{ + ImGui_ImplMetal_Shutdown(); + ImGui_ImplOSX_Shutdown(); + ImGui::DestroyContext(); +} + +#else + +// This touch mapping is super cheesy/hacky. We treat any touch on the screen +// as if it were a depressed left mouse button, and we don't bother handling +// multitouch correctly at all. This causes the "cursor" to behave very erratically +// when there are multiple active touches. But for demo purposes, single-touch +// interaction actually works surprisingly well. +-(void)updateIOWithTouchEvent:(UIEvent *)event +{ + UITouch *anyTouch = event.allTouches.anyObject; + CGPoint touchLocation = [anyTouch locationInView:self.view]; + ImGuiIO &io = ImGui::GetIO(); + io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen); + io.AddMousePosEvent(touchLocation.x, touchLocation.y); + + BOOL hasActiveTouch = NO; + for (UITouch *touch in event.allTouches) + { + if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) + { + hasActiveTouch = YES; + break; + } + } + io.AddMouseButtonEvent(0, hasActiveTouch); +} + +-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } + +#endif + +@end + +//----------------------------------------------------------------------------------- +// AppDelegate +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +@interface AppDelegate : NSObject <NSApplicationDelegate> +@property (nonatomic, strong) NSWindow *window; +@end + +@implementation AppDelegate + +-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender +{ + return YES; +} + +-(instancetype)init +{ + if (self = [super init]) + { + NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil]; + self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect + styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable + backing:NSBackingStoreBuffered + defer:NO]; + self.window.contentViewController = rootViewController; + [self.window center]; + [self.window makeKeyAndOrderFront:self]; + } + return self; +} + +@end + +#else + +@interface AppDelegate : UIResponder <UIApplicationDelegate> +@property (strong, nonatomic) UIWindow *window; +@end + +@implementation AppDelegate + +-(BOOL)application:(UIApplication *)application + didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions +{ + UIViewController *rootViewController = [[AppViewController alloc] init]; + self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds]; + self.window.rootViewController = rootViewController; + [self.window makeKeyAndVisible]; + return YES; +} + +@end + +#endif + +//----------------------------------------------------------------------------------- +// Application main() function +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +int main(int argc, const char * argv[]) +{ + return NSApplicationMain(argc, argv); +} + +#else + +int main(int argc, char * argv[]) +{ + @autoreleasepool + { + return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class])); + } +} + +#endif |