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+// 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