| // 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_metal4.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 <MTL4CommandQueue> commandQueue; | |
| @property (nonatomic, strong) id <MTL4CommandAllocator> commandAllocator; | |
| @end | |
| #define FRAMES_IN_FLIGHT 2 | |
| //----------------------------------------------------------------------------------- | |
| // AppViewController | |
| //----------------------------------------------------------------------------------- | |
| @implementation AppViewController | |
| -(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil | |
| { | |
| self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; | |
| _device = MTLCreateSystemDefaultDevice(); | |
| _commandQueue = [_device newMTL4CommandQueue]; | |
| _commandAllocator = [_device newCommandAllocator]; | |
| 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 | |
| io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking | |
| io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows | |
| // Setup Dear ImGui style | |
| ImGuiStyle& style = ImGui::GetStyle(); | |
| ImGui::StyleColorsDark(); | |
| //ImGui::StyleColorsLight(); | |
| //style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens. | |
| style.FrameRounding = 3.0f; | |
| style.GrabRounding = 3.0f; | |
| // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. | |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
| { | |
| style.WindowRounding = 0.0f; | |
| style.Colors[ImGuiCol_WindowBg].w = 1.0f; | |
| } | |
| // Setup Renderer backend | |
| ImGui_ImplMetal4_Init(_device, _commandQueue, FRAMES_IN_FLIGHT); | |
| // Load Fonts | |
| // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). | |
| // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold. | |
| // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. | |
| // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). | |
| // - Read 'docs/FONTS.md' for more instructions and details. | |
| // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. | |
| // - 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->AddFontDefaultVector(); | |
| //io.Fonts->AddFontDefaultBitmap(); | |
| //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); | |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); | |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); | |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); | |
| //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); | |
| //IM_ASSERT(font != nullptr); | |
| return self; | |
| } | |
| -(MTKView *)mtkView | |
| { | |
| return (MTKView *)self.view; | |
| } | |
| -(void)loadView | |
| { | |
| self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 800)]; | |
| } | |
| -(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); | |
| [self.commandAllocator reset]; | |
| id<MTL4CommandBuffer> commandBuffer = [self.device newCommandBuffer]; | |
| [commandBuffer beginCommandBufferWithAllocator:self.commandAllocator]; | |
| MTL4RenderPassDescriptor* renderPassDescriptor = view.currentMTL4RenderPassDescriptor; | |
| if (renderPassDescriptor == nil) | |
| { | |
| [commandBuffer endCommandBuffer]; | |
| [self.commandQueue commit:&commandBuffer count:1]; | |
| return; | |
| } | |
| // Start the Dear ImGui frame | |
| static int frameIndex = 0; | |
| ImGui_ImplMetal4_NewFrame(renderPassDescriptor, frameIndex); | |
| frameIndex++; | |
| frameIndex = (frameIndex + 1) % FRAMES_IN_FLIGHT; | |
| #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 <MTL4RenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; | |
| [renderEncoder pushDebugGroup:@"Dear ImGui rendering"]; | |
| ImGui_ImplMetal4_RenderDrawData(draw_data, commandBuffer, renderEncoder); | |
| [renderEncoder popDebugGroup]; | |
| [renderEncoder endEncoding]; | |
| // Present | |
| [commandBuffer endCommandBuffer]; | |
| [self.commandQueue waitForDrawable:view.currentDrawable]; | |
| [self.commandQueue commit:&commandBuffer count:1]; | |
| [self.commandQueue signalDrawable:view.currentDrawable]; | |
| [view.currentDrawable present]; | |
| // Update and Render additional Platform Windows | |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
| { | |
| ImGui::UpdatePlatformWindows(); | |
| ImGui::RenderPlatformWindowsDefault(); | |
| } | |
| } | |
| -(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_ImplMetal4_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, const char**) | |
| { | |
| @autoreleasepool | |
| { | |
| [NSApplication sharedApplication]; | |
| [NSApp setActivationPolicy:NSApplicationActivationPolicyRegular]; | |
| AppDelegate *appDelegate = [[AppDelegate alloc] init]; // creates window | |
| [NSApp setDelegate:appDelegate]; | |
| [NSApp activateIgnoringOtherApps:YES]; | |
| [NSApp run]; | |
| } | |
| return 0; | |
| } | |
| #else | |
| int main(int argc, char * argv[]) | |
| { | |
| @autoreleasepool | |
| { | |
| return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class])); | |
| } | |
| } | |
| #endif |