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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).
- // - 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 \\ !
- //style.FontSizeBase = 20.0f;
- //io.Fonts->AddFontDefault();
- //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, 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, 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