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@@ -58,65 +58,65 @@
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static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
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MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
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- if(renderPassDescriptor != nil)
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+ if (renderPassDescriptor != nil)
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{
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
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// Here, you could do additional rendering work, including other passes as necessary.
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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+ [renderEncoder pushDebugGroup:@"ImGui demo"];
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- [renderEncoder pushDebugGroup:@"Draw ImGui"];
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-
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+ // Start the Dear ImGui frame
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ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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#if TARGET_OS_OSX
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ImGui_ImplOSX_NewFrame(view);
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#endif
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ImGui::NewFrame();
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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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+
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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::Text("Hello, world!"); // Display some text (you can use a format string too)
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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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- ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
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+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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+
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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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- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
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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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+
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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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-
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- // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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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);
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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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-
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- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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- if (show_demo_window)
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- {
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- // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway.
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- // Here we just want to make the demo initial state a bit more friendly!
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- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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- ImGui::ShowDemoWindow(&show_demo_window);
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- }
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-
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+
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+ // Rendering
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ImGui::Render();
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ImDrawData *drawData = ImGui::GetDrawData();
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ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
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[renderEncoder popDebugGroup];
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-
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[renderEncoder endEncoding];
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[commandBuffer presentDrawable:view.currentDrawable];
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