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- // ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline
- // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
- #include "imgui.h"
- #include "../imgui_impl_osx.h"
- #include "../imgui_impl_opengl2.h"
- #include <stdio.h>
- #import <Cocoa/Cocoa.h>
- #import <OpenGL/gl.h>
- #import <OpenGL/glu.h>
- //-----------------------------------------------------------------------------------
- // ImGuiExampleView
- //-----------------------------------------------------------------------------------
- @interface ImGuiExampleView : NSOpenGLView
- {
- NSTimer* animationTimer;
- }
- @end
- @implementation ImGuiExampleView
- -(void)animationTimerFired:(NSTimer*)timer
- {
- [self setNeedsDisplay:YES];
- }
- -(void)prepareOpenGL
- {
- [super prepareOpenGL];
-
- #ifndef DEBUG
- GLint swapInterval = 1;
- [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
- if (swapInterval == 0)
- NSLog(@"Error: Cannot set swap interval.");
- #endif
- }
- -(void)updateAndDrawDemoView
- {
- ImGui_ImplOpenGL2_NewFrame();
- ImGui_ImplOSX_NewFrame(self);
- ImGui::NewFrame();
- // Global data for the demo
- 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 a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- 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
- ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &show_another_window);
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: 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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- }
- // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
- if (show_another_window)
- {
- ImGui::Begin("Another Window", &show_another_window);
- ImGui::Text("Hello from another window!");
- if (ImGui::Button("Close Me"))
- show_another_window = false;
- ImGui::End();
- }
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (show_demo_window)
- {
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowDemoWindow(&show_demo_window);
- }
- // Rendering
- ImGui::Render();
- [[self openGLContext] makeCurrentContext];
- ImGuiIO& io = ImGui::GetIO();
- GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
- GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
- glViewport(0, 0, width, height);
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
- glClear(GL_COLOR_BUFFER_BIT);
- ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
- // Present
- [[self openGLContext] flushBuffer];
-
- if (!animationTimer)
- animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
- }
- -(void)reshape
- {
- [[self openGLContext] update];
- [self updateAndDrawDemoView];
- }
- -(void)drawRect:(NSRect)bounds
- {
- [self updateAndDrawDemoView];
- }
- -(BOOL)acceptsFirstResponder
- {
- return (YES);
- }
- -(BOOL)becomeFirstResponder
- {
- return (YES);
- }
- -(BOOL)resignFirstResponder
- {
- return (YES);
- }
- // Flip coordinate system upside down on Y
- -(BOOL)isFlipped
- {
- return (YES);
- }
- -(void)dealloc
- {
- animationTimer = nil;
- }
- // Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
- -(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
- -(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
- -(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
- -(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
- -(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
- -(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
- @end
- //-----------------------------------------------------------------------------------
- // ImGuiExampleAppDelegate
- //-----------------------------------------------------------------------------------
- @interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
- @property (nonatomic, readonly) NSWindow* window;
- @end
- @implementation ImGuiExampleAppDelegate
- @synthesize window = _window;
- -(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
- {
- return YES;
- }
- -(NSWindow*)window
- {
- if (_window != nil)
- return (_window);
-
- NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
-
- _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
- [_window setTitle:@"ImGui OSX+OpenGL2 Example"];
- [_window setOpaque:YES];
- [_window makeKeyAndOrderFront:NSApp];
-
- return (_window);
- }
- -(void)setupMenu
- {
- NSMenu* mainMenuBar = [[NSMenu alloc] init];
- NSMenu* appMenu;
- NSMenuItem* menuItem;
- appMenu = [[NSMenu alloc] initWithTitle:@"ImGui OSX+OpenGL2 Example"];
- menuItem = [appMenu addItemWithTitle:@"Quit ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
- [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
-
- menuItem = [[NSMenuItem alloc] init];
- [menuItem setSubmenu:appMenu];
-
- [mainMenuBar addItem:menuItem];
-
- appMenu = nil;
- [NSApp setMainMenu:mainMenuBar];
- }
- -(void)dealloc
- {
- _window = nil;
- }
- -(void)applicationDidFinishLaunching:(NSNotification *)aNotification
- {
- // Make the application a foreground application (else it won't receive keyboard events)
- ProcessSerialNumber psn = {0, kCurrentProcess};
- TransformProcessType(&psn, kProcessTransformToForegroundApplication);
- // Menu
- [self setupMenu];
-
- NSOpenGLPixelFormatAttribute attrs[] =
- {
- NSOpenGLPFADoubleBuffer,
- NSOpenGLPFADepthSize, 32,
- 0
- };
-
- NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
- ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
- format = nil;
- #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
- if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
- [view setWantsBestResolutionOpenGLSurface:YES];
- #endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
- [self.window setContentView:view];
-
- if ([view openGLContext] == nil)
- NSLog(@"No OpenGL Context!");
- // Setup Dear ImGui binding
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO(); (void)io;
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- ImGui_ImplOSX_Init();
- ImGui_ImplOpenGL2_Init();
- // Setup style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
- // 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 NULL. 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.
- // - Read 'misc/fonts/README.txt' 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
- //IM_ASSERT(font != NULL);
- }
- @end
- int main(int argc, const char* argv[])
- {
- @autoreleasepool
- {
- NSApp = [NSApplication sharedApplication];
- ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
- [[NSApplication sharedApplication] setDelegate:delegate];
- [NSApp run];
- }
- return NSApplicationMain(argc, argv);
- }
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