// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline // 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 #import #import #include "imgui.h" #include "imgui_impl_opengl2.h" #include "imgui_impl_osx.h" //----------------------------------------------------------------------------------- // AppView //----------------------------------------------------------------------------------- @interface AppView : NSOpenGLView { NSTimer* animationTimer; } @end @implementation AppView -(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)initialize { // 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 ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. ImGuiStyle& style = ImGui::GetStyle(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } // Setup Platform/Renderer backends ImGui_ImplOSX_Init(self); ImGui_ImplOpenGL2_Init(); // 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); } -(void)updateAndDrawDemoView { // Start the Dear ImGui frame ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplOSX_NewFrame(self); 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(); [[self openGLContext] makeCurrentContext]; GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); glViewport(0, 0, width, height); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL2_RenderDrawData(draw_data); // Update and Render additional Platform Windows if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); } // Present [[self openGLContext] flushBuffer]; if (!animationTimer) animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES]; } -(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; } -(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; } -(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; } -(void)dealloc { animationTimer = nil; } @end //----------------------------------------------------------------------------------- // AppDelegate //----------------------------------------------------------------------------------- @interface AppDelegate : NSObject @property (nonatomic, readonly) NSWindow* window; @end @implementation AppDelegate @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:@"Dear ImGui OSX+OpenGL2 Example"]; [_window setAcceptsMouseMovedEvents:YES]; [_window setOpaque:YES]; [_window makeKeyAndOrderFront:NSApp]; return (_window); } -(void)setupMenu { NSMenu* mainMenuBar = [[NSMenu alloc] init]; NSMenu* appMenu; NSMenuItem* menuItem; appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"]; menuItem = [appMenu addItemWithTitle:@"Quit Dear 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]; AppView* view = [[AppView 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!"); [view initialize]; } @end //----------------------------------------------------------------------------------- // Application main() function //----------------------------------------------------------------------------------- int main(int argc, const char* argv[]) { @autoreleasepool { NSApp = [NSApplication sharedApplication]; AppDelegate* delegate = [[AppDelegate alloc] init]; [[NSApplication sharedApplication] setDelegate:delegate]; [NSApp run]; } return NSApplicationMain(argc, argv); }