// Dear ImGui: standalone example application for OSX + Metal. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #import #if TARGET_OS_OSX #import #else #import #endif #import #import #include "imgui.h" #include "imgui_impl_metal.h" #if TARGET_OS_OSX #include "imgui_impl_osx.h" @interface AppViewController : NSViewController @end #else @interface AppViewController : UIViewController @end #endif @interface AppViewController () @property (nonatomic, readonly) MTKView *mtkView; @property (nonatomic, strong) id device; @property (nonatomic, strong) id 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 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. // - 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, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); 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 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 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 *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } -(void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } -(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } #endif @end //----------------------------------------------------------------------------------- // AppDelegate //----------------------------------------------------------------------------------- #if TARGET_OS_OSX @interface AppDelegate : NSObject @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 @property (strong, nonatomic) UIWindow *window; @end @implementation AppDelegate -(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)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 argc, const char * argv[]) { return NSApplicationMain(argc, argv); } #else int main(int argc, char * argv[]) { @autoreleasepool { return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class])); } } #endif