// 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 #import #import #import //----------------------------------------------------------------------------------- // 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); // 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 @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:NSCommandKeyMask]; 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::GetStyle().WindowRounding = 0.0f; 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); }