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[Qt] Initial Imgui integration
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211 changed files with 49460 additions and 21918 deletions
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// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "../../backends/imgui_impl_osx.h"
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#include "../../backends/imgui_impl_opengl2.h"
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#include <stdio.h>
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#import <Cocoa/Cocoa.h>
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#import <OpenGL/gl.h>
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#import <OpenGL/glu.h>
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#include "imgui.h"
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#include "imgui_impl_opengl2.h"
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#include "imgui_impl_osx.h"
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//-----------------------------------------------------------------------------------
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// ImGuiExampleView
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// AppView
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//-----------------------------------------------------------------------------------
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@interface ImGuiExampleView : NSOpenGLView
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@interface AppView : NSOpenGLView
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{
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NSTimer* animationTimer;
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}
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@end
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@implementation ImGuiExampleView
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-(void)animationTimerFired:(NSTimer*)timer
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{
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[self setNeedsDisplay:YES];
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}
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@implementation AppView
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-(void)prepareOpenGL
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{
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@ -39,11 +38,57 @@
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#endif
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}
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-(void)initialize
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{
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// Setup Dear ImGui context
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// FIXME: This example doesn't have proper cleanup...
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer backends
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ImGui_ImplOSX_Init(self);
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ImGui_ImplOpenGL2_Init();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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}
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-(void)updateAndDrawDemoView
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{
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplOSX_NewFrame(self);
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplOSX_NewFrame(self);
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ImGui::NewFrame();
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// Our state (make them static = more or less global) as a convenience to keep the example terse.
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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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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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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::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::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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[[self openGLContext] makeCurrentContext];
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// Rendering
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ImGui::Render();
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ImDrawData* draw_data = ImGui::GetDrawData();
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[[self openGLContext] makeCurrentContext];
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GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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glViewport(0, 0, width, height);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL2_RenderDrawData(draw_data);
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ImGui_ImplOpenGL2_RenderDrawData(draw_data);
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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// Present
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[[self openGLContext] flushBuffer];
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animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
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}
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-(void)reshape
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{
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[[self openGLContext] update];
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[self updateAndDrawDemoView];
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}
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-(void)drawRect:(NSRect)bounds
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{
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[self updateAndDrawDemoView];
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}
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-(BOOL)acceptsFirstResponder
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{
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return (YES);
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}
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-(BOOL)becomeFirstResponder
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{
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return (YES);
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}
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-(BOOL)resignFirstResponder
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{
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return (YES);
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}
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-(void)dealloc
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{
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animationTimer = nil;
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}
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// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
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-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; }
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-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
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-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
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-(void)dealloc { animationTimer = nil; }
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@end
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//-----------------------------------------------------------------------------------
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// ImGuiExampleAppDelegate
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// AppDelegate
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//-----------------------------------------------------------------------------------
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@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
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@interface AppDelegate : NSObject <NSApplicationDelegate>
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@property (nonatomic, readonly) NSWindow* window;
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@end
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@implementation ImGuiExampleAppDelegate
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@implementation AppDelegate
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@synthesize window = _window;
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-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
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-(void)setupMenu
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{
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NSMenu* mainMenuBar = [[NSMenu alloc] init];
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NSMenu* mainMenuBar = [[NSMenu alloc] init];
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NSMenu* appMenu;
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NSMenuItem* menuItem;
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-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
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{
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// Make the application a foreground application (else it won't receive keyboard events)
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ProcessSerialNumber psn = {0, kCurrentProcess};
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TransformProcessType(&psn, kProcessTransformToForegroundApplication);
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// Make the application a foreground application (else it won't receive keyboard events)
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ProcessSerialNumber psn = {0, kCurrentProcess};
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TransformProcessType(&psn, kProcessTransformToForegroundApplication);
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// Menu
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// Menu
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[self setupMenu];
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NSOpenGLPixelFormatAttribute attrs[] =
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};
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NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
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ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
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AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
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format = nil;
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
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if ([view openGLContext] == nil)
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NSLog(@"No OpenGL Context!");
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// Setup Dear ImGui context
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// FIXME: This example doesn't have proper cleanup...
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer backends
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ImGui_ImplOSX_Init();
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ImGui_ImplOpenGL2_Init();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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[view initialize];
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}
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@end
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//-----------------------------------------------------------------------------------
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// Application main() function
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//-----------------------------------------------------------------------------------
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int main(int argc, const char* argv[])
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{
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@autoreleasepool
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{
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NSApp = [NSApplication sharedApplication];
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ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
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[[NSApplication sharedApplication] setDelegate:delegate];
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[NSApp run];
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}
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return NSApplicationMain(argc, argv);
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@autoreleasepool
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{
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NSApp = [NSApplication sharedApplication];
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AppDelegate* delegate = [[AppDelegate alloc] init];
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[[NSApplication sharedApplication] setDelegate:delegate];
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[NSApp run];
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}
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return NSApplicationMain(argc, argv);
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}
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