mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-05-29 01:49:11 +12:00
Add ImGui bindings to Lua
This commit is contained in:
parent
da797831ba
commit
d29e76da8c
212 changed files with 49453 additions and 21919 deletions
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@ -4,7 +4,7 @@
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This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one.
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Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one.
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@ -7,6 +7,10 @@
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@ -32,6 +36,11 @@
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07A82ED62139413C0078D120 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
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07A82ED72139413C0078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
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5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
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@ -64,6 +73,7 @@
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05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */,
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8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */,
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83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */,
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83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */,
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@ -74,8 +84,10 @@
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050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */,
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8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */,
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83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */,
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05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */,
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83BBE9ED20EB471700295997 /* Metal.framework in Frameworks */,
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runOnlyForDeploymentPostprocessing = 0;
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@ -133,6 +145,9 @@
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83BBE9E320EB46B800295997 /* Frameworks */ = {
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children = (
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050450AC276863B000AB6805 /* QuartzCore.framework */,
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05A275432773BEA20084EF39 /* QuartzCore.framework */,
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05318E0E274C397200A8DE2E /* GameController.framework */,
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8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
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8309BD8E253CCAAA0045E2A1 /* UIKit.framework */,
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83BBE9EE20EB471C00295997 /* ModelIO.framework */,
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@ -149,7 +164,9 @@
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isa = PBXGroup;
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children = (
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5079822D257677DB0038A28D /* imgui_tables.cpp */,
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05A2754027728F5B0084EF39 /* imgui_impl_metal.h */,
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8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */,
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05A2754127728F5B0084EF39 /* imgui_impl_osx.h */,
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8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */,
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83BBEA0420EB54E700295997 /* imconfig.h */,
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83BBEA0320EB54E700295997 /* imgui.cpp */,
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@ -264,9 +281,9 @@
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8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */,
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83BBEA0920EB54E700295997 /* imgui.cpp in Sources */,
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83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */,
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83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
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83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
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5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
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07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
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07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
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8309BDA5253CCC070045E2A1 /* main.mm in Sources */,
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);
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runOnlyForDeploymentPostprocessing = 0;
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@ -277,10 +294,10 @@
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files = (
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8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */,
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8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */,
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83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
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83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
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83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
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5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
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83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
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83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
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83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
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050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */,
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07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
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8309BDA8253CCC080045E2A1 /* main.mm in Sources */,
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);
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@ -1,6 +1,10 @@
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// Dear ImGui: standalone example application for OSX + Metal.
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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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// 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 <Foundation/Foundation.h>
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#include "imgui.h"
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#include "imgui_impl_metal.h"
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#if TARGET_OS_OSX
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#include "imgui_impl_osx.h"
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@interface ViewController : NSViewController
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@interface AppViewController : NSViewController<NSWindowDelegate>
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@end
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#else
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@interface ViewController : UIViewController
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@interface AppViewController : UIViewController
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@end
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#endif
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@interface ViewController () <MTKViewDelegate>
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@interface AppViewController () <MTKViewDelegate>
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@property (nonatomic, readonly) MTKView *mtkView;
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@property (nonatomic, strong) id <MTLDevice> device;
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@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
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@end
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@implementation ViewController
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//-----------------------------------------------------------------------------------
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// AppViewController
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//-----------------------------------------------------------------------------------
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- (instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
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@implementation AppViewController
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-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
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{
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self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
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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_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::StyleColorsClassic();
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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 Renderer backend
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ImGui_ImplMetal_Init(_device);
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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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// - 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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// - Read 'docs/FONTS.txt' for more instructions and details.
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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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//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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//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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return self;
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}
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- (MTKView *)mtkView
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-(MTKView *)mtkView
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{
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return (MTKView *)self.view;
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}
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- (void)loadView
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-(void)loadView
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{
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self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
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}
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- (void)viewDidLoad
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-(void)viewDidLoad
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{
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[super viewDidLoad];
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self.mtkView.delegate = self;
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#if TARGET_OS_OSX
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// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
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NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
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options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
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owner:self
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userInfo:nil];
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[self.view addTrackingArea:trackingArea];
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// If we want to receive key events, we either need to be in the responder chain of the key view,
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// or else we can install a local monitor. The consequence of this heavy-handed approach is that
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// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
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// window, we'd want to be much more careful than just ingesting the complete event stream.
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// To match the behavior of other backends, we pass every event down to the OS.
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NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
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[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
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{
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ImGui_ImplOSX_HandleEvent(event, self.view);
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return event;
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}];
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ImGui_ImplOSX_Init();
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ImGui_ImplOSX_Init(self.view);
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[NSApp activateIgnoringOtherApps:YES];
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#endif
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}
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#pragma mark - Interaction
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#if TARGET_OS_OSX
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- (void)mouseMoved:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)mouseDown:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)rightMouseDown:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)otherMouseDown:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)mouseUp:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)rightMouseUp:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)otherMouseUp:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)mouseDragged:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)rightMouseDragged:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)otherMouseDragged:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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- (void)scrollWheel:(NSEvent *)event {
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ImGui_ImplOSX_HandleEvent(event, self.view);
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}
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#else
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// This touch mapping is super cheesy/hacky. We treat any touch on the screen
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// as if it were a depressed left mouse button, and we don't bother handling
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// multitouch correctly at all. This causes the "cursor" to behave very erratically
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// when there are multiple active touches. But for demo purposes, single-touch
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// interaction actually works surprisingly well.
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- (void)updateIOWithTouchEvent:(UIEvent *)event
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{
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UITouch *anyTouch = event.allTouches.anyObject;
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CGPoint touchLocation = [anyTouch locationInView:self.view];
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ImGuiIO &io = ImGui::GetIO();
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io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
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BOOL hasActiveTouch = NO;
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for (UITouch *touch in event.allTouches)
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{
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if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
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{
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hasActiveTouch = YES;
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break;
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}
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}
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io.MouseDown[0] = hasActiveTouch;
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}
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- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
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{
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[self updateIOWithTouchEvent:event];
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}
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- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
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{
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[self updateIOWithTouchEvent:event];
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}
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- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
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{
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[self updateIOWithTouchEvent:event];
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}
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- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
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{
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[self updateIOWithTouchEvent:event];
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}
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#endif
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#pragma mark - MTKViewDelegate
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- (void)drawInMTKView:(MTKView*)view
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-(void)drawInMTKView:(MTKView*)view
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{
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize.x = view.bounds.size.width;
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@ -233,90 +133,149 @@
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#endif
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io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
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io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
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id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
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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 float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor != nil)
|
||||
// 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.
|
||||
{
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
// Here, you could do additional rendering work, including other passes as necessary.
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
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);
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
#if TARGET_OS_OSX
|
||||
ImGui_ImplOSX_NewFrame(view);
|
||||
#endif
|
||||
ImGui::NewFrame();
|
||||
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
|
||||
|
||||
// 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);
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
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 <MTLRenderCommandEncoder> 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];
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
}
|
||||
|
||||
- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
||||
-(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<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
|
||||
#endif
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - Application Delegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
// AppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
|
@ -326,28 +285,27 @@
|
|||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (instancetype)init
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
-(instancetype)init
|
||||
{
|
||||
if (self = [super init])
|
||||
{
|
||||
NSViewController *rootViewController = [[ViewController alloc] initWithNibName:nil bundle:nil];
|
||||
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 orderFront:self];
|
||||
[self.window center];
|
||||
[self.window becomeKeyWindow];
|
||||
[self.window makeKeyAndOrderFront:self];
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#else
|
||||
|
@ -358,10 +316,10 @@
|
|||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (BOOL)application:(UIApplication *)application
|
||||
-(BOOL)application:(UIApplication *)application
|
||||
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
|
||||
{
|
||||
UIViewController *rootViewController = [[ViewController alloc] init];
|
||||
UIViewController *rootViewController = [[AppViewController alloc] init];
|
||||
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
|
||||
self.window.rootViewController = rootViewController;
|
||||
[self.window makeKeyAndVisible];
|
||||
|
@ -372,7 +330,9 @@
|
|||
|
||||
#endif
|
||||
|
||||
#pragma mark - main()
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Application main() function
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue