diff options
| author | chai <chaifix@163.com> | 2021-12-13 00:07:19 +0800 | 
|---|---|---|
| committer | chai <chaifix@163.com> | 2021-12-13 00:07:19 +0800 | 
| commit | 60cbbdec07ab7a5636eac5b3c024ae44e937f4d4 (patch) | |
| tree | b2c7b0a868f18159dbc43d8954e1bd7668549a88 /Client/ThirdParty/imgui/examples/example_apple_metal/main.mm | |
+init
Diffstat (limited to 'Client/ThirdParty/imgui/examples/example_apple_metal/main.mm')
| -rw-r--r-- | Client/ThirdParty/imgui/examples/example_apple_metal/main.mm | 356 | 
1 files changed, 356 insertions, 0 deletions
| diff --git a/Client/ThirdParty/imgui/examples/example_apple_metal/main.mm b/Client/ThirdParty/imgui/examples/example_apple_metal/main.mm new file mode 100644 index 0000000..5d4b771 --- /dev/null +++ b/Client/ThirdParty/imgui/examples/example_apple_metal/main.mm @@ -0,0 +1,356 @@ +// 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 <Foundation/Foundation.h> + +#if TARGET_OS_OSX +#import <Cocoa/Cocoa.h> +#else +#import <UIKit/UIKit.h> +#endif + +#import <Metal/Metal.h> +#import <MetalKit/MetalKit.h> + +#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 () <MTKViewDelegate> +@property (nonatomic, readonly) MTKView *mtkView; +@property (nonatomic, strong) id <MTLDevice> device; +@property (nonatomic, strong) id <MTLCommandQueue> 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::StyleColorsClassic(); + +    // 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. +    // - Read 'docs/FONTS.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); + +    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 +    // Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view +    NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect +                                                                options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways +                                                                  owner:self +                                                               userInfo:nil]; +    [self.view addTrackingArea:trackingArea]; + +    // If we want to receive key events, we either need to be in the responder chain of the key view, +    // or else we can install a local monitor. The consequence of this heavy-handed approach is that +    // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our +    // window, we'd want to be much more careful than just ingesting the complete event stream. +    // To match the behavior of other backends, we pass every event down to the OS. +    NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; +    [NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) +    { +        ImGui_ImplOSX_HandleEvent(event, self.view); +        return event; +    }]; + +    ImGui_ImplOSX_Init(); + +#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); + +    io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60); + +    id<MTLCommandBuffer> 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 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(); + +    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]; +} + +-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size +{ +} + +//----------------------------------------------------------------------------------- +// Input processing +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +// Forward Mouse/Keyboard events to Dear ImGui OSX backend. +// Other events are registered via addLocalMonitorForEventsMatchingMask() +-(void)mouseDown:(NSEvent *)event           { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)rightMouseDown:(NSEvent *)event      { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)otherMouseDown:(NSEvent *)event      { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)mouseUp:(NSEvent *)event             { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)rightMouseUp:(NSEvent *)event        { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)otherMouseUp:(NSEvent *)event        { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)mouseMoved:(NSEvent *)event          { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)mouseDragged:(NSEvent *)event        { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)rightMouseMoved:(NSEvent *)event     { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)rightMouseDragged:(NSEvent *)event   { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)otherMouseMoved:(NSEvent *)event     { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)otherMouseDragged:(NSEvent *)event   { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)scrollWheel:(NSEvent *)event         { ImGui_ImplOSX_HandleEvent(event, self.view); } + +#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.MousePos = ImVec2(touchLocation.x, touchLocation.y); + +    BOOL hasActiveTouch = NO; +    for (UITouch *touch in event.allTouches) +    { +        if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) +        { +            hasActiveTouch = YES; +            break; +        } +    } +    io.MouseDown[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 + +//----------------------------------------------------------------------------------- +// AppDelegate +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +@interface AppDelegate : NSObject <NSApplicationDelegate> +@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 orderFront:self]; +        [self.window center]; +        [self.window becomeKeyWindow]; +    } +    return self; +} + +@end + +#else + +@interface AppDelegate : UIResponder <UIApplicationDelegate> +@property (strong, nonatomic) UIWindow *window; +@end + +@implementation AppDelegate + +-(BOOL)application:(UIApplication *)application +    didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)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 | 
