1// ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline 2// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. 3 4#include "imgui.h" 5#include "../imgui_impl_osx.h" 6#include "../imgui_impl_opengl2.h" 7#include <stdio.h> 8#import <Cocoa/Cocoa.h> 9#import <OpenGL/gl.h> 10#import <OpenGL/glu.h> 11 12//----------------------------------------------------------------------------------- 13// ImGuiExampleView 14//----------------------------------------------------------------------------------- 15 16@interface ImGuiExampleView : NSOpenGLView 17{ 18 NSTimer* animationTimer; 19} 20@end 21 22@implementation ImGuiExampleView 23 24-(void)animationTimerFired:(NSTimer*)timer 25{ 26 [self setNeedsDisplay:YES]; 27} 28 29-(void)prepareOpenGL 30{ 31 [super prepareOpenGL]; 32 33#ifndef DEBUG 34 GLint swapInterval = 1; 35 [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; 36 if (swapInterval == 0) 37 NSLog(@"Error: Cannot set swap interval."); 38#endif 39} 40 41-(void)updateAndDrawDemoView 42{ 43 // Start the Dear ImGui frame 44 ImGui_ImplOpenGL2_NewFrame(); 45 ImGui_ImplOSX_NewFrame(self); 46 ImGui::NewFrame(); 47 48 // Global data for the demo 49 static bool show_demo_window = true; 50 static bool show_another_window = false; 51 static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); 52 53 // 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!). 54 if (show_demo_window) 55 ImGui::ShowDemoWindow(&show_demo_window); 56 57 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. 58 { 59 static float f = 0.0f; 60 static int counter = 0; 61 62 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. 63 64 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) 65 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state 66 ImGui::Checkbox("Another Window", &show_another_window); 67 68 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f 69 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color 70 71 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) 72 counter++; 73 ImGui::SameLine(); 74 ImGui::Text("counter = %d", counter); 75 76 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); 77 ImGui::End(); 78 } 79 80 // 3. Show another simple window. 81 if (show_another_window) 82 { 83 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) 84 ImGui::Text("Hello from another window!"); 85 if (ImGui::Button("Close Me")) 86 show_another_window = false; 87 ImGui::End(); 88 } 89 90 // Rendering 91 ImGui::Render(); 92 [[self openGLContext] makeCurrentContext]; 93 94 ImGuiIO& io = ImGui::GetIO(); 95 GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x); 96 GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y); 97 glViewport(0, 0, width, height); 98 99 glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); 100 glClear(GL_COLOR_BUFFER_BIT); 101 ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); 102 103 // Present 104 [[self openGLContext] flushBuffer]; 105 106 if (!animationTimer) 107 animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES]; 108} 109 110-(void)reshape 111{ 112 [[self openGLContext] update]; 113 [self updateAndDrawDemoView]; 114} 115 116-(void)drawRect:(NSRect)bounds 117{ 118 [self updateAndDrawDemoView]; 119} 120 121-(BOOL)acceptsFirstResponder 122{ 123 return (YES); 124} 125 126-(BOOL)becomeFirstResponder 127{ 128 return (YES); 129} 130 131-(BOOL)resignFirstResponder 132{ 133 return (YES); 134} 135 136// Flip coordinate system upside down on Y 137-(BOOL)isFlipped 138{ 139 return (YES); 140} 141 142-(void)dealloc 143{ 144 animationTimer = nil; 145} 146 147// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event. 148-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } 149-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } 150-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } 151-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } 152-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } 153-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } 154 155@end 156 157//----------------------------------------------------------------------------------- 158// ImGuiExampleAppDelegate 159//----------------------------------------------------------------------------------- 160 161@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate> 162@property (nonatomic, readonly) NSWindow* window; 163@end 164 165@implementation ImGuiExampleAppDelegate 166@synthesize window = _window; 167 168-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication 169{ 170 return YES; 171} 172 173-(NSWindow*)window 174{ 175 if (_window != nil) 176 return (_window); 177 178 NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0); 179 180 _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES]; 181 [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"]; 182 [_window setOpaque:YES]; 183 [_window makeKeyAndOrderFront:NSApp]; 184 185 return (_window); 186} 187 188-(void)setupMenu 189{ 190 NSMenu* mainMenuBar = [[NSMenu alloc] init]; 191 NSMenu* appMenu; 192 NSMenuItem* menuItem; 193 194 appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"]; 195 menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"]; 196 [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand]; 197 198 menuItem = [[NSMenuItem alloc] init]; 199 [menuItem setSubmenu:appMenu]; 200 201 [mainMenuBar addItem:menuItem]; 202 203 appMenu = nil; 204 [NSApp setMainMenu:mainMenuBar]; 205} 206 207-(void)dealloc 208{ 209 _window = nil; 210} 211 212-(void)applicationDidFinishLaunching:(NSNotification *)aNotification 213{ 214 // Make the application a foreground application (else it won't receive keyboard events) 215 ProcessSerialNumber psn = {0, kCurrentProcess}; 216 TransformProcessType(&psn, kProcessTransformToForegroundApplication); 217 218 // Menu 219 [self setupMenu]; 220 221 NSOpenGLPixelFormatAttribute attrs[] = 222 { 223 NSOpenGLPFADoubleBuffer, 224 NSOpenGLPFADepthSize, 32, 225 0 226 }; 227 228 NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; 229 ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format]; 230 format = nil; 231#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 232 if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) 233 [view setWantsBestResolutionOpenGLSurface:YES]; 234#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 235 [self.window setContentView:view]; 236 237 if ([view openGLContext] == nil) 238 NSLog(@"No OpenGL Context!"); 239 240 // Setup Dear ImGui binding 241 IMGUI_CHECKVERSION(); 242 ImGui::CreateContext(); 243 ImGuiIO& io = ImGui::GetIO(); (void)io; 244 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls 245 246 ImGui_ImplOSX_Init(); 247 ImGui_ImplOpenGL2_Init(); 248 249 // Setup style 250 ImGui::StyleColorsDark(); 251 //ImGui::StyleColorsClassic(); 252 253 // Load Fonts 254 // - 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. 255 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 256 // - 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). 257 // - 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. 258 // - Read 'misc/fonts/README.txt' for more instructions and details. 259 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! 260 //io.Fonts->AddFontDefault(); 261 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); 262 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); 263 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); 264 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); 265 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); 266 //IM_ASSERT(font != NULL); 267} 268 269@end 270 271int main(int argc, const char* argv[]) 272{ 273 @autoreleasepool 274 { 275 NSApp = [NSApplication sharedApplication]; 276 ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init]; 277 [[NSApplication sharedApplication] setDelegate:delegate]; 278 [NSApp run]; 279 } 280 return NSApplicationMain(argc, argv); 281} 282