diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 664c564..a2bb195 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -41,8 +41,13 @@ - Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 664c564..a2bb195 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -41,8 +41,13 @@ - Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/README.md b/README.md index 953d5ad..2abaf03 100644 --- a/README.md +++ b/README.md @@ -125,10 +125,9 @@ - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) @@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. Various tools diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 664c564..a2bb195 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -41,8 +41,13 @@ - Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/README.md b/README.md index 953d5ad..2abaf03 100644 --- a/README.md +++ b/README.md @@ -125,10 +125,9 @@ - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) @@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. Various tools diff --git a/examples/README.txt b/examples/README.txt index a7c7e22..766729d 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -113,7 +113,8 @@ imgui_impl_dx9.cpp ; DirectX9 imgui_impl_dx10.cpp ; DirectX10 imgui_impl_dx11.cpp ; DirectX11 - imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan @@ -144,6 +145,7 @@ - Makefiles for Linux/OSX - Batch files for Visual Studio 2008+ - A .sln project file for Visual Studio 2010+ + - Xcode project files for the Apple examples Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. @@ -208,7 +210,12 @@ This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp -example_osx_opengl2/ +example_apple_metal/ + OSX & iOS + Metal. + It is based on the cross-platform game template provided with Xcode as of Xcode 9. + = game template + imgui_impl_osx.mm + imgui_impl_metal.mm + +example_apple_opengl2/ OSX Cocoa + OpenGL2. = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 664c564..a2bb195 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -41,8 +41,13 @@ - Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/README.md b/README.md index 953d5ad..2abaf03 100644 --- a/README.md +++ b/README.md @@ -125,10 +125,9 @@ - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) @@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. Various tools diff --git a/examples/README.txt b/examples/README.txt index a7c7e22..766729d 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -113,7 +113,8 @@ imgui_impl_dx9.cpp ; DirectX9 imgui_impl_dx10.cpp ; DirectX10 imgui_impl_dx11.cpp ; DirectX11 - imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan @@ -144,6 +145,7 @@ - Makefiles for Linux/OSX - Batch files for Visual Studio 2008+ - A .sln project file for Visual Studio 2010+ + - Xcode project files for the Apple examples Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. @@ -208,7 +210,12 @@ This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp -example_osx_opengl2/ +example_apple_metal/ + OSX & iOS + Metal. + It is based on the cross-platform game template provided with Xcode as of Xcode 9. + = game template + imgui_impl_osx.mm + imgui_impl_metal.mm + +example_apple_opengl2/ OSX Cocoa + OpenGL2. = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj new file mode 100644 index 0000000..a325e96 --- /dev/null +++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -0,0 +1,325 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 50; + objects = { + +/* Begin PBXBuildFile section */ + 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; 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(#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/README.md b/README.md index 953d5ad..2abaf03 100644 --- a/README.md +++ b/README.md @@ -125,10 +125,9 @@ - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) @@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. Various tools diff --git a/examples/README.txt b/examples/README.txt index a7c7e22..766729d 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -113,7 +113,8 @@ imgui_impl_dx9.cpp ; DirectX9 imgui_impl_dx10.cpp ; DirectX10 imgui_impl_dx11.cpp ; DirectX11 - imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan @@ -144,6 +145,7 @@ - Makefiles for Linux/OSX - Batch files for Visual Studio 2008+ - A .sln project file for Visual Studio 2010+ + - Xcode project files for the Apple examples Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. @@ -208,7 +210,12 @@ This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp -example_osx_opengl2/ +example_apple_metal/ + OSX & iOS + Metal. + It is based on the cross-platform game template provided with Xcode as of Xcode 9. + = game template + imgui_impl_osx.mm + imgui_impl_metal.mm + +example_apple_opengl2/ OSX Cocoa + OpenGL2. = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj new file mode 100644 index 0000000..a325e96 --- /dev/null +++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -0,0 +1,325 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 50; + objects = { + +/* Begin PBXBuildFile section */ + 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; 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+ defaultConfigurationIsVisible = 0; + defaultConfigurationName = Release; + }; + 4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = { + isa = XCConfigurationList; + buildConfigurations = ( + 4080A97320B029B00036BA46 /* Debug */, + 4080A97420B029B00036BA46 /* Release */, + ); + defaultConfigurationIsVisible = 0; + defaultConfigurationName = Release; + }; +/* End XCConfigurationList section */ + }; + rootObject = 4080A96320B029B00036BA46 /* Project object */; +} diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm new file mode 100644 index 0000000..a8f4d36 --- /dev/null +++ b/examples/example_apple_opengl2/main.mm @@ -0,0 +1,280 @@ +// 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); + ImGui::NewFrame(); + + // 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, self); } +-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } + +@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:NSEventModifierFlagCommand]; + + 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::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); +} diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 664c564..a2bb195 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -41,8 +41,13 @@ - Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/README.md b/README.md index 953d5ad..2abaf03 100644 --- a/README.md +++ b/README.md @@ -125,10 +125,9 @@ - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) @@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. Various tools diff --git a/examples/README.txt b/examples/README.txt index a7c7e22..766729d 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -113,7 +113,8 @@ imgui_impl_dx9.cpp ; DirectX9 imgui_impl_dx10.cpp ; DirectX10 imgui_impl_dx11.cpp ; DirectX11 - imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan @@ -144,6 +145,7 @@ - Makefiles for Linux/OSX - Batch files for Visual Studio 2008+ - A .sln project file for Visual Studio 2010+ + - Xcode project files for the Apple examples Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. @@ -208,7 +210,12 @@ This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp -example_osx_opengl2/ +example_apple_metal/ + OSX & iOS + Metal. + It is based on the cross-platform game template provided with Xcode as of Xcode 9. + = game template + imgui_impl_osx.mm + imgui_impl_metal.mm + +example_apple_opengl2/ OSX Cocoa + OpenGL2. = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj new file mode 100644 index 0000000..a325e96 --- /dev/null +++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -0,0 +1,325 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 50; + objects = { + +/* Begin PBXBuildFile section */ + 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; 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+} +@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); + ImGui::NewFrame(); + + // 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, self); } +-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } + +@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:NSEventModifierFlagCommand]; + + 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::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); +} diff --git a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj b/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj deleted file mode 100644 index a325e96..0000000 --- a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj +++ /dev/null @@ -1,325 +0,0 @@ -// !$*UTF8*$! -{ - archiveVersion = 1; - classes = { - }; - objectVersion = 50; - objects = { - -/* Begin PBXBuildFile section */ - 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A98A20B02CD90036BA46 /* main.mm */; }; - 4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */; 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(#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/README.md b/README.md index 953d5ad..2abaf03 100644 --- a/README.md +++ b/README.md @@ -125,10 +125,9 @@ - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) @@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. Various tools diff --git a/examples/README.txt b/examples/README.txt index a7c7e22..766729d 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -113,7 +113,8 @@ imgui_impl_dx9.cpp ; DirectX9 imgui_impl_dx10.cpp ; DirectX10 imgui_impl_dx11.cpp ; DirectX11 - imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan @@ -144,6 +145,7 @@ - Makefiles for Linux/OSX - Batch files for Visual Studio 2008+ - A .sln project file for Visual Studio 2010+ + - Xcode project files for the Apple examples Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. @@ -208,7 +210,12 @@ This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp -example_osx_opengl2/ +example_apple_metal/ + OSX & iOS + Metal. + It is based on the cross-platform game template provided with Xcode as of Xcode 9. + = game template + imgui_impl_osx.mm + imgui_impl_metal.mm + +example_apple_opengl2/ OSX Cocoa + OpenGL2. = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj new file mode 100644 index 0000000..a325e96 --- /dev/null +++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -0,0 +1,325 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 50; + objects = { + +/* Begin PBXBuildFile section */ + 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; 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+} +@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); + ImGui::NewFrame(); + + // 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, self); } +-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } + +@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:NSEventModifierFlagCommand]; + + 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::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); +} diff --git a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj b/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj deleted file mode 100644 index a325e96..0000000 --- a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj +++ /dev/null @@ -1,325 +0,0 @@ -// !$*UTF8*$! -{ - archiveVersion = 1; - classes = { - }; - objectVersion = 50; - objects = { - -/* Begin PBXBuildFile section */ - 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A98A20B02CD90036BA46 /* main.mm */; }; - 4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */; 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-} - --(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); - ImGui::NewFrame(); - - // 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:NSEventModifierFlagCommand]; - - 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::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); -} diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 664c564..a2bb195 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -41,8 +41,13 @@ - Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/README.md b/README.md index 953d5ad..2abaf03 100644 --- a/README.md +++ b/README.md @@ -125,10 +125,9 @@ - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) @@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. Various tools diff --git a/examples/README.txt b/examples/README.txt index a7c7e22..766729d 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -113,7 +113,8 @@ imgui_impl_dx9.cpp ; DirectX9 imgui_impl_dx10.cpp ; DirectX10 imgui_impl_dx11.cpp ; DirectX11 - imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan @@ -144,6 +145,7 @@ - Makefiles for Linux/OSX - Batch files for Visual Studio 2008+ - A .sln project file for Visual Studio 2010+ + - Xcode project files for the Apple examples Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. @@ -208,7 +210,12 @@ This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp -example_osx_opengl2/ +example_apple_metal/ + OSX & iOS + Metal. + It is based on the cross-platform game template provided with Xcode as of Xcode 9. + = game template + imgui_impl_osx.mm + imgui_impl_metal.mm + +example_apple_opengl2/ OSX Cocoa + OpenGL2. = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj new file mode 100644 index 0000000..a325e96 --- /dev/null +++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -0,0 +1,325 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 50; + objects = { + +/* Begin PBXBuildFile section */ + 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; 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+} +@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); + ImGui::NewFrame(); + + // 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, self); } +-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } + +@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:NSEventModifierFlagCommand]; + + 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::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); +} diff --git a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj b/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj deleted file mode 100644 index a325e96..0000000 --- a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj +++ /dev/null @@ -1,325 +0,0 @@ -// !$*UTF8*$! -{ - archiveVersion = 1; - classes = { - }; - objectVersion = 50; - objects = { - -/* Begin PBXBuildFile section */ - 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A98A20B02CD90036BA46 /* main.mm */; }; - 4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */; 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-} - --(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); - ImGui::NewFrame(); - - // 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:NSEventModifierFlagCommand]; - - 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::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); -} diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index 99fdec7..8ee0643 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -10,7 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2018-07-05: Metal: Added new Metal backend implementation +// 2018-07-05: Metal: Added new Metal backend implementation. #include "imgui.h" #include "imgui_impl_metal.h" diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 664c564..a2bb195 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -41,8 +41,13 @@ - Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/README.md b/README.md index 953d5ad..2abaf03 100644 --- a/README.md +++ b/README.md @@ -125,10 +125,9 @@ - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) @@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. Various tools diff --git a/examples/README.txt b/examples/README.txt index a7c7e22..766729d 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -113,7 +113,8 @@ imgui_impl_dx9.cpp ; DirectX9 imgui_impl_dx10.cpp ; DirectX10 imgui_impl_dx11.cpp ; DirectX11 - imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan @@ -144,6 +145,7 @@ - Makefiles for Linux/OSX - Batch files for Visual Studio 2008+ - A .sln project file for Visual Studio 2010+ + - Xcode project files for the Apple examples Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. @@ -208,7 +210,12 @@ This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp -example_osx_opengl2/ +example_apple_metal/ + OSX & iOS + Metal. + It is based on the cross-platform game template provided with Xcode as of Xcode 9. + = game template + imgui_impl_osx.mm + imgui_impl_metal.mm + +example_apple_opengl2/ OSX Cocoa + OpenGL2. = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj new file mode 100644 index 0000000..a325e96 --- /dev/null +++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -0,0 +1,325 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 50; + objects = { + +/* Begin PBXBuildFile section */ + 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; 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+} +@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); + ImGui::NewFrame(); + + // 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, self); } +-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } + +@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:NSEventModifierFlagCommand]; + + 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::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); +} diff --git a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj b/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj deleted file mode 100644 index a325e96..0000000 --- a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj +++ /dev/null @@ -1,325 +0,0 @@ -// !$*UTF8*$! -{ - archiveVersion = 1; - classes = { - }; - objectVersion = 50; - objects = { - -/* Begin PBXBuildFile section */ - 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A98A20B02CD90036BA46 /* main.mm */; }; - 4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */; 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-} - --(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); - ImGui::NewFrame(); - - // 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:NSEventModifierFlagCommand]; - - 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::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); -} diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index 99fdec7..8ee0643 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -10,7 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2018-07-05: Metal: Added new Metal backend implementation +// 2018-07-05: Metal: Added new Metal backend implementation. #include "imgui.h" #include "imgui_impl_metal.h" diff --git a/examples/imgui_impl_osx.h b/examples/imgui_impl_osx.h index 6ad4bc3..1ae2cc0 100644 --- a/examples/imgui_impl_osx.h +++ b/examples/imgui_impl_osx.h @@ -1,5 +1,10 @@ // ImGui Platform Binding for: OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac. + +// Issues: +// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. +// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427) @class NSEvent; @class NSView; diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 664c564..a2bb195 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -41,8 +41,13 @@ - Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] - Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. - Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) + - Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] + - Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] + - Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] + - Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) - Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + ----------------------------------------------------------------------- VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- diff --git a/README.md b/README.md index 953d5ad..2abaf03 100644 --- a/README.md +++ b/README.md @@ -125,10 +125,9 @@ - Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) Frameworks: -- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) @@ -170,6 +169,7 @@
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. Various tools diff --git a/examples/README.txt b/examples/README.txt index a7c7e22..766729d 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -113,7 +113,8 @@ imgui_impl_dx9.cpp ; DirectX9 imgui_impl_dx10.cpp ; DirectX10 imgui_impl_dx11.cpp ; DirectX11 - imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline) imgui_impl_vulkan.cpp ; Vulkan @@ -144,6 +145,7 @@ - Makefiles for Linux/OSX - Batch files for Visual Studio 2008+ - A .sln project file for Visual Studio 2010+ + - Xcode project files for the Apple examples Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. @@ -208,7 +210,12 @@ This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp -example_osx_opengl2/ +example_apple_metal/ + OSX & iOS + Metal. + It is based on the cross-platform game template provided with Xcode as of Xcode 9. + = game template + imgui_impl_osx.mm + imgui_impl_metal.mm + +example_apple_opengl2/ OSX Cocoa + OpenGL2. = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj new file mode 100644 index 0000000..a325e96 --- /dev/null +++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -0,0 +1,325 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 50; + objects = { + +/* Begin PBXBuildFile section */ + 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; 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+} +@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); + ImGui::NewFrame(); + + // 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, self); } +-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } + +@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:NSEventModifierFlagCommand]; + + 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::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); +} diff --git a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj b/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj deleted file mode 100644 index a325e96..0000000 --- a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj +++ /dev/null @@ -1,325 +0,0 @@ -// !$*UTF8*$! -{ - archiveVersion = 1; - classes = { - }; - objectVersion = 50; - objects = { - -/* Begin PBXBuildFile section */ - 4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A98A20B02CD90036BA46 /* main.mm */; }; - 4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */; 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-} - --(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); - ImGui::NewFrame(); - - // 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:NSEventModifierFlagCommand]; - - 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::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); -} diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index 99fdec7..8ee0643 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -10,7 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2018-07-05: Metal: Added new Metal backend implementation +// 2018-07-05: Metal: Added new Metal backend implementation. #include "imgui.h" #include "imgui_impl_metal.h" diff --git a/examples/imgui_impl_osx.h b/examples/imgui_impl_osx.h index 6ad4bc3..1ae2cc0 100644 --- a/examples/imgui_impl_osx.h +++ b/examples/imgui_impl_osx.h @@ -1,5 +1,10 @@ // ImGui Platform Binding for: OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac. + +// Issues: +// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. +// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427) @class NSEvent; @class NSView; diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index d0b7efd..cd24214 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -1,10 +1,10 @@ // ImGui Platform Binding for: OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac. // Issues: // [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. -// [ ] Platform: Mouse cursor shapes are not supported (see end of https://github.com/glfw/glfw/issues/427) -// [ ] Test with another renderer back-end than OpenGL2. e.g. OpenGL3. +// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427) #include "imgui.h" #include "imgui_impl_osx.h" @@ -12,7 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2018-06-XX: Initial version. +// 2018-07-07: Initial version. // Data static clock_t g_Time = 0;