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+// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
+// If you are new to dear 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 <stdio.h>
+#import <Cocoa/Cocoa.h>
+#import <OpenGL/gl.h>
+#import <OpenGL/glu.h>
+
+//-----------------------------------------------------------------------------------
+// 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
+{
+ // Start the Dear ImGui frame
+ 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 the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ [[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 <NSApplicationDelegate>
+@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:@"Dear 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:@"Dear ImGui OSX+OpenGL2 Example"];
+ menuItem = [appMenu addItemWithTitle:@"Quit Dear 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);
+}