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- imgui_demo.cpp: wrap all user-visible string literals with Tr(); add Language menu in DemoWindowMenuBar (guarded by IMGUI_DEMO_ENABLE_I18N); guard extern g_need_font_rebuild with IMGUI_DEMO_ENABLE_I18N + __APPLE__ - examples/example_apple_metal/main.mm: CJK font loading via RebuildFonts() (always loads 2-glyph stub in English, full range in zh_CN); Language menu triggers font atlas rebuild before next NewFrame(); wrap demo window strings with Tr(); fix v1.92 ImplicitRefSize assertion by passing explicit SizePixels to AddFontDefault() - examples/example_apple_metal/Makefile: add i18n sources and -DIMGUI_DEMO_ENABLE_I18N flag
399 lines
13 KiB
Plaintext
399 lines
13 KiB
Plaintext
// Dear ImGui: standalone example application for OSX + Metal.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#import <Foundation/Foundation.h>
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#if TARGET_OS_OSX
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#import <Cocoa/Cocoa.h>
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#else
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#import <UIKit/UIKit.h>
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#endif
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#import <Metal/Metal.h>
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#import <MetalKit/MetalKit.h>
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#include "imgui.h"
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#include "imgui_i18n.h"
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#include <unistd.h>
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#include "imgui_impl_metal.h"
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#if TARGET_OS_OSX
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#include "imgui_impl_osx.h"
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@interface AppViewController : NSViewController<NSWindowDelegate>
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@end
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#else
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@interface AppViewController : UIViewController
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@end
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#endif
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@interface AppViewController () <MTKViewDelegate>
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@property (nonatomic, readonly) MTKView *mtkView;
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@property (nonatomic, strong) id <MTLDevice> device;
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@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
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@end
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//-----------------------------------------------------------------------------------
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// AppViewController
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//-----------------------------------------------------------------------------------
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bool g_need_font_rebuild = false;
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static void RebuildFonts()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->ClearFonts();
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// v1.92: must pass explicit SizePixels so base font is not marked ImplicitRefSize,
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// otherwise MergeMode on the CJK font triggers an assertion.
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ImFontConfig default_cfg;
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default_cfg.SizePixels = 13.0f;
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io.Fonts->AddFontDefault(&default_cfg);
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// Merge CJK font:
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// zh_CN → full common range (~2500 glyphs, renders all translated text)
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// English → only "中文" (2 glyphs U+4E2D,U+6587) so Language menu label renders correctly
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// Hiragino Sans GB is designed for Simplified Chinese; fall back to STHeiti.
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const char* font_paths[] = {
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"/System/Library/Fonts/Hiragino Sans GB.ttc",
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"/System/Library/Fonts/STHeiti Light.ttc",
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nullptr
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};
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const char* chosen = nullptr;
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for (int i = 0; font_paths[i]; ++i) {
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if (access(font_paths[i], R_OK) == 0) { chosen = font_paths[i]; break; }
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}
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if (chosen) {
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static const ImWchar zh_label_ranges[] = { 0x4E2D, 0x4E2D, 0x6587, 0x6587, 0 };
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bool is_zh = (strcmp(imgui_i18n::getLocale(), "zh_CN") == 0);
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ImFontConfig cfg;
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cfg.MergeMode = true;
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cfg.PixelSnapH = true;
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io.Fonts->AddFontFromFileTTF(chosen, 13.0f, &cfg,
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is_zh ? io.Fonts->GetGlyphRangesChineseSimplifiedCommon() : zh_label_ranges);
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}
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io.Fonts->Build();
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}
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@implementation AppViewController
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-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
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{
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self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
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_device = MTLCreateSystemDefaultDevice();
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_commandQueue = [_device newCommandQueue];
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if (!self.device)
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{
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NSLog(@"Metal is not supported");
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abort();
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}
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// Setup Dear ImGui context
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// FIXME: This example doesn't have proper cleanup...
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Renderer backend
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ImGui_ImplMetal_Init(_device);
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// Load Fonts
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// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
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// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
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// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//style.FontSizeBase = 20.0f;
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//io.Fonts->AddFontDefaultVector();
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//io.Fonts->AddFontDefaultBitmap();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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//IM_ASSERT(font != nullptr);
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return self;
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}
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-(MTKView *)mtkView
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{
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return (MTKView *)self.view;
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}
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-(void)loadView
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{
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self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 800)];
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}
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-(void)viewDidLoad
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{
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[super viewDidLoad];
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self.mtkView.device = self.device;
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self.mtkView.delegate = self;
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#if TARGET_OS_OSX
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ImGui_ImplOSX_Init(self.view);
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[NSApp activateIgnoringOtherApps:YES];
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#endif
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// Build initial font atlas with CJK glyphs so the Language menu renders correctly from the start.
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RebuildFonts();
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}
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-(void)drawInMTKView:(MTKView*)view
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{
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize.x = view.bounds.size.width;
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io.DisplaySize.y = view.bounds.size.height;
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#if TARGET_OS_OSX
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CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
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#else
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CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
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#endif
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io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
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id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
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MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
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if (renderPassDescriptor == nil)
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{
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[commandBuffer commit];
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return;
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}
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// 语言切换后重建字体 Atlas(必须在 NewFrame 之前,避免当帧纹理 use-after-free)
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if (g_need_font_rebuild) {
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g_need_font_rebuild = false;
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RebuildFonts();
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}
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// Start the Dear ImGui frame
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ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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#if TARGET_OS_OSX
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ImGui_ImplOSX_NewFrame(view);
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#endif
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ImGui::NewFrame();
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// Our state (make them static = more or less global) as a convenience to keep the example terse.
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static bool show_demo_window = true;
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static bool show_another_window = false;
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin(Tr("Hello, world!"));
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ImGui::Text("%s", Tr("This is some useful text."));
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ImGui::Checkbox(Tr("Demo Window"), &show_demo_window);
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ImGui::Checkbox(Tr("Another Window"), &show_another_window);
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ImGui::SliderFloat(Tr("float"), &f, 0.0f, 1.0f);
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ImGui::ColorEdit3(Tr("clear color"), (float*)&clear_color);
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if (ImGui::Button(Tr("Button")))
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counter++;
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ImGui::SameLine();
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ImGui::Text(Tr("counter = %d"), counter);
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ImGui::Text(Tr("Application average %.3f ms/frame (%.1f FPS)"), 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin(Tr("Another Window"), &show_another_window);
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ImGui::Text("%s", Tr("Hello from another window!"));
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if (ImGui::Button(Tr("Close Me")))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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ImDrawData* draw_data = ImGui::GetDrawData();
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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[renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
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ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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// Present
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[commandBuffer presentDrawable:view.currentDrawable];
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[commandBuffer commit];
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}
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-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
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{
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}
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//-----------------------------------------------------------------------------------
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// Input processing
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//-----------------------------------------------------------------------------------
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#if TARGET_OS_OSX
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- (void)viewWillAppear
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{
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[super viewWillAppear];
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self.view.window.delegate = self;
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}
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- (void)windowWillClose:(NSNotification *)notification
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{
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ImGui_ImplMetal_Shutdown();
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ImGui_ImplOSX_Shutdown();
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ImGui::DestroyContext();
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}
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#else
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// This touch mapping is super cheesy/hacky. We treat any touch on the screen
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// as if it were a depressed left mouse button, and we don't bother handling
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// multitouch correctly at all. This causes the "cursor" to behave very erratically
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// when there are multiple active touches. But for demo purposes, single-touch
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// interaction actually works surprisingly well.
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-(void)updateIOWithTouchEvent:(UIEvent *)event
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{
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UITouch *anyTouch = event.allTouches.anyObject;
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CGPoint touchLocation = [anyTouch locationInView:self.view];
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ImGuiIO &io = ImGui::GetIO();
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io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
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io.AddMousePosEvent(touchLocation.x, touchLocation.y);
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BOOL hasActiveTouch = NO;
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for (UITouch *touch in event.allTouches)
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{
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if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
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{
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hasActiveTouch = YES;
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break;
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}
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}
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io.AddMouseButtonEvent(0, hasActiveTouch);
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}
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-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
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-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
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-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
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-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
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#endif
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@end
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//-----------------------------------------------------------------------------------
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// AppDelegate
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//-----------------------------------------------------------------------------------
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#if TARGET_OS_OSX
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@interface AppDelegate : NSObject <NSApplicationDelegate>
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@property (nonatomic, strong) NSWindow *window;
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@end
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@implementation AppDelegate
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-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
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{
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return YES;
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}
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-(instancetype)init
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{
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if (self = [super init])
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{
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NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
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self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
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styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
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backing:NSBackingStoreBuffered
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defer:NO];
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self.window.contentViewController = rootViewController;
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[self.window center];
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[self.window makeKeyAndOrderFront:self];
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}
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return self;
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}
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@end
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#else
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@interface AppDelegate : UIResponder <UIApplicationDelegate>
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@property (strong, nonatomic) UIWindow *window;
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@end
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@implementation AppDelegate
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-(BOOL)application:(UIApplication *)application
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didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
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{
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UIViewController *rootViewController = [[AppViewController alloc] init];
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self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
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self.window.rootViewController = rootViewController;
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[self.window makeKeyAndVisible];
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return YES;
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}
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@end
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#endif
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//-----------------------------------------------------------------------------------
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// Application main() function
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//-----------------------------------------------------------------------------------
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#if TARGET_OS_OSX
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int main(int, const char**)
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{
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@autoreleasepool
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{
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[NSApplication sharedApplication];
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[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
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AppDelegate *appDelegate = [[AppDelegate alloc] init]; // creates window
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[NSApp setDelegate:appDelegate];
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[NSApp activateIgnoringOtherApps:YES];
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[NSApp run];
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}
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return 0;
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}
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#else
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int main(int argc, char * argv[])
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{
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@autoreleasepool
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{
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return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
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}
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}
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#endif
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