xuk 5f45f05f68 i18n: fix translation quality per localization standards
- Do not translate 'Hello, world!' (universally recognized programming example)
- Do not translate 'This is some useful text.' (standard example boilerplate)
- Do not translate 'float' / 'counter = %d' (C++ type/variable labels)
- Keep 'blah blah blah' as-is (intentional nonsense filler, not real content)
- Keep 'dear imgui' brand name untranslated in greeting message
- Fix 'Another bullet point' -> 正确翻译为项目符号而非叶节点
- Fix 'Metrics/Debugger' -> 指标/调试器 (Metrics = indicators, not performance)
- Remove redundant identity entries for API function names (IsItemXxx etc.)
2026-06-10 13:55:53 +08:00

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