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			283 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			283 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "../imgui_impl_osx.h"
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#include "../imgui_impl_opengl2.h"
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#include <stdio.h>
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#import <Cocoa/Cocoa.h>
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#import <OpenGL/gl.h>
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#import <OpenGL/glu.h>
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//-----------------------------------------------------------------------------------	
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// ImGuiExampleView
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//-----------------------------------------------------------------------------------
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@interface ImGuiExampleView : NSOpenGLView
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{
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    NSTimer*    animationTimer;
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}
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@end
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@implementation ImGuiExampleView
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-(void)animationTimerFired:(NSTimer*)timer
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{
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    [self setNeedsDisplay:YES];
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}
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-(void)prepareOpenGL
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{
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    [super prepareOpenGL];
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#ifndef DEBUG
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    GLint swapInterval = 1;
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    [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
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    if (swapInterval == 0)
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        NSLog(@"Error: Cannot set swap interval.");
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#endif
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}
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-(void)updateAndDrawDemoView
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{
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    // Start the Dear ImGui frame
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	ImGui_ImplOpenGL2_NewFrame();
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	ImGui_ImplOSX_NewFrame(self);
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    ImGui::NewFrame();
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    // Global data for the demo
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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 created 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("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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        ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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        ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
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        ImGui::Checkbox("Another Window", &show_another_window);
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        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
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        ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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        if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
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            counter++;
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        ImGui::SameLine();
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        ImGui::Text("counter = %d", counter);
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        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().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("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)
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        ImGui::Text("Hello from another window!");
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        if (ImGui::Button("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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	[[self openGLContext] makeCurrentContext];
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    ImGuiIO& io = ImGui::GetIO();
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    GLsizei width  = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
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    GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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    glViewport(0, 0, width, height);
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	glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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	glClear(GL_COLOR_BUFFER_BIT);
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	ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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    // Present
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    [[self openGLContext] flushBuffer];
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    if (!animationTimer)
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        animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
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}
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-(void)reshape
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{
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    [[self openGLContext] update];
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    [self updateAndDrawDemoView];
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}
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-(void)drawRect:(NSRect)bounds
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{
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    [self updateAndDrawDemoView];
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}
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-(BOOL)acceptsFirstResponder
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{
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    return (YES);
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}
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-(BOOL)becomeFirstResponder
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{
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    return (YES);
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}
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-(BOOL)resignFirstResponder
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{
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    return (YES);
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}
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// Flip coordinate system upside down on Y
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-(BOOL)isFlipped
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{
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    return (YES);
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}
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-(void)dealloc
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{
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    animationTimer = nil;
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}
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// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
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-(void)keyUp:(NSEvent *)event           { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)keyDown:(NSEvent *)event         { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)flagsChanged:(NSEvent *)event    { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseDown:(NSEvent *)event       { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)mouseUp:(NSEvent *)event         { ImGui_ImplOSX_HandleEvent(event, self); }
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-(void)scrollWheel:(NSEvent *)event     { ImGui_ImplOSX_HandleEvent(event, self); }
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@end
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//-----------------------------------------------------------------------------------
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// ImGuiExampleAppDelegate
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//-----------------------------------------------------------------------------------
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@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
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@property (nonatomic, readonly) NSWindow* window;
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@end
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@implementation ImGuiExampleAppDelegate
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@synthesize window = _window;
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-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
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{
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    return YES;
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}
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-(NSWindow*)window
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{
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    if (_window != nil)
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        return (_window);
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    NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
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    _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
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    [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
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    [_window setOpaque:YES];
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    [_window makeKeyAndOrderFront:NSApp];
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    return (_window);
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}
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-(void)setupMenu
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{
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	NSMenu* mainMenuBar = [[NSMenu alloc] init];
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    NSMenu* appMenu;
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    NSMenuItem* menuItem;
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    appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
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    menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
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    [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
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    menuItem = [[NSMenuItem alloc] init];
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    [menuItem setSubmenu:appMenu];
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    [mainMenuBar addItem:menuItem];
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    appMenu = nil;
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    [NSApp setMainMenu:mainMenuBar];
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}
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-(void)dealloc
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{
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    _window = nil;
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}
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-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
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{
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	// Make the application a foreground application (else it won't receive keyboard events)
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	ProcessSerialNumber psn = {0, kCurrentProcess};
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	TransformProcessType(&psn, kProcessTransformToForegroundApplication);
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	// Menu
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    [self setupMenu];
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    NSOpenGLPixelFormatAttribute attrs[] =
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    {
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        NSOpenGLPFADoubleBuffer,
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        NSOpenGLPFADepthSize, 32,
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        0
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    };
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    NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
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    ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
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    format = nil;
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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    if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
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        [view setWantsBestResolutionOpenGLSurface:YES];
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#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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    [self.window setContentView:view];
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    if ([view openGLContext] == nil)
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        NSLog(@"No OpenGL Context!");
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    // Setup Dear ImGui binding
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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_DockingEnable;           // Enable Docking
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    ImGui_ImplOSX_Init();
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    ImGui_ImplOpenGL2_Init();
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    // Setup style
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    ImGui::StyleColorsDark();
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    //ImGui::StyleColorsClassic();
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    // Load Fonts
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    // - 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.
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    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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    // - 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).
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    // - 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.
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    // - Read 'misc/fonts/README.txt' for more instructions and details.
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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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    //io.Fonts->AddFontDefault();
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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    //IM_ASSERT(font != NULL);
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}
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@end
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int main(int argc, const char* argv[])
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{
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	@autoreleasepool
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	{
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		NSApp = [NSApplication sharedApplication];
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		ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
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		[[NSApplication sharedApplication] setDelegate:delegate];
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		[NSApp run];
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	}
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	return NSApplicationMain(argc, argv);
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}
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