mirror of
https://github.com/ocornut/imgui.git
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545 lines
21 KiB
Plaintext
545 lines
21 KiB
Plaintext
// dear imgui: Platform Backend for OSX / Cocoa
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// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
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// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
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// Implemented features:
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Keyboard arrays indexed using kVK_* codes, e.g. ImGui::IsKeyPressed(kVK_Space).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#import "imgui.h"
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#import "imgui_impl_osx.h"
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#import <Cocoa/Cocoa.h>
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#import <mach/mach_time.h>
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#import <Carbon/Carbon.h>
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#import <GameController/GameController.h>
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys.
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// 2021-12-13: Add game controller support.
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// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards.
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// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
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// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
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// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
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// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
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// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
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// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-10-11: Inputs: Fix using Backspace key.
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// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
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// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
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// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
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// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-07-07: Initial version.
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@class ImFocusObserver;
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@class KeyEventResponder;
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// Data
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static double g_HostClockPeriod = 0.0;
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static double g_Time = 0.0;
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static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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static bool g_MouseCursorHidden = false;
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static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
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static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
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static ImFocusObserver* g_FocusObserver = nil;
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static KeyEventResponder* g_KeyEventResponder = nil;
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// Undocumented methods for creating cursors.
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@interface NSCursor()
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+ (id)_windowResizeNorthWestSouthEastCursor;
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+ (id)_windowResizeNorthEastSouthWestCursor;
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+ (id)_windowResizeNorthSouthCursor;
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+ (id)_windowResizeEastWestCursor;
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@end
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static void InitHostClockPeriod()
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{
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struct mach_timebase_info info;
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mach_timebase_info(&info);
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g_HostClockPeriod = 1e-9 * ((double)info.denom / (double)info.numer); // Period is the reciprocal of frequency.
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}
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static double GetMachAbsoluteTimeInSeconds()
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{
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return (double)mach_absolute_time() * g_HostClockPeriod;
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}
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static void resetKeys()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(io.KeysDown, 0, sizeof(io.KeysDown));
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io.KeyCtrl = io.KeyShift = io.KeyAlt = io.KeySuper = false;
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}
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/**
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KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager.
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The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method.
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Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the
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insertText:replacementRange method.
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This is the same approach employed by other cross-platform libraries such as SDL2:
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https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53
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and GLFW:
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https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723
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*/
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@interface KeyEventResponder: NSView<NSTextInputClient>
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@end
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@implementation KeyEventResponder
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- (void)viewDidMoveToWindow
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{
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// Ensure self is a first responder to receive the input events.
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[self.window makeFirstResponder:self];
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}
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- (void)keyDown:(NSEvent*)event
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{
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// Call to the macOS input manager system.
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[self interpretKeyEvents:@[event]];
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}
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- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange
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{
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ImGuiIO& io = ImGui::GetIO();
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NSString* characters;
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if ([aString isKindOfClass:[NSAttributedString class]])
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characters = [aString string];
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else
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characters = (NSString*)aString;
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io.AddInputCharactersUTF8(characters.UTF8String);
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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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- (void)doCommandBySelector:(SEL)myselector
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{
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}
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- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
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{
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return nil;
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}
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- (NSUInteger)characterIndexForPoint:(NSPoint)point
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{
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return 0;
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}
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- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
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{
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return NSZeroRect;
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}
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- (BOOL)hasMarkedText
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{
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return NO;
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}
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- (NSRange)markedRange
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{
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return NSMakeRange(NSNotFound, 0);
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}
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- (NSRange)selectedRange
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{
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return NSMakeRange(NSNotFound, 0);
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}
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- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange
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{
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}
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- (void)unmarkText
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{
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}
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- (nonnull NSArray<NSAttributedStringKey>*)validAttributesForMarkedText
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{
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return @[];
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}
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@end
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@interface ImFocusObserver : NSObject
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- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
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- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
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@end
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@implementation ImFocusObserver
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- (void)onApplicationBecomeActive:(NSNotification*)aNotification
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddFocusEvent(true);
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}
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- (void)onApplicationBecomeInactive:(NSNotification*)aNotification
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddFocusEvent(false);
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// Unfocused applications do not receive input events, therefore we must manually
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// release any pressed keys when application loses focus, otherwise they would remain
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// stuck in a pressed state. https://github.com/ocornut/imgui/issues/3832
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resetKeys();
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}
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@end
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// Functions
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bool ImGui_ImplOSX_Init(NSView* view)
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{
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ImGuiIO& io = ImGui::GetIO();
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// Setup backend capabilities flags
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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io.BackendPlatformName = "imgui_impl_osx";
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
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io.KeyMap[ImGuiKey_Tab] = kVK_Tab;
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io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow;
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io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow;
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io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow;
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io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow;
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io.KeyMap[ImGuiKey_PageUp] = kVK_PageUp;
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io.KeyMap[ImGuiKey_PageDown] = kVK_PageDown;
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io.KeyMap[ImGuiKey_Home] = kVK_Home;
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io.KeyMap[ImGuiKey_End] = kVK_End;
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io.KeyMap[ImGuiKey_Insert] = kVK_F13;
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io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete;
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io.KeyMap[ImGuiKey_Backspace] = kVK_Delete;
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io.KeyMap[ImGuiKey_Space] = kVK_Space;
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io.KeyMap[ImGuiKey_Enter] = kVK_Return;
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io.KeyMap[ImGuiKey_Escape] = kVK_Escape;
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io.KeyMap[ImGuiKey_KeypadEnter] = kVK_ANSI_KeypadEnter;
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io.KeyMap[ImGuiKey_A] = kVK_ANSI_A;
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io.KeyMap[ImGuiKey_C] = kVK_ANSI_C;
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io.KeyMap[ImGuiKey_V] = kVK_ANSI_V;
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io.KeyMap[ImGuiKey_X] = kVK_ANSI_X;
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io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y;
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io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z;
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// Load cursors. Some of them are undocumented.
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g_MouseCursorHidden = false;
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g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
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g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
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g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
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// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
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// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
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// Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
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io.SetClipboardTextFn = [](void*, const char* str) -> void
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{
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NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
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[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
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[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
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};
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io.GetClipboardTextFn = [](void*) -> const char*
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{
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NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
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NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
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if (![available isEqualToString:NSPasteboardTypeString])
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return NULL;
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NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
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if (string == nil)
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return NULL;
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const char* string_c = (const char*)[string UTF8String];
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size_t string_len = strlen(string_c);
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static ImVector<char> s_clipboard;
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s_clipboard.resize((int)string_len + 1);
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strcpy(s_clipboard.Data, string_c);
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return s_clipboard.Data;
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};
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g_FocusObserver = [[ImFocusObserver alloc] init];
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[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
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selector:@selector(onApplicationBecomeActive:)
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name:NSApplicationDidBecomeActiveNotification
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object:nil];
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[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
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selector:@selector(onApplicationBecomeInactive:)
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name:NSApplicationDidResignActiveNotification
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object:nil];
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// Add the NSTextInputClient to the view hierarchy,
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// to receive keyboard events and translate them to input text.
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g_KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect];
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[view addSubview:g_KeyEventResponder];
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return true;
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}
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void ImGui_ImplOSX_Shutdown()
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{
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g_FocusObserver = NULL;
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}
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static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
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{
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// Update buttons
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ImGuiIO& io = ImGui::GetIO();
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[i] = g_MouseJustPressed[i] || g_MouseDown[i];
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g_MouseJustPressed[i] = false;
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}
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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if (!g_MouseCursorHidden)
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{
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g_MouseCursorHidden = true;
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[NSCursor hide];
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}
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}
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else
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{
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NSCursor* desired = g_MouseCursors[imgui_cursor] ?: g_MouseCursors[ImGuiMouseCursor_Arrow];
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// -[NSCursor set] generates measureable overhead if called unconditionally.
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if (desired != NSCursor.currentCursor)
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{
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[desired set];
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}
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if (g_MouseCursorHidden)
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{
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g_MouseCursorHidden = false;
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[NSCursor unhide];
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}
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}
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}
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void ImGui_ImplOSX_UpdateGamepads()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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GCController* controller;
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if (@available(macOS 11.0, *))
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controller = GCController.current;
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else
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controller = GCController.controllers.firstObject;
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if (controller == nil || controller.extendedGamepad == nil)
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{
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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return;
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}
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GCExtendedGamepad* gp = controller.extendedGamepad;
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#define MAP_BUTTON(NAV_NO, NAME) { io.NavInputs[NAV_NO] = gp.NAME.isPressed ? 1.0 : 0.0; }
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MAP_BUTTON(ImGuiNavInput_Activate, buttonA);
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MAP_BUTTON(ImGuiNavInput_Cancel, buttonB);
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MAP_BUTTON(ImGuiNavInput_Menu, buttonX);
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MAP_BUTTON(ImGuiNavInput_Input, buttonY);
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MAP_BUTTON(ImGuiNavInput_DpadLeft, dpad.left);
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MAP_BUTTON(ImGuiNavInput_DpadRight, dpad.right);
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MAP_BUTTON(ImGuiNavInput_DpadUp, dpad.up);
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MAP_BUTTON(ImGuiNavInput_DpadDown, dpad.down);
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MAP_BUTTON(ImGuiNavInput_FocusPrev, leftShoulder);
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MAP_BUTTON(ImGuiNavInput_FocusNext, rightShoulder);
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MAP_BUTTON(ImGuiNavInput_TweakSlow, leftTrigger);
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MAP_BUTTON(ImGuiNavInput_TweakFast, rightTrigger);
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#undef MAP_BUTTON
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io.NavInputs[ImGuiNavInput_LStickLeft] = gp.leftThumbstick.left.value;
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io.NavInputs[ImGuiNavInput_LStickRight] = gp.leftThumbstick.right.value;
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io.NavInputs[ImGuiNavInput_LStickUp] = gp.leftThumbstick.up.value;
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io.NavInputs[ImGuiNavInput_LStickDown] = gp.leftThumbstick.down.value;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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}
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void ImGui_ImplOSX_NewFrame(NSView* view)
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{
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// Setup display size
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ImGuiIO& io = ImGui::GetIO();
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if (view)
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{
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const float dpi = (float)[view.window backingScaleFactor];
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io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
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io.DisplayFramebufferScale = ImVec2(dpi, dpi);
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}
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// Setup time step
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if (g_Time == 0.0)
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{
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InitHostClockPeriod();
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g_Time = GetMachAbsoluteTimeInSeconds();
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}
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double current_time = GetMachAbsoluteTimeInSeconds();
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io.DeltaTime = (float)(current_time - g_Time);
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g_Time = current_time;
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ImGui_ImplOSX_UpdateMouseCursorAndButtons();
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ImGui_ImplOSX_UpdateGamepads();
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}
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NSString* NSStringFromPhase(NSEventPhase phase)
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{
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static NSString* strings[] =
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{
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@"none",
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@"began",
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@"stationary",
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@"changed",
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@"ended",
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@"cancelled",
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@"mayBegin",
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};
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int pos = phase == NSEventPhaseNone ? 0 : __builtin_ctzl((NSUInteger)phase) + 1;
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return strings[pos];
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}
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bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
|
|
{
|
|
int button = (int)[event buttonNumber];
|
|
if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
|
|
g_MouseDown[button] = g_MouseJustPressed[button] = true;
|
|
return io.WantCaptureMouse;
|
|
}
|
|
|
|
if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
|
|
{
|
|
int button = (int)[event buttonNumber];
|
|
if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
|
|
g_MouseDown[button] = false;
|
|
return io.WantCaptureMouse;
|
|
}
|
|
|
|
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
|
|
{
|
|
NSPoint mousePoint = event.locationInWindow;
|
|
mousePoint = [view convertPoint:mousePoint fromView:nil];
|
|
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
|
|
io.MousePos = ImVec2((float)mousePoint.x, (float)mousePoint.y);
|
|
}
|
|
|
|
if (event.type == NSEventTypeScrollWheel)
|
|
{
|
|
// Ignore canceled events.
|
|
//
|
|
// From macOS 12.1, scrolling with two fingers and then decelerating
|
|
// by tapping two fingers results in two events appearing:
|
|
//
|
|
// 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps
|
|
// two fingers to decelerate or stop the scroll events.
|
|
//
|
|
// 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the
|
|
// two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and
|
|
// scrollingDeltaY. When these are added to the current x and y positions of the scrolling view,
|
|
// it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here.
|
|
if (event.phase == NSEventPhaseCancelled)
|
|
return false;
|
|
|
|
double wheel_dx = 0.0;
|
|
double wheel_dy = 0.0;
|
|
|
|
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
|
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
|
|
{
|
|
wheel_dx = [event scrollingDeltaX];
|
|
wheel_dy = [event scrollingDeltaY];
|
|
if ([event hasPreciseScrollingDeltas])
|
|
{
|
|
wheel_dx *= 0.1;
|
|
wheel_dy *= 0.1;
|
|
}
|
|
}
|
|
else
|
|
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
|
|
{
|
|
wheel_dx = [event deltaX];
|
|
wheel_dy = [event deltaY];
|
|
}
|
|
|
|
//NSLog(@"dx=%0.3ff, dy=%0.3f, phase=%@", wheel_dx, wheel_dy, NSStringFromPhase(event.phase));
|
|
|
|
if (fabs(wheel_dx) > 0.0)
|
|
io.MouseWheelH += (float)wheel_dx * 0.1f;
|
|
if (fabs(wheel_dy) > 0.0)
|
|
io.MouseWheel += (float)wheel_dy * 0.1f;
|
|
return io.WantCaptureMouse;
|
|
}
|
|
|
|
if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp)
|
|
{
|
|
unsigned short code = event.keyCode;
|
|
IM_ASSERT(code >= 0 && code < IM_ARRAYSIZE(io.KeysDown));
|
|
io.KeysDown[code] = event.type == NSEventTypeKeyDown;
|
|
NSEventModifierFlags flags = event.modifierFlags;
|
|
io.KeyCtrl = (flags & NSEventModifierFlagControl) != 0;
|
|
io.KeyShift = (flags & NSEventModifierFlagShift) != 0;
|
|
io.KeyAlt = (flags & NSEventModifierFlagOption) != 0;
|
|
io.KeySuper = (flags & NSEventModifierFlagCommand) != 0;
|
|
return io.WantCaptureKeyboard;
|
|
}
|
|
|
|
if (event.type == NSEventTypeFlagsChanged)
|
|
{
|
|
NSEventModifierFlags flags = event.modifierFlags;
|
|
switch (event.keyCode)
|
|
{
|
|
case kVK_Control:
|
|
io.KeyCtrl = (flags & NSEventModifierFlagControl) != 0;
|
|
break;
|
|
case kVK_Shift:
|
|
io.KeyShift = (flags & NSEventModifierFlagShift) != 0;
|
|
break;
|
|
case kVK_Option:
|
|
io.KeyAlt = (flags & NSEventModifierFlagOption) != 0;
|
|
break;
|
|
case kVK_Command:
|
|
io.KeySuper = (flags & NSEventModifierFlagCommand) != 0;
|
|
break;
|
|
}
|
|
return io.WantCaptureKeyboard;
|
|
}
|
|
|
|
return false;
|
|
}
|