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imgui/examples/apple_example
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imguiex-ios Examples: Apple: Tweak code and sync with other examples better (untested). 2018-01-31 00:16:44 +01:00
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imguiex.xcodeproj Examples: Apple: Fixed filenames in OSX xcode project. 2018-01-28 23:24:57 +01:00
.gitignore Remove local glfw3 lib for osx. (+1 squashed commit) 2016-04-05 18:13:48 +08:00
README.md Update README.md 2016-04-05 23:08:21 +02:00

iOS / OSX example

Introduction

This example is the default XCode "OpenGL" example code, modified to support ImGui and Synergy to share mouse/keyboard on an iOS device.

It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. The opengl3_example/ should also work on OS X and is much simpler. This is an integration for iOS with Synergy.

Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.

How to Use on iOS

  • In Synergy, go to Preferences, and uncheck "Use SSL encryption"
  • Run the example app.
  • Tap the "servername" button in the corner
  • Enter the name or the IP of your synergy host
  • If you had previously connected to a server, you may need to kill and re-start the app.

How to Build on OSX

  • Make sure you have install brew, if not, please refer to Homebrew Website
  • Run the command: brew install glfw3
  • Double click imguiex.xcodeproj and select imguiex-osx scheme
  • Click Run button

Notes and TODOs

Things that would be nice but I didn't get around to doing:

  • iOS software keyboard not supported for text inputs
  • iOS hardware (bluetooth) keyboards not supported
  • Graceful disconnect/reconnect from uSynergy.
  • Copy/Paste not well-supported

C++ on iOS / OSX

ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.

Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.

In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.