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imgui/examples/imgui_impl_osx.mm

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// ImGui Platform Binding for: OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan..)
// FIXME-OSX: Keyboard mapping is weird.
// FIXME-OSX: Mouse cursor shape support (see https://github.com/glfw/glfw/issues/427)
// FIXME-OSX: Test renderer backend combination, e.g. OpenGL3
#include "imgui.h"
#include "imgui_impl_osx.h"
#import <Cocoa/Cocoa.h>
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Initial version.
// Data
static clock_t g_Time = 0;
// Functions
bool ImGui_ImplOSX_Init()
{
ImGuiIO& io = ImGui::GetIO();
// Setup back-end capabilities flags
//io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = 9;
io.KeyMap[ImGuiKey_LeftArrow] = ImGuiKey_LeftArrow;
io.KeyMap[ImGuiKey_RightArrow] = ImGuiKey_RightArrow;
io.KeyMap[ImGuiKey_UpArrow] = ImGuiKey_UpArrow;
io.KeyMap[ImGuiKey_DownArrow] = ImGuiKey_DownArrow;
io.KeyMap[ImGuiKey_PageUp] = ImGuiKey_PageUp;
io.KeyMap[ImGuiKey_PageDown] = ImGuiKey_PageDown;
io.KeyMap[ImGuiKey_Home] = ImGuiKey_Home;
io.KeyMap[ImGuiKey_End] = ImGuiKey_End;
io.KeyMap[ImGuiKey_Insert] = ImGuiKey_Insert;
io.KeyMap[ImGuiKey_Delete] = ImGuiKey_Delete;
io.KeyMap[ImGuiKey_Backspace] = 127;
io.KeyMap[ImGuiKey_Space] = 32;
io.KeyMap[ImGuiKey_Enter] = 13;
io.KeyMap[ImGuiKey_Escape] = 27;
io.KeyMap[ImGuiKey_A] = 'a';
io.KeyMap[ImGuiKey_C] = 'c';
io.KeyMap[ImGuiKey_V] = 'v';
io.KeyMap[ImGuiKey_X] = 'x';
io.KeyMap[ImGuiKey_Y] = 'y';
io.KeyMap[ImGuiKey_Z] = 'z';
// Time elapsed since last frame, in seconds
// (in this sample app we'll override this every frame because our time step is variable)
io.DeltaTime = 1.0f/60.0f;
return true;
}
void ImGui_ImplOSX_Shutdown()
{
}
void ImGui_ImplOSX_NewFrame(NSOpenGLView* view)
{
ImGuiIO& io = ImGui::GetIO();
// Setup display size
const float dpi = [view.window backingScaleFactor];
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
// Setup time step
if (g_Time == 0)
g_Time = clock();
clock_t current_time = clock();
io.DeltaTime = (double)(current_time - g_Time) / CLOCKS_PER_SEC;
g_Time = current_time;
NSWindow* main_window = [view window];
NSPoint mouse_pos = [main_window mouseLocationOutsideOfEventStream];
mouse_pos = [view convertPoint:mouse_pos fromView:nil];
io.MousePos = ImVec2(mouse_pos.x, mouse_pos.y - 1);
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}
// FIXME-OSX: Store in io.KeysDown[]
static bool mapKeymap(int* keymap)
{
if (*keymap == NSUpArrowFunctionKey)
*keymap = ImGuiKey_LeftArrow;
else if (*keymap == NSDownArrowFunctionKey)
*keymap = ImGuiKey_DownArrow;
else if (*keymap == NSLeftArrowFunctionKey)
*keymap = ImGuiKey_LeftArrow;
else if (*keymap == NSRightArrowFunctionKey)
*keymap = ImGuiKey_RightArrow;
else if (*keymap == NSHomeFunctionKey)
*keymap = ImGuiKey_Home;
else if (*keymap == NSEndFunctionKey)
*keymap = ImGuiKey_End;
else if (*keymap == NSDeleteFunctionKey)
*keymap = ImGuiKey_Delete;
else if (*keymap == 25) // SHIFT + TAB
*keymap = 9; // TAB
else
return true;
return false;
}
static void ResetKeys()
{
// FIXME-OSX: Mapping
ImGuiIO& io = ImGui::GetIO();
io.KeysDown[io.KeyMap[ImGuiKey_A]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_C]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_V]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_X]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_Y]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_Z]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_LeftArrow]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_RightArrow]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_Tab]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_UpArrow]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_DownArrow]] = false;
io.KeysDown[io.KeyMap[ImGuiKey_Tab]] = false;
}
bool ImGui_ImplOSX_HandleEvent(NSEvent* event)
{
ImGuiIO& io = ImGui::GetIO();
if (event.type == NSEventTypeLeftMouseDown)
{
int button = (int)[event buttonNumber];
if (button >= 0 && button < IM_ARRAYSIZE(io.MouseDown))
io.MouseDown[button] = true;
return io.WantCaptureMouse;
}
if (event.type == NSEventTypeLeftMouseUp)
{
int button = (int)[event buttonNumber];
if (button >= 0 && button < IM_ARRAYSIZE(io.MouseDown))
io.MouseDown[button] = false;
return io.WantCaptureMouse;
}
if (event.type == NSEventTypeScrollWheel)
{
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];
}
if (fabs(wheel_dx) > 0.0)
io.MouseWheelH += wheel_dx * 0.1f;
if (fabs(wheel_dy) > 0.0)
io.MouseWheel += wheel_dy * 0.1f;
return io.WantCaptureMouse;
}
if (event.type == NSEventTypeKeyDown)
{
// FIXME-OSX: Try to store native NS keys in KeyDown[]
NSString* str = [event characters];
int len = (int)[str length];
for (int i = 0; i < len; i++)
{
int keymap = [str characterAtIndex:i];
if (mapKeymap(&keymap) && !io.KeyCtrl)
io.AddInputCharacter(keymap);
if (keymap < 512)
{
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
if (io.KeyCtrl)
ResetKeys();
io.KeysDown[keymap] = true;
}
}
return io.WantCaptureKeyboard;
}
if (event.type == NSEventTypeKeyUp)
{
NSString* str = [event characters];
int len = (int)[str length];
for (int i = 0; i < len; i++)
{
int keymap = [str characterAtIndex:i];
mapKeymap(&keymap);
if (keymap < 512)
io.KeysDown[keymap] = false;
}
return io.WantCaptureKeyboard;
}
if (event.type == NSEventTypeFlagsChanged)
{
unsigned int flags;
flags = [event modifierFlags] & NSDeviceIndependentModifierFlagsMask;
ImGuiIO& io = ImGui::GetIO();
bool wasKeyShift= io.KeyShift;
bool wasKeyCtrl = io.KeyCtrl;
io.KeyShift = flags & NSShiftKeyMask;
io.KeyCtrl = flags & NSCommandKeyMask;
bool keyShiftReleased = wasKeyShift && !io.KeyShift;
bool keyCtrlReleased = wasKeyCtrl && !io.KeyCtrl;
// We must reset them as we will not receive any keyUp event if they where pressed during shift or command
if (keyShiftReleased || keyCtrlReleased)
ResetKeys();
return io.WantCaptureKeyboard;
}
return false;
}