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