mirror of https://github.com/ocornut/imgui
237 lines
8.0 KiB
Plaintext
237 lines
8.0 KiB
Plaintext
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// 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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