mirror of https://github.com/ocornut/imgui
OSX: Various tweaks to imgui_impl_osx courtesy of @warrenm + fix NewFrame position which has been moved recently master. (#1873)
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@ -42,6 +42,7 @@
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{
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplOSX_NewFrame(self);
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ImGui::NewFrame();
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// Global data for the demo
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static bool show_demo_window = true;
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@ -1,11 +1,11 @@
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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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// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
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@class NSEvent;
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@class NSOpenGLView;
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@class NSVew;
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// FIXME-OSX: Try replacing with NSView
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IMGUI_API bool ImGui_ImplOSX_Init();
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IMGUI_API void ImGui_ImplOSX_Shutdown();
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IMGUI_API void ImGui_ImplOSX_NewFrame(NSOpenGLView* view);
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IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent* event);
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IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nonnull view);
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IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
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@ -1,5 +1,5 @@
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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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// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
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// Issues:
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// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
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@ -85,7 +85,7 @@ 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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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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@ -99,14 +99,6 @@ void ImGui_ImplOSX_NewFrame(NSOpenGLView* view)
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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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static int mapCharacterToKey(int c)
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@ -129,11 +121,11 @@ static void resetKeys()
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io.KeysDown[n] = false;
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}
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bool ImGui_ImplOSX_HandleEvent(NSEvent* event)
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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)
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if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
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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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@ -141,7 +133,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event)
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return io.WantCaptureMouse;
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}
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if (event.type == NSEventTypeLeftMouseUp)
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if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
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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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@ -149,6 +141,14 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event)
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return io.WantCaptureMouse;
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}
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if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged)
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{
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NSPoint mousePoint = event.locationInWindow;
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mousePoint = [view convertPoint:mousePoint fromView:nil];
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mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
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io.MousePos = ImVec2(mousePoint.x, mousePoint.y);
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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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