355 lines
15 KiB
Plaintext
355 lines
15 KiB
Plaintext
// dear imgui: Platform Backend for OSX / Cocoa
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// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
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// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
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// Implemented features:
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
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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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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
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// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
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// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
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// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
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// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-10-11: Inputs: Fix using Backspace key.
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// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
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// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
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// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
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// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-07-07: Initial version.
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@class ImFocusObserver;
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// Data
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static CFAbsoluteTime g_Time = 0.0;
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static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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static bool g_MouseCursorHidden = false;
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static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
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static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
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static ImFocusObserver* g_FocusObserver = NULL;
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// Undocumented methods for creating cursors.
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@interface NSCursor()
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+ (id)_windowResizeNorthWestSouthEastCursor;
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+ (id)_windowResizeNorthEastSouthWestCursor;
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+ (id)_windowResizeNorthSouthCursor;
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+ (id)_windowResizeEastWestCursor;
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@end
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static void resetKeys()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(io.KeysDown, 0, sizeof(io.KeysDown));
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io.KeyCtrl = io.KeyShift = io.KeyAlt = io.KeySuper = false;
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}
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@interface ImFocusObserver : NSObject
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- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
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@end
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@implementation ImFocusObserver
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- (void)onApplicationBecomeInactive:(NSNotification*)aNotification
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{
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// Unfocused applications do not receive input events, therefore we must manually
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// release any pressed keys when application loses focus, otherwise they would remain
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// stuck in a pressed state. https://github.com/ocornut/imgui/issues/3832
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resetKeys();
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}
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@end
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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 backend 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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io.BackendPlatformName = "imgui_impl_osx";
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
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const int offset_for_function_keys = 256 - 0xF700;
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io.KeyMap[ImGuiKey_Tab] = '\t';
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io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
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io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys;
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io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys;
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io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys;
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io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys;
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io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys;
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io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys;
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io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys;
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io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys;
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io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys;
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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_KeyPadEnter] = 3;
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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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// Load cursors. Some of them are undocumented.
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g_MouseCursorHidden = false;
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g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
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g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
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g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
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// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
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// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
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// Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
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io.SetClipboardTextFn = [](void*, const char* str) -> void
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{
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NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
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[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
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[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
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};
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io.GetClipboardTextFn = [](void*) -> const char*
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{
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NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
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NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
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if (![available isEqualToString:NSPasteboardTypeString])
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return NULL;
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NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
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if (string == nil)
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return NULL;
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const char* string_c = (const char*)[string UTF8String];
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size_t string_len = strlen(string_c);
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static ImVector<char> s_clipboard;
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s_clipboard.resize((int)string_len + 1);
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strcpy(s_clipboard.Data, string_c);
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return s_clipboard.Data;
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};
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g_FocusObserver = [[ImFocusObserver alloc] init];
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[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
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selector:@selector(onApplicationBecomeInactive:)
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name:NSApplicationDidResignActiveNotification
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object:nil];
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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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g_FocusObserver = NULL;
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}
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static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
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{
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// Update buttons
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ImGuiIO& io = ImGui::GetIO();
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[i] = g_MouseJustPressed[i] || g_MouseDown[i];
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g_MouseJustPressed[i] = false;
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}
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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if (!g_MouseCursorHidden)
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{
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g_MouseCursorHidden = true;
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[NSCursor hide];
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}
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}
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else
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{
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// Show OS mouse cursor
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[g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set];
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if (g_MouseCursorHidden)
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{
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g_MouseCursorHidden = false;
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[NSCursor unhide];
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}
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}
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}
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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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if (view)
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{
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const float dpi = (float)[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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}
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// Setup time step
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if (g_Time == 0.0)
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g_Time = CFAbsoluteTimeGetCurrent();
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CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
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io.DeltaTime = (float)(current_time - g_Time);
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g_Time = current_time;
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ImGui_ImplOSX_UpdateMouseCursorAndButtons();
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}
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static int mapCharacterToKey(int c)
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{
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if (c >= 'a' && c <= 'z')
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return c - 'a' + 'A';
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if (c == 25) // SHIFT+TAB -> TAB
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return 9;
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if (c >= 0 && c < 256)
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return c;
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if (c >= 0xF700 && c < 0xF700 + 256)
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return c - 0xF700 + 256;
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return -1;
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}
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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 || 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(g_MouseDown))
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g_MouseDown[button] = g_MouseJustPressed[button] = true;
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return io.WantCaptureMouse;
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}
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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(g_MouseDown))
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g_MouseDown[button] = false;
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return io.WantCaptureMouse;
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}
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if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
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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((float)mousePoint.x, (float)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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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 += (float)wheel_dx * 0.1f;
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if (fabs(wheel_dy) > 0.0)
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io.MouseWheel += (float)wheel_dy * 0.1f;
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return io.WantCaptureMouse;
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}
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// FIXME: All the key handling is wrong and broken. Refer to GLFW's cocoa_init.mm and cocoa_window.mm.
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if (event.type == NSEventTypeKeyDown)
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{
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NSString* str = [event characters];
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NSUInteger len = [str length];
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for (NSUInteger i = 0; i < len; i++)
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{
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int c = [str characterAtIndex:i];
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if (!io.KeySuper && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
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io.AddInputCharacter((unsigned int)c);
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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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int key = mapCharacterToKey(c);
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if (key != -1 && key < 256 && !io.KeySuper)
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resetKeys();
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if (key != -1)
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io.KeysDown[key] = true;
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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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NSUInteger len = [str length];
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for (NSUInteger i = 0; i < len; i++)
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{
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int c = [str characterAtIndex:i];
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int key = mapCharacterToKey(c);
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if (key != -1)
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io.KeysDown[key] = 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 = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
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bool oldKeyCtrl = io.KeyCtrl;
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bool oldKeyShift = io.KeyShift;
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bool oldKeyAlt = io.KeyAlt;
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bool oldKeySuper = io.KeySuper;
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io.KeyCtrl = flags & NSEventModifierFlagControl;
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io.KeyShift = flags & NSEventModifierFlagShift;
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io.KeyAlt = flags & NSEventModifierFlagOption;
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io.KeySuper = flags & NSEventModifierFlagCommand;
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// We must reset them as we will not receive any keyUp event if they where pressed with a modifier
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if ((oldKeyShift && !io.KeyShift) || (oldKeyCtrl && !io.KeyCtrl) || (oldKeyAlt && !io.KeyAlt) || (oldKeySuper && !io.KeySuper))
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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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