Examples: Added imgui_impl_osx.mm bindings (#1870, #281)
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index 83a4b88..4c87047 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -76,6 +76,7 @@
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
+ - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
- Internals: PushItemFlag() flags are inherited by BeginChild().
diff --git a/examples/.gitignore b/examples/.gitignore
index db2859e..e3f0f12 100644
--- a/examples/.gitignore
+++ b/examples/.gitignore
@@ -9,13 +9,18 @@
*.vcxproj.user
*.o
*.obj
-*.exe
*.pdb
*.ilk
*.VC.db
*.VC.VC.opendb
-## Unix executables
+## XCode cruft
+.DS_Store
+project.xcworkspace
+xcuserdata/*
+
+## Executables
+*.exe
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
example_sdl_opengl2/example_sdl_opengl2
diff --git a/examples/README.txt b/examples/README.txt
index 407cceb..2dce98d 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -109,6 +109,7 @@
List of officially maintained Platforms Bindings:
imgui_impl_glfw.cpp
+ imgui_impl_osx.mm
imgui_impl_sdl.cpp
imgui_impl_win32.cpp
@@ -212,10 +213,14 @@
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
+example_osx_opengl2/
+ OSX Cocoa + OpenGL2.
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
example_apple/
OSX & iOS example + OpenGL2.
THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
- Consider using the example_glfw_opengl3/ instead.
+ Consider using the example_glfw_opengl3/ or example_osx_opengl2/ example instead.
On iOS, Using Synergy to access keyboard/mouse data from server computer.
Synergy keyboard integration is rather hacky.
diff --git a/examples/example_apple/.gitignore b/examples/example_apple/.gitignore
deleted file mode 100644
index 8feda89..0000000
--- a/examples/example_apple/.gitignore
+++ /dev/null
@@ -1,3 +0,0 @@
-.DS_Store
-imguiex.xcodeproj/project.xcworkspace/
-imguiex.xcodeproj/xcuserdata/
\ No newline at end of file
diff --git a/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj b/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj
new file mode 100644
index 0000000..a325e96
--- /dev/null
+++ b/examples/example_osx_opengl2/example_osx_opengl2.xcodeproj/project.pbxproj
@@ -0,0 +1,325 @@
+// !$*UTF8*$!
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+ dstSubfolderSpec = 0;
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diff --git a/examples/example_osx_opengl2/main.mm b/examples/example_osx_opengl2/main.mm
new file mode 100644
index 0000000..c4b4a96
--- /dev/null
+++ b/examples/example_osx_opengl2/main.mm
@@ -0,0 +1,280 @@
+// ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "../imgui_impl_osx.h"
+#include "../imgui_impl_opengl2.h"
+#include <stdio.h>
+#import <Cocoa/Cocoa.h>
+#import <OpenGL/gl.h>
+#import <OpenGL/glu.h>
+
+//-----------------------------------------------------------------------------------
+// ImGuiExampleView
+//-----------------------------------------------------------------------------------
+
+@interface ImGuiExampleView : NSOpenGLView
+{
+ NSTimer* animationTimer;
+}
+@end
+
+@implementation ImGuiExampleView
+
+-(void)animationTimerFired:(NSTimer*)timer
+{
+ [self setNeedsDisplay:YES];
+}
+
+-(void)prepareOpenGL
+{
+ [super prepareOpenGL];
+
+#ifndef DEBUG
+ GLint swapInterval = 1;
+ [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
+ if (swapInterval == 0)
+ NSLog(@"Error: Cannot set swap interval.");
+#endif
+}
+
+-(void)updateAndDrawDemoView
+{
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplOSX_NewFrame(self);
+
+ // Global data for the demo
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // 1. Show a simple window.
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+ ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ }
+
+ // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window);
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+ if (show_demo_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
+ }
+
+ // Rendering
+ ImGui::Render();
+ [[self openGLContext] makeCurrentContext];
+
+ ImGuiIO& io = ImGui::GetIO();
+ GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
+ GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
+ glViewport(0, 0, width, height);
+
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+
+ // Present
+ [[self openGLContext] flushBuffer];
+
+ if (!animationTimer)
+ animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
+}
+
+-(void)reshape
+{
+ [[self openGLContext] update];
+ [self updateAndDrawDemoView];
+}
+
+-(void)drawRect:(NSRect)bounds
+{
+ [self updateAndDrawDemoView];
+}
+
+-(BOOL)acceptsFirstResponder
+{
+ return (YES);
+}
+
+-(BOOL)becomeFirstResponder
+{
+ return (YES);
+}
+
+-(BOOL)resignFirstResponder
+{
+ return (YES);
+}
+
+// Flip coordinate system upside down on Y
+-(BOOL)isFlipped
+{
+ return (YES);
+}
+
+-(void)dealloc
+{
+ animationTimer = nil;
+}
+
+// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
+-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
+-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
+-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
+-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
+-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
+-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event); }
+
+@end
+
+//-----------------------------------------------------------------------------------
+// ImGuiExampleAppDelegate
+//-----------------------------------------------------------------------------------
+
+@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
+@property (nonatomic, readonly) NSWindow* window;
+@end
+
+@implementation ImGuiExampleAppDelegate
+@synthesize window = _window;
+
+-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
+{
+ return YES;
+}
+
+-(NSWindow*)window
+{
+ if (_window != nil)
+ return (_window);
+
+ NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
+
+ _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
+ [_window setTitle:@"ImGui OSX+OpenGL2 Example"];
+ [_window setOpaque:YES];
+ [_window makeKeyAndOrderFront:NSApp];
+
+ return (_window);
+}
+
+-(void)setupMenu
+{
+ NSMenu* mainMenuBar = [[NSMenu alloc] init];
+ NSMenu* appMenu;
+ NSMenuItem* menuItem;
+
+ appMenu = [[NSMenu alloc] initWithTitle:@"ImGui OSX+OpenGL2 Example"];
+ menuItem = [appMenu addItemWithTitle:@"Quit ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
+ [menuItem setKeyEquivalentModifierMask:NSCommandKeyMask];
+
+ menuItem = [[NSMenuItem alloc] init];
+ [menuItem setSubmenu:appMenu];
+
+ [mainMenuBar addItem:menuItem];
+
+ appMenu = nil;
+ [NSApp setMainMenu:mainMenuBar];
+}
+
+-(void)dealloc
+{
+ _window = nil;
+}
+
+-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
+{
+ // Make the application a foreground application (else it won't receive keyboard events)
+ ProcessSerialNumber psn = {0, kCurrentProcess};
+ TransformProcessType(&psn, kProcessTransformToForegroundApplication);
+
+ // Menu
+ [self setupMenu];
+
+ NSOpenGLPixelFormatAttribute attrs[] =
+ {
+ NSOpenGLPFADoubleBuffer,
+ NSOpenGLPFADepthSize, 32,
+ 0
+ };
+
+ NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
+ ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
+ format = nil;
+#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
+ [view setWantsBestResolutionOpenGLSurface:YES];
+#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ [self.window setContentView:view];
+
+ if ([view openGLContext] == nil)
+ NSLog(@"No OpenGL Context!");
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ ImGui_ImplOSX_Init();
+ ImGui_ImplOpenGL2_Init();
+
+ // Setup style
+ ImGui::GetStyle().WindowRounding = 0.0f;
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+}
+
+@end
+
+int main(int argc, const char* argv[])
+{
+ @autoreleasepool
+ {
+ NSApp = [NSApplication sharedApplication];
+ ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
+ [[NSApplication sharedApplication] setDelegate:delegate];
+ [NSApp run];
+ }
+ return NSApplicationMain(argc, argv);
+}
diff --git a/examples/imgui_impl_osx.h b/examples/imgui_impl_osx.h
new file mode 100644
index 0000000..0626371
--- /dev/null
+++ b/examples/imgui_impl_osx.h
@@ -0,0 +1,11 @@
+// ImGui Platform Binding for: OSX / Cocoa
+// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan..)
+
+@class NSEvent;
+@class NSOpenGLView;
+
+// FIXME-OSX: Try replacing with NSView
+IMGUI_API bool ImGui_ImplOSX_Init();
+IMGUI_API void ImGui_ImplOSX_Shutdown();
+IMGUI_API void ImGui_ImplOSX_NewFrame(NSOpenGLView* view);
+IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent* event);
diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm
new file mode 100644
index 0000000..19018e6
--- /dev/null
+++ b/examples/imgui_impl_osx.mm
@@ -0,0 +1,236 @@
+// 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;
+}