Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	imgui.cpp
This commit is contained in:
ocornut
2021-12-15 12:10:03 +01:00
17 changed files with 398 additions and 166 deletions

View File

@ -16,6 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@ -176,6 +177,8 @@ struct ImGui_ImplOpenGL3_Data
GLuint AttribLocationVtxUV;
GLuint AttribLocationVtxColor;
unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize;
bool HasClipOrigin;
ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
@ -436,8 +439,20 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->VertexBufferSize < vtx_buffer_size)
{
bd->VertexBufferSize = vtx_buffer_size;
glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
}
if (bd->IndexBufferSize < idx_buffer_size)
{
bd->IndexBufferSize = idx_buffer_size;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
}
glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{

View File

@ -249,11 +249,13 @@ typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#endif
#endif /* GL_VERSION_1_5 */
#ifndef GL_VERSION_2_0
@ -447,6 +449,7 @@ union GL3WProcs {
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLBUFFERSUBDATAPROC BufferSubData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCOMPILESHADERPROC CompileShader;
@ -506,6 +509,7 @@ GL3W_API extern union GL3WProcs imgl3wProcs;
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
#define glBufferData imgl3wProcs.gl.BufferData
#define glBufferSubData imgl3wProcs.gl.BufferSubData
#define glClear imgl3wProcs.gl.Clear
#define glClearColor imgl3wProcs.gl.ClearColor
#define glCompileShader imgl3wProcs.gl.CompileShader
@ -692,6 +696,7 @@ static const char *proc_names[] = {
"glBlendEquationSeparate",
"glBlendFuncSeparate",
"glBufferData",
"glBufferSubData",
"glClear",
"glClearColor",
"glCompileShader",

View File

@ -5,11 +5,12 @@
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Keyboard arrays indexed using kVK_* codes, e.g. ImGui::IsKeyPressed(kVK_Space).
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// [ ] Platform: Multi-viewport / platform windows.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -19,7 +20,7 @@
@class NSEvent;
@class NSView;
IMGUI_IMPL_API bool ImGui_ImplOSX_Init();
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent* _Nonnull event, NSView* _Nullable view);

View File

@ -5,8 +5,9 @@
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Keyboard arrays indexed using kVK_* codes, e.g. ImGui::IsKeyPressed(kVK_Space).
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// [ ] Platform: Multi-viewport / platform windows.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@ -14,13 +15,17 @@
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_osx.h"
#import "imgui.h"
#import "imgui_impl_osx.h"
#import <Cocoa/Cocoa.h>
#include <mach/mach_time.h>
#import <mach/mach_time.h>
#import <Carbon/Carbon.h>
#import <GameController/GameController.h>
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys.
// 2021-12-13: Add game controller support.
// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards.
// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
@ -38,15 +43,17 @@
// 2018-07-07: Initial version.
@class ImFocusObserver;
@class KeyEventResponder;
// Data
static double g_HostClockPeriod = 0.0;
static double g_Time = 0.0;
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_MouseCursorHidden = false;
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
static ImFocusObserver* g_FocusObserver = NULL;
static double g_HostClockPeriod = 0.0;
static double g_Time = 0.0;
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_MouseCursorHidden = false;
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
static ImFocusObserver* g_FocusObserver = nil;
static KeyEventResponder* g_KeyEventResponder = nil;
// Undocumented methods for creating cursors.
@interface NSCursor()
@ -75,6 +82,102 @@ static void resetKeys()
io.KeyCtrl = io.KeyShift = io.KeyAlt = io.KeySuper = false;
}
/**
KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager.
The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method.
Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the
insertText:replacementRange method.
This is the same approach employed by other cross-platform libraries such as SDL2:
https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53
and GLFW:
https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723
*/
@interface KeyEventResponder: NSView<NSTextInputClient>
@end
@implementation KeyEventResponder
- (void)viewDidMoveToWindow
{
// Ensure self is a first responder to receive the input events.
[self.window makeFirstResponder:self];
}
- (void)keyDown:(NSEvent*)event
{
// Call to the macOS input manager system.
[self interpretKeyEvents:@[event]];
}
- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange
{
ImGuiIO& io = ImGui::GetIO();
NSString* characters;
if ([aString isKindOfClass:[NSAttributedString class]])
characters = [aString string];
else
characters = (NSString*)aString;
io.AddInputCharactersUTF8(characters.UTF8String);
}
- (BOOL)acceptsFirstResponder
{
return YES;
}
- (void)doCommandBySelector:(SEL)myselector
{
}
- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
{
return nil;
}
- (NSUInteger)characterIndexForPoint:(NSPoint)point
{
return 0;
}
- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
{
return NSZeroRect;
}
- (BOOL)hasMarkedText
{
return NO;
}
- (NSRange)markedRange
{
return NSMakeRange(NSNotFound, 0);
}
- (NSRange)selectedRange
{
return NSMakeRange(NSNotFound, 0);
}
- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange
{
}
- (void)unmarkText
{
}
- (nonnull NSArray<NSAttributedStringKey>*)validAttributesForMarkedText
{
return @[];
}
@end
@interface ImFocusObserver : NSObject
- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
@ -104,7 +207,7 @@ static void resetKeys()
@end
// Functions
bool ImGui_ImplOSX_Init()
bool ImGui_ImplOSX_Init(NSView* view)
{
ImGuiIO& io = ImGui::GetIO();
@ -116,29 +219,28 @@ bool ImGui_ImplOSX_Init()
io.BackendPlatformName = "imgui_impl_osx";
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
const int offset_for_function_keys = 256 - 0xF700;
io.KeyMap[ImGuiKey_Tab] = '\t';
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys;
io.KeyMap[ImGuiKey_Backspace] = 127;
io.KeyMap[ImGuiKey_Space] = 32;
io.KeyMap[ImGuiKey_Enter] = 13;
io.KeyMap[ImGuiKey_Escape] = 27;
io.KeyMap[ImGuiKey_KeyPadEnter] = 3;
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';
io.KeyMap[ImGuiKey_Tab] = kVK_Tab;
io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow;
io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow;
io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow;
io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow;
io.KeyMap[ImGuiKey_PageUp] = kVK_PageUp;
io.KeyMap[ImGuiKey_PageDown] = kVK_PageDown;
io.KeyMap[ImGuiKey_Home] = kVK_Home;
io.KeyMap[ImGuiKey_End] = kVK_End;
io.KeyMap[ImGuiKey_Insert] = kVK_F13;
io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete;
io.KeyMap[ImGuiKey_Backspace] = kVK_Delete;
io.KeyMap[ImGuiKey_Space] = kVK_Space;
io.KeyMap[ImGuiKey_Enter] = kVK_Return;
io.KeyMap[ImGuiKey_Escape] = kVK_Escape;
io.KeyMap[ImGuiKey_KeyPadEnter] = kVK_ANSI_KeypadEnter;
io.KeyMap[ImGuiKey_A] = kVK_ANSI_A;
io.KeyMap[ImGuiKey_C] = kVK_ANSI_C;
io.KeyMap[ImGuiKey_V] = kVK_ANSI_V;
io.KeyMap[ImGuiKey_X] = kVK_ANSI_X;
io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y;
io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z;
// Load cursors. Some of them are undocumented.
g_MouseCursorHidden = false;
@ -191,6 +293,11 @@ bool ImGui_ImplOSX_Init()
name:NSApplicationDidResignActiveNotification
object:nil];
// Add the NSTextInputClient to the view hierarchy,
// to receive keyboard events and translate them to input text.
g_KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect];
[view addSubview:g_KeyEventResponder];
return true;
}
@ -225,8 +332,12 @@ static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
}
else
{
// Show OS mouse cursor
[g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set];
NSCursor* desired = g_MouseCursors[imgui_cursor] ?: g_MouseCursors[ImGuiMouseCursor_Arrow];
// -[NSCursor set] generates measureable overhead if called unconditionally.
if (desired != NSCursor.currentCursor)
{
[desired set];
}
if (g_MouseCursorHidden)
{
g_MouseCursorHidden = false;
@ -235,6 +346,50 @@ static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
}
}
void ImGui_ImplOSX_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
GCController* controller;
if (@available(macOS 11.0, *))
controller = GCController.current;
else
controller = GCController.controllers.firstObject;
if (controller == nil || controller.extendedGamepad == nil)
{
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
return;
}
GCExtendedGamepad* gp = controller.extendedGamepad;
#define MAP_BUTTON(NAV_NO, NAME) { io.NavInputs[NAV_NO] = gp.NAME.isPressed ? 1.0 : 0.0; }
MAP_BUTTON(ImGuiNavInput_Activate, buttonA);
MAP_BUTTON(ImGuiNavInput_Cancel, buttonB);
MAP_BUTTON(ImGuiNavInput_Menu, buttonX);
MAP_BUTTON(ImGuiNavInput_Input, buttonY);
MAP_BUTTON(ImGuiNavInput_DpadLeft, dpad.left);
MAP_BUTTON(ImGuiNavInput_DpadRight, dpad.right);
MAP_BUTTON(ImGuiNavInput_DpadUp, dpad.up);
MAP_BUTTON(ImGuiNavInput_DpadDown, dpad.down);
MAP_BUTTON(ImGuiNavInput_FocusPrev, leftShoulder);
MAP_BUTTON(ImGuiNavInput_FocusNext, rightShoulder);
MAP_BUTTON(ImGuiNavInput_TweakSlow, leftTrigger);
MAP_BUTTON(ImGuiNavInput_TweakFast, rightTrigger);
#undef MAP_BUTTON
io.NavInputs[ImGuiNavInput_LStickLeft] = gp.leftThumbstick.left.value;
io.NavInputs[ImGuiNavInput_LStickRight] = gp.leftThumbstick.right.value;
io.NavInputs[ImGuiNavInput_LStickUp] = gp.leftThumbstick.up.value;
io.NavInputs[ImGuiNavInput_LStickDown] = gp.leftThumbstick.down.value;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
}
void ImGui_ImplOSX_NewFrame(NSView* view)
{
// Setup display size
@ -257,19 +412,25 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
g_Time = current_time;
ImGui_ImplOSX_UpdateMouseCursorAndButtons();
ImGui_ImplOSX_UpdateGamepads();
}
static int mapCharacterToKey(int c)
NSString* NSStringFromPhase(NSEventPhase phase)
{
if (c >= 'a' && c <= 'z')
return c - 'a' + 'A';
if (c == 25) // SHIFT+TAB -> TAB
return 9;
if (c >= 0 && c < 256)
return c;
if (c >= 0xF700 && c < 0xF700 + 256)
return c - 0xF700 + 256;
return -1;
static NSString* strings[] =
{
@"none",
@"began",
@"stationary",
@"changed",
@"ended",
@"cancelled",
@"mayBegin",
};
int pos = phase == NSEventPhaseNone ? 0 : __builtin_ctzl((NSUInteger)phase) + 1;
return strings[pos];
}
bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
@ -302,6 +463,21 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
if (event.type == NSEventTypeScrollWheel)
{
// Ignore canceled events.
//
// From macOS 12.1, scrolling with two fingers and then decelerating
// by tapping two fingers results in two events appearing:
//
// 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps
// two fingers to decelerate or stop the scroll events.
//
// 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the
// two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and
// scrollingDeltaY. When these are added to the current x and y positions of the scrolling view,
// it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here.
if (event.phase == NSEventPhaseCancelled)
return false;
double wheel_dx = 0.0;
double wheel_dy = 0.0;
@ -323,6 +499,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
wheel_dy = [event deltaY];
}
//NSLog(@"dx=%0.3ff, dy=%0.3f, phase=%@", wheel_dx, wheel_dy, NSStringFromPhase(event.phase));
if (fabs(wheel_dx) > 0.0)
io.MouseWheelH += (float)wheel_dx * 0.1f;
if (fabs(wheel_dy) > 0.0)
@ -330,57 +508,37 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
return io.WantCaptureMouse;
}
// FIXME: All the key handling is wrong and broken. Refer to GLFW's cocoa_init.mm and cocoa_window.mm.
if (event.type == NSEventTypeKeyDown)
if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp)
{
NSString* str = [event characters];
NSUInteger len = [str length];
for (NSUInteger i = 0; i < len; i++)
{
int c = [str characterAtIndex:i];
if (!io.KeySuper && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
io.AddInputCharacter((unsigned int)c);
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
int key = mapCharacterToKey(c);
if (key != -1 && key < 256 && !io.KeySuper)
resetKeys();
if (key != -1)
io.KeysDown[key] = true;
}
return io.WantCaptureKeyboard;
}
if (event.type == NSEventTypeKeyUp)
{
NSString* str = [event characters];
NSUInteger len = [str length];
for (NSUInteger i = 0; i < len; i++)
{
int c = [str characterAtIndex:i];
int key = mapCharacterToKey(c);
if (key != -1)
io.KeysDown[key] = false;
}
unsigned short code = event.keyCode;
IM_ASSERT(code >= 0 && code < IM_ARRAYSIZE(io.KeysDown));
io.KeysDown[code] = event.type == NSEventTypeKeyDown;
NSEventModifierFlags flags = event.modifierFlags;
io.KeyCtrl = (flags & NSEventModifierFlagControl) != 0;
io.KeyShift = (flags & NSEventModifierFlagShift) != 0;
io.KeyAlt = (flags & NSEventModifierFlagOption) != 0;
io.KeySuper = (flags & NSEventModifierFlagCommand) != 0;
return io.WantCaptureKeyboard;
}
if (event.type == NSEventTypeFlagsChanged)
{
unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
bool oldKeyCtrl = io.KeyCtrl;
bool oldKeyShift = io.KeyShift;
bool oldKeyAlt = io.KeyAlt;
bool oldKeySuper = io.KeySuper;
io.KeyCtrl = flags & NSEventModifierFlagControl;
io.KeyShift = flags & NSEventModifierFlagShift;
io.KeyAlt = flags & NSEventModifierFlagOption;
io.KeySuper = flags & NSEventModifierFlagCommand;
// We must reset them as we will not receive any keyUp event if they where pressed with a modifier
if ((oldKeyShift && !io.KeyShift) || (oldKeyCtrl && !io.KeyCtrl) || (oldKeyAlt && !io.KeyAlt) || (oldKeySuper && !io.KeySuper))
resetKeys();
NSEventModifierFlags flags = event.modifierFlags;
switch (event.keyCode)
{
case kVK_Control:
io.KeyCtrl = (flags & NSEventModifierFlagControl) != 0;
break;
case kVK_Shift:
io.KeyShift = (flags & NSEventModifierFlagShift) != 0;
break;
case kVK_Option:
io.KeyAlt = (flags & NSEventModifierFlagOption) != 0;
break;
case kVK_Command:
io.KeySuper = (flags & NSEventModifierFlagCommand) != 0;
break;
}
return io.WantCaptureKeyboard;
}