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Backends: OSX: Added support for io.AddMouseSourceEvent(). (#6314)
Also marked "mouse" input in example_apple_metal's UIKit micro-backend as being touch input. # Conflicts: # docs/CHANGELOG.txt
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@ -5,6 +5,7 @@
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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: Mouse support. Can discriminate Mouse/Pen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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@ -5,6 +5,7 @@
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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: Mouse support. Can discriminate Mouse/Pen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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@ -24,6 +25,7 @@
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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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// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
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// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
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// 2022-11-02: Fixed mouse coordinates before clicking the host window.
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// 2022-10-06: Fixed mouse inputs on flipped views.
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@ -609,6 +611,26 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
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ImGui_ImplOSX_UpdateImePosWithView(view);
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}
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// Must only be called for a mouse event, otherwise an exception occurs
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// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!)
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static ImGuiMouseSource GetMouseSource(NSEvent* event)
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{
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switch (event.subtype)
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{
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case NSEventSubtypeTabletPoint:
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return ImGuiMouseSource_Pen;
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// macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input.
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// This doesn't really make sense for Dear ImGui, which expects absolute touch devices only.
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// There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice.
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// See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24
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//case NSEventSubtypeTouch:
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// return ImGuiMouseSource_TouchScreen;
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case NSEventSubtypeMouseEvent:
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default:
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return ImGuiMouseSource_Mouse;
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}
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}
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static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -617,7 +639,10 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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{
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int button = (int)[event buttonNumber];
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if (button >= 0 && button < ImGuiMouseButton_COUNT)
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{
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io.AddMouseSourceEvent(GetMouseSource(event));
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io.AddMouseButtonEvent(button, true);
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}
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return io.WantCaptureMouse;
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}
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@ -625,7 +650,10 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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{
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int button = (int)[event buttonNumber];
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if (button >= 0 && button < ImGuiMouseButton_COUNT)
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{
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io.AddMouseSourceEvent(GetMouseSource(event));
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io.AddMouseButtonEvent(button, false);
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}
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return io.WantCaptureMouse;
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}
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@ -639,6 +667,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
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else
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mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
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io.AddMouseSourceEvent(GetMouseSource(event));
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io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
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return io.WantCaptureMouse;
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}
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@ -86,7 +86,10 @@ Other changes:
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- Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate
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Mouse/TouchScreen/Pen. (#2334, #2702)
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- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
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- Backends: Android: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. [@PathogenDavid]
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- Backends: Android: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen.
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(#6315) [@PathogenDavid]
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- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen.
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(#6314) [@PathogenDavid]
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- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
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now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
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- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243)
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@ -228,6 +228,7 @@
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UITouch *anyTouch = event.allTouches.anyObject;
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CGPoint touchLocation = [anyTouch locationInView:self.view];
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ImGuiIO &io = ImGui::GetIO();
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io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
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io.AddMousePosEvent(touchLocation.x, touchLocation.y);
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BOOL hasActiveTouch = NO;
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