Examples: Added imgui_impl_osx.mm bindings (#1870, #281)

This commit is contained in:
omar 2018-06-11 10:19:17 +02:00
parent 6f7b7807ad
commit fac0c801da
8 changed files with 866 additions and 6 deletions

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@ -76,6 +76,7 @@ Other Changes:
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866) - 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) - 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] - 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] - 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. - Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
- Internals: PushItemFlag() flags are inherited by BeginChild(). - Internals: PushItemFlag() flags are inherited by BeginChild().

9
examples/.gitignore vendored
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@ -9,13 +9,18 @@ build/*
*.vcxproj.user *.vcxproj.user
*.o *.o
*.obj *.obj
*.exe
*.pdb *.pdb
*.ilk *.ilk
*.VC.db *.VC.db
*.VC.VC.opendb *.VC.VC.opendb
## Unix executables ## XCode cruft
.DS_Store
project.xcworkspace
xcuserdata/*
## Executables
*.exe
example_glfw_opengl2/example_glfw_opengl2 example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3 example_glfw_opengl3/example_glfw_opengl3
example_sdl_opengl2/example_sdl_opengl2 example_sdl_opengl2/example_sdl_opengl2

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@ -109,6 +109,7 @@ Most the example bindings are split in 2 parts:
List of officially maintained Platforms Bindings: List of officially maintained Platforms Bindings:
imgui_impl_glfw.cpp imgui_impl_glfw.cpp
imgui_impl_osx.mm
imgui_impl_sdl.cpp imgui_impl_sdl.cpp
imgui_impl_win32.cpp imgui_impl_win32.cpp
@ -212,10 +213,14 @@ example_sdl_vulkan/
This is quite long and tedious, because: Vulkan. This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp = 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/ example_apple/
OSX & iOS example + OpenGL2. OSX & iOS example + OpenGL2.
THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER. 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. On iOS, Using Synergy to access keyboard/mouse data from server computer.
Synergy keyboard integration is rather hacky. Synergy keyboard integration is rather hacky.

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@ -1,3 +0,0 @@
.DS_Store
imguiex.xcodeproj/project.xcworkspace/
imguiex.xcodeproj/xcuserdata/

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@ -0,0 +1,325 @@
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@ -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);
}

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// 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);

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// 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;
}