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iOS example: shallow tweaks and fixes (untested)
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@ -11,7 +11,7 @@ opengl_example/
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Prefer following this example since it is the shortest one!
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opengl3_example/
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OpenGL exemple, using GLFW/GL3W + programmable pipeline.
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OpenGL example, using GLFW/GL3W + programmable pipeline.
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This uses more modern calls and custom shaders.
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I don't think there is an advantage using this over the simpler example, but it is provided for reference.
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@ -22,3 +22,6 @@ directx11_example/
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DirectX11 example, Windows only.
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This is quite long and tedious, because: DirectX11.
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ios_example/
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iOS example.
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Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky.
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@ -3,9 +3,9 @@
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----
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## Introduction
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This example is the default XCode "OpenGL" example code, modified to support IMGUI and [Synergy](http://synergy-project.org/).
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This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/).
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Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use IMGUI without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. IMGUI supports "Touch Padding", and this is enabled when Synergy is not active.
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Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
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## How to Use
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----
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@ -28,8 +28,8 @@ Things that would be nice but I didn't get around to doing:
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----
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## C++ on iOS
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IMGUI is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
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ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
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Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
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In my case, most of my game code is already in C++ so it's not really an issue and I can use IMGUI directly.
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In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
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@ -2,8 +2,7 @@
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// GameViewController.h
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// imguiex
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// This is the OpenGL Example template from XCode, modified to
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// support IMGUI
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// This is the OpenGL Example template from XCode, modified to support ImGui
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#import <UIKit/UIKit.h>
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#import <GLKit/GLKit.h>
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@ -9,20 +9,19 @@
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void DebugHUD_InitDefaults( DebugHUD *hud )
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{
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hud->show_test_window = 1;
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hud->show_example_window = 1;
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hud->rotation_speed = 15.0;
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hud->show_test_window = true;
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hud->show_example_window = true;
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hud->rotation_speed = 15.0f;
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hud->cubeColor1[0] = 0.4;
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hud->cubeColor1[1] = 0.4;
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hud->cubeColor1[2] = 1.0;
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hud->cubeColor1[3] = 1.0;
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hud->cubeColor2[0] = 1.0;
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hud->cubeColor2[1] = 0.4;
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hud->cubeColor2[2] = 0.4;
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hud->cubeColor2[3] = 1.0;
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hud->cubeColor1[0] = 0.4f;
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hud->cubeColor1[1] = 0.4f;
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hud->cubeColor1[2] = 1.0f;
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hud->cubeColor1[3] = 1.0f;
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hud->cubeColor2[0] = 1.0f;
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hud->cubeColor2[1] = 0.4f;
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hud->cubeColor2[2] = 0.4f;
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hud->cubeColor2[3] = 1.0f;
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}
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void DebugHUD_DoInterface( DebugHUD *hud )
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@ -30,24 +29,17 @@ void DebugHUD_DoInterface( DebugHUD *hud )
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if (hud->show_test_window)
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{
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ImGui::SetNextWindowPos( ImVec2( 400, 20 ), ImGuiSetCond_FirstUseEver );
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bool show_test_window = hud->show_test_window;
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ImGui::ShowTestWindow( &show_test_window );
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hud->show_test_window = show_test_window;
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ImGui::ShowTestWindow( &hud->show_test_window );
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}
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if (hud->show_example_window)
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{
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bool show_window = hud->show_example_window;
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ImGui::SetNextWindowPos( ImVec2( 20, 20 ), ImGuiSetCond_FirstUseEver );
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ImGui::SetNextWindowSize( ImVec2( 350, 200 ), ImGuiSetCond_FirstUseEver );
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ImGui::Begin("Another Window", &show_window);
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hud->show_example_window = show_window;
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ImGui::Begin("Another Window", &hud->show_example_window);
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ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
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ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
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ImGui::SliderFloat("Rotation Speed", &(hud->rotation_speed), 0.0f, 200.0f);
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ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
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ImGui::End();
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}
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}
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@ -2,13 +2,12 @@
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// debug_hud.h
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// imguiex
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#ifndef __imguiex__debug_hud__
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#define __imguiex__debug_hud__
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#pragma once
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typedef struct DebugHUD
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{
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int show_test_window;
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int show_example_window;
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bool show_test_window;
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bool show_example_window;
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float rotation_speed;
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float cubeColor1[4];
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float cubeColor2[4];
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@ -24,5 +23,3 @@ void DebugHUD_DoInterface( DebugHUD *hud );
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#if __cplusplus
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}
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#endif
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#endif /* defined(__imguiex__debug_hud__) */
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@ -5,8 +5,7 @@
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// Joel Davis (joeld42@gmail.com)
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//
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#ifndef __imguiex__imgui_impl_ios__
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#define __imguiex__imgui_impl_ios__
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#pragma once
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#include <Foundation/Foundation.h>
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#include <UIKit/UIKit.h>
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@ -21,6 +20,3 @@
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- (void)newFrame;
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@end
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#endif /* defined(__imguiex__imgui_impl_ios__) */
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@ -16,6 +16,7 @@
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#include "uSynergy.h"
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// From Carbon HIToolbox/Events.h
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// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
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enum {
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kVK_ANSI_A = 0x00,
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kVK_ANSI_S = 0x01,
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@ -267,15 +268,10 @@ void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
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// Add this as keyboard input
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if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL)) {
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int charForKeycode = 0;
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if (modifiers & USYNERGY_MODIFIER_SHIFT ) {
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charForKeycode = g_keycodeCharShifted[ scanCode ];
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} else {
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charForKeycode = g_keycodeCharUnshifted[ scanCode ];
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}
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if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
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{
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// If this key maps to a character input, apply it
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int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
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io.AddInputCharacter((unsigned short)charForKeycode);
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}
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@ -499,8 +495,6 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
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io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
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io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
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io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
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}
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- (void)connectServer: (NSString*)serverName
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@ -620,9 +614,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
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static void ImGui_ImplIOS_RenderDrawLists (ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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if (cmd_lists_count == 0)
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{
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return;
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}
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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GLint last_program, last_texture;
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@ -703,7 +695,6 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawList** const cmd_lists, int cmd
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cmd_offset = vtx_offset;
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}
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// Restore modified state
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glBindVertexArray(0);
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glEnable(GL_CULL_FACE);
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@ -822,4 +813,3 @@ bool ImGui_ImplIOS_CreateDeviceObjects()
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return true;
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}
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