// ImGui iOS+OpenGL+Synergy binding // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much. // Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application. // TODO: // - Clipboard is not supported. #import #import #include #include #include #include #include "imgui_impl_ios.h" #include "imgui.h" #include "uSynergy.h" // From Carbon HIToolbox/Events.h // 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 enum { kVK_ANSI_A = 0x00, kVK_ANSI_S = 0x01, kVK_ANSI_D = 0x02, kVK_ANSI_F = 0x03, kVK_ANSI_H = 0x04, kVK_ANSI_G = 0x05, kVK_ANSI_Z = 0x06, kVK_ANSI_X = 0x07, kVK_ANSI_C = 0x08, kVK_ANSI_V = 0x09, kVK_ANSI_B = 0x0B, kVK_ANSI_Q = 0x0C, kVK_ANSI_W = 0x0D, kVK_ANSI_E = 0x0E, kVK_ANSI_R = 0x0F, kVK_ANSI_Y = 0x10, kVK_ANSI_T = 0x11, kVK_ANSI_1 = 0x12, kVK_ANSI_2 = 0x13, kVK_ANSI_3 = 0x14, kVK_ANSI_4 = 0x15, kVK_ANSI_6 = 0x16, kVK_ANSI_5 = 0x17, kVK_ANSI_Equal = 0x18, kVK_ANSI_9 = 0x19, kVK_ANSI_7 = 0x1A, kVK_ANSI_Minus = 0x1B, kVK_ANSI_8 = 0x1C, kVK_ANSI_0 = 0x1D, kVK_ANSI_RightBracket = 0x1E, kVK_ANSI_O = 0x1F, kVK_ANSI_U = 0x20, kVK_ANSI_LeftBracket = 0x21, kVK_ANSI_I = 0x22, kVK_ANSI_P = 0x23, kVK_ANSI_L = 0x25, kVK_ANSI_J = 0x26, kVK_ANSI_Quote = 0x27, kVK_ANSI_K = 0x28, kVK_ANSI_Semicolon = 0x29, kVK_ANSI_Backslash = 0x2A, kVK_ANSI_Comma = 0x2B, kVK_ANSI_Slash = 0x2C, kVK_ANSI_N = 0x2D, kVK_ANSI_M = 0x2E, kVK_ANSI_Period = 0x2F, kVK_ANSI_Grave = 0x32, kVK_ANSI_KeypadDecimal = 0x41, kVK_ANSI_KeypadMultiply = 0x43, kVK_ANSI_KeypadPlus = 0x45, kVK_ANSI_KeypadClear = 0x47, kVK_ANSI_KeypadDivide = 0x4B, kVK_ANSI_KeypadEnter = 0x4C, kVK_ANSI_KeypadMinus = 0x4E, kVK_ANSI_KeypadEquals = 0x51, kVK_ANSI_Keypad0 = 0x52, kVK_ANSI_Keypad1 = 0x53, kVK_ANSI_Keypad2 = 0x54, kVK_ANSI_Keypad3 = 0x55, kVK_ANSI_Keypad4 = 0x56, kVK_ANSI_Keypad5 = 0x57, kVK_ANSI_Keypad6 = 0x58, kVK_ANSI_Keypad7 = 0x59, kVK_ANSI_Keypad8 = 0x5B, kVK_ANSI_Keypad9 = 0x5C }; /* keycodes for keys that are independent of keyboard layout*/ enum { kVK_Return = 0x24, kVK_Tab = 0x30, kVK_Space = 0x31, kVK_Delete = 0x33, kVK_Escape = 0x35, kVK_Command = 0x37, kVK_Shift = 0x38, kVK_CapsLock = 0x39, kVK_Option = 0x3A, kVK_Control = 0x3B, kVK_RightShift = 0x3C, kVK_RightOption = 0x3D, kVK_RightControl = 0x3E, kVK_Function = 0x3F, kVK_F17 = 0x40, kVK_VolumeUp = 0x48, kVK_VolumeDown = 0x49, kVK_Mute = 0x4A, kVK_F18 = 0x4F, kVK_F19 = 0x50, kVK_F20 = 0x5A, kVK_F5 = 0x60, kVK_F6 = 0x61, kVK_F7 = 0x62, kVK_F3 = 0x63, kVK_F8 = 0x64, kVK_F9 = 0x65, kVK_F11 = 0x67, kVK_F13 = 0x69, kVK_F16 = 0x6A, kVK_F14 = 0x6B, kVK_F10 = 0x6D, kVK_F12 = 0x6F, kVK_F15 = 0x71, kVK_Help = 0x72, kVK_Home = 0x73, kVK_PageUp = 0x74, kVK_ForwardDelete = 0x75, kVK_F4 = 0x76, kVK_End = 0x77, kVK_F2 = 0x78, kVK_PageDown = 0x79, kVK_F1 = 0x7A, kVK_LeftArrow = 0x7B, kVK_RightArrow = 0x7C, kVK_DownArrow = 0x7D, kVK_UpArrow = 0x7E }; static char g_keycodeCharUnshifted[256] = {}; static char g_keycodeCharShifted[256] = {}; //static double g_Time = 0.0f; static bool g_MousePressed[3] = { false, false, false }; static float g_mouseWheelX = 0.0f; static float g_mouseWheelY = 0.0f; static GLuint g_FontTexture = 0; static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static size_t g_VboSize = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0; static float g_displayScale; static int usynergy_sockfd; static bool g_synergyPtrActive = false; static uint16_t g_mousePosX = 0; static uint16_t g_mousePosY = 0; static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data); bool ImGui_ImplIOS_CreateDeviceObjects(); static NSString *g_serverName; uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie) { // NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since // uSynergy does not support SSL. NSLog( @"Connect Func!"); struct addrinfo hints, *res; // first, load up address structs with getaddrinfo(): memset(&hints, 0, sizeof hints); hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever hints.ai_socktype = SOCK_STREAM; // get server address getaddrinfo([g_serverName UTF8String], "24800", &hints, &res); if (!res) { NSLog( @"Could not find server: %@", g_serverName ); return USYNERGY_FALSE; } // make a socket: usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol); // connect it to the address and port we passed in to getaddrinfo(): int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen); if (!ret) { NSLog( @"Connect succeeded..."); } else { NSLog( @"Connect failed, %d", ret ); } return USYNERGY_TRUE; } uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length) { // NSLog( @"Send Func" ); send( usynergy_sockfd, buffer, length, 0 ); return USYNERGY_TRUE; } uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength) { *outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 ); return USYNERGY_TRUE; } void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs) { usleep( timeMs * 1000 ); } uint32_t ImGui_GetTimeFunc() { struct timeval tv; gettimeofday(&tv, NULL); return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000); } void ImGui_TraceFunc(uSynergyCookie cookie, const char *text) { puts(text); } void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active) { g_synergyPtrActive = active; // printf( "Synergy: screen activate %s\n", active?"YES":"NO" ); } void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY, uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle) { // printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY ); uSynergyContext *ctx = (uSynergyContext*)cookie; g_mousePosX = x; g_mousePosY = y; g_mouseWheelX = wheelX; g_mouseWheelY = wheelY; g_MousePressed[0] = buttonLeft; g_MousePressed[1] = buttonMiddle; g_MousePressed[2] = buttonRight; ctx->m_mouseWheelX = 0; ctx->m_mouseWheelY = 0; } void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat) { int scanCode = key-1; // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false"); ImGuiIO& io = ImGui::GetIO(); io.KeysDown[key] = down; io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT); io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL); io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT); io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN); // Add this as keyboard input if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL)) { // If this key maps to a character input, apply it int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode]; io.AddInputCharacter((unsigned short)charForKeycode); } } void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY) { printf("Synergy: joystick callback TODO\n"); } void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size) { printf("Synergy: clipboard callback TODO\n" ); } @interface ImGuiHelper () { BOOL _mouseDown; BOOL _mouseTapped; CGPoint _touchPos; uSynergyContext _synergyCtx; dispatch_queue_t _synergyQueue; } @property (nonatomic, weak) UIView *view; @property (nonatomic, strong) NSString *serverName; @end @implementation ImGuiHelper - (id) initWithView: (UIView *)view { self = [super init]; if (self) { self.view = view; [self setupImGuiHooks]; } return self; } - (void)setupKeymaps { // The keyboard mapping is a big headache. I tried for a while to find a better way to do this, // but this was the best I could come up with. There are some device independent API's available // to convert scan codes to unicode characters, but these are only available on mac and not // on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do // this or any way to get the character codes out of usynergy. g_keycodeCharUnshifted[ kVK_ANSI_A ]='a'; g_keycodeCharUnshifted[ kVK_ANSI_S ]='s'; g_keycodeCharUnshifted[ kVK_ANSI_D ]='d'; g_keycodeCharUnshifted[ kVK_ANSI_F ]='f'; g_keycodeCharUnshifted[ kVK_ANSI_H ]='h'; g_keycodeCharUnshifted[ kVK_ANSI_G ]='g'; g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z'; g_keycodeCharUnshifted[ kVK_ANSI_X ]='x'; g_keycodeCharUnshifted[ kVK_ANSI_C ]='c'; g_keycodeCharUnshifted[ kVK_ANSI_V ]='v'; g_keycodeCharUnshifted[ kVK_ANSI_B ]='b'; g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q'; g_keycodeCharUnshifted[ kVK_ANSI_W ]='w'; g_keycodeCharUnshifted[ kVK_ANSI_E ]='e'; g_keycodeCharUnshifted[ kVK_ANSI_R ]='r'; g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y'; g_keycodeCharUnshifted[ kVK_ANSI_T ]='t'; g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1'; g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2'; g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3'; g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4'; g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6'; g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5'; g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='='; g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9'; g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7'; g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-'; g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8'; g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0'; g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']'; g_keycodeCharUnshifted[ kVK_ANSI_O ]='o'; g_keycodeCharUnshifted[ kVK_ANSI_U ]='u'; g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='['; g_keycodeCharUnshifted[ kVK_ANSI_I ]='i'; g_keycodeCharUnshifted[ kVK_ANSI_P ]='p'; g_keycodeCharUnshifted[ kVK_ANSI_L ]='l'; g_keycodeCharUnshifted[ kVK_ANSI_J ]='j'; g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\''; g_keycodeCharUnshifted[ kVK_ANSI_K ]='k'; g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';'; g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\'; g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=','; g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/'; g_keycodeCharUnshifted[ kVK_ANSI_N ]='n'; g_keycodeCharUnshifted[ kVK_ANSI_M ]='m'; g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.'; g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`'; g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.'; g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*'; g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+'; g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/'; g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n'; g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-'; g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='='; g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0'; g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1'; g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2'; g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3'; g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4'; g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5'; g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6'; g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7'; g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8'; g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9'; g_keycodeCharUnshifted[ kVK_Space ]=' '; g_keycodeCharShifted[ kVK_ANSI_A ]='A'; g_keycodeCharShifted[ kVK_ANSI_S ]='S'; g_keycodeCharShifted[ kVK_ANSI_D ]='D'; g_keycodeCharShifted[ kVK_ANSI_F ]='F'; g_keycodeCharShifted[ kVK_ANSI_H ]='H'; g_keycodeCharShifted[ kVK_ANSI_G ]='G'; g_keycodeCharShifted[ kVK_ANSI_Z ]='Z'; g_keycodeCharShifted[ kVK_ANSI_X ]='X'; g_keycodeCharShifted[ kVK_ANSI_C ]='C'; g_keycodeCharShifted[ kVK_ANSI_V ]='V'; g_keycodeCharShifted[ kVK_ANSI_B ]='B'; g_keycodeCharShifted[ kVK_ANSI_Q ]='Q'; g_keycodeCharShifted[ kVK_ANSI_W ]='W'; g_keycodeCharShifted[ kVK_ANSI_E ]='E'; g_keycodeCharShifted[ kVK_ANSI_R ]='R'; g_keycodeCharShifted[ kVK_ANSI_Y ]='Y'; g_keycodeCharShifted[ kVK_ANSI_T ]='T'; g_keycodeCharShifted[ kVK_ANSI_1 ]='!'; g_keycodeCharShifted[ kVK_ANSI_2 ]='@'; g_keycodeCharShifted[ kVK_ANSI_3 ]='#'; g_keycodeCharShifted[ kVK_ANSI_4 ]='$'; g_keycodeCharShifted[ kVK_ANSI_6 ]='^'; g_keycodeCharShifted[ kVK_ANSI_5 ]='%'; g_keycodeCharShifted[ kVK_ANSI_Equal ]='+'; g_keycodeCharShifted[ kVK_ANSI_9 ]='('; g_keycodeCharShifted[ kVK_ANSI_7 ]='&'; g_keycodeCharShifted[ kVK_ANSI_Minus ]='_'; g_keycodeCharShifted[ kVK_ANSI_8 ]='*'; g_keycodeCharShifted[ kVK_ANSI_0 ]=')'; g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}'; g_keycodeCharShifted[ kVK_ANSI_O ]='O'; g_keycodeCharShifted[ kVK_ANSI_U ]='U'; g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{'; g_keycodeCharShifted[ kVK_ANSI_I ]='I'; g_keycodeCharShifted[ kVK_ANSI_P ]='P'; g_keycodeCharShifted[ kVK_ANSI_L ]='L'; g_keycodeCharShifted[ kVK_ANSI_J ]='J'; g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"'; g_keycodeCharShifted[ kVK_ANSI_K ]='K'; g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':'; g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|'; g_keycodeCharShifted[ kVK_ANSI_Comma ]='<'; g_keycodeCharShifted[ kVK_ANSI_Slash ]='?'; g_keycodeCharShifted[ kVK_ANSI_N ]='N'; g_keycodeCharShifted[ kVK_ANSI_M ]='M'; g_keycodeCharShifted[ kVK_ANSI_Period ]='>'; g_keycodeCharShifted[ kVK_ANSI_Grave ]='~'; g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.'; g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*'; g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+'; g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/'; g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n'; g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-'; g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='='; g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0'; g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1'; g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2'; g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3'; g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4'; g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5'; g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6'; g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7'; g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8'; g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9'; g_keycodeCharShifted[ kVK_Space ]=' '; } - (void)setupImGuiHooks { ImGuiIO &io = ImGui::GetIO(); [self setupKeymaps]; // Account for retina display for glScissor g_displayScale = [[UIScreen mainScreen] scale]; ImGuiStyle &style = ImGui::GetStyle(); style.TouchExtraPadding = ImVec2( 4.0, 4.0 ); io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists; UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ]; [self.view addGestureRecognizer:panRecognizer]; UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)]; [self.view addGestureRecognizer:tapRecoginzer]; // Fill out the Synergy key map // (for some reason synergy scan codes are off by 1) io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1; io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1; io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1; io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1; io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1; io.KeyMap[ImGuiKey_Home] = kVK_Home+1; io.KeyMap[ImGuiKey_End] = kVK_End+1; io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1; io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1; io.KeyMap[ImGuiKey_Enter] = kVK_Return+1; io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1; io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1; io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1; io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1; io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1; io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1; io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1; } - (void)connectServer: (NSString*)serverName { self.serverName = serverName; g_serverName = serverName; // Init synergy NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey]; uSynergyInit( &_synergyCtx ); _synergyCtx.m_clientName = strdup( [bundleName UTF8String] ); _synergyCtx.m_clientWidth = self.view.bounds.size.width; _synergyCtx.m_clientHeight = self.view.bounds.size.height; _synergyCtx.m_connectFunc = ImGui_ConnectFunc; _synergyCtx.m_sendFunc = ImGui_SendFunc; _synergyCtx.m_receiveFunc = ImGui_RecvFunc; _synergyCtx.m_sleepFunc = ImGui_SleepFunc; _synergyCtx.m_traceFunc = ImGui_TraceFunc; _synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc; _synergyCtx.m_traceFunc = ImGui_TraceFunc; _synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback; _synergyCtx.m_mouseCallback = ImGui_MouseCallback; _synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback; _synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx; // Create a background thread for synergy _synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL ); dispatch_async( _synergyQueue, ^{ while (1) { uSynergyUpdate( &_synergyCtx ); } }); } - (void)viewDidPan: (UIPanGestureRecognizer *)recognizer { if ((recognizer.state == UIGestureRecognizerStateBegan) || (recognizer.state == UIGestureRecognizerStateChanged)) { _mouseDown = YES; _touchPos = [recognizer locationInView:self.view]; } else { _mouseDown = NO; _touchPos = CGPointMake( -1, -1 ); } } - (void)viewDidTap: (UITapGestureRecognizer*)recognizer { _touchPos = [recognizer locationInView:self.view]; _mouseTapped = YES; } - (void)render { ImGui::Render(); } - (void)newFrame { ImGuiIO& io = ImGui::GetIO(); ImGuiStyle &style = ImGui::GetStyle(); if (!g_FontTexture) { ImGui_ImplIOS_CreateDeviceObjects(); } io.DisplaySize = ImVec2( _view.bounds.size.width, _view.bounds.size.height ); io.MouseDrawCursor = g_synergyPtrActive; if (g_synergyPtrActive) { style.TouchExtraPadding = ImVec2( 0.0, 0.0 ); io.MousePos = ImVec2( g_mousePosX, g_mousePosY ); for (int i=0; i < 3; i++) { io.MouseDown[i] = g_MousePressed[i]; } // This is an arbitrary scaling factor that works for me. Not sure what units these // mousewheel values from synergy are supposed to be in io.MouseWheel = g_mouseWheelY / 500.0; } else { // Synergy not active, use touch events style.TouchExtraPadding = ImVec2( 4.0, 4.0 ); io.MousePos = ImVec2(_touchPos.x, _touchPos.y ); if ((_mouseDown) || (_mouseTapped)) { io.MouseDown[0] = true; _mouseTapped = NO; } else { io.MouseDown[0] = false; } } ImGui::NewFrame(); } @end // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data) { // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // FIXME: Backport changes from imgui_impl_glfw_gl3.cpp GLint last_program, last_texture; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); glActiveTexture(GL_TEXTURE0); // Setup orthographic projection matrix const float width = ImGui::GetIO().DisplaySize.x; const float height = ImGui::GetIO().DisplaySize.y; const float ortho_projection[4][4] = { { 2.0f/width, 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/-height, 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { -1.0f, 1.0f, 0.0f, 1.0f }, }; glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glBindVertexArray(g_VaoHandle); for (int n = 0; n < draw_data->CmdListsCount; n++) { ImDrawList* cmd_list = draw_data->CmdLists[n]; ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); if (g_VboSize < needed_vtx_size) { // Grow our buffer if needed g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW); } unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); if (!vtx_data) continue; memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); glUnmapBuffer(GL_ARRAY_BUFFER); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); glScissor((int)(pcmd->ClipRect.x * g_displayScale), (int)((height - pcmd->ClipRect.w) * g_displayScale), (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale), (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale)); glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer ); } idx_buffer += pcmd->ElemCount; } } // Restore modified state glBindVertexArray(0); glBindBuffer( GL_ARRAY_BUFFER, 0); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glUseProgram(last_program); glDisable(GL_SCISSOR_TEST); glBindTexture(GL_TEXTURE_2D, last_texture); } void ImGui_ImplIOS_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. // Upload texture to graphics system GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); } bool ImGui_ImplIOS_CreateDeviceObjects() { const GLchar *vertex_shader = "uniform mat4 ProjMtx;\n" "attribute highp vec2 Position;\n" "attribute highp vec2 UV;\n" "attribute highp vec4 Color;\n" "varying vec2 Frag_UV;\n" "varying vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* fragment_shader = "uniform sampler2D Texture;\n" "varying highp vec2 Frag_UV;\n" "varying highp vec4 Frag_Color;\n" "void main()\n" "{\n" " gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n" "}\n"; g_ShaderHandle = glCreateProgram(); g_VertHandle = glCreateShader(GL_VERTEX_SHADER); g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(g_VertHandle, 1, &vertex_shader, 0); glShaderSource(g_FragHandle, 1, &fragment_shader, 0); glCompileShader(g_VertHandle); #if defined(DEBUG) GLint logLength; glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar *)malloc(logLength); glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log); NSLog(@"VERTEX Shader compile log:\n%s", log); free(log); } #endif glCompileShader(g_FragHandle); #if defined(DEBUG) glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar *)malloc(logLength); glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log); NSLog(@"FRAGMENT Shader compile log:\n%s", log); free(log); } #endif glAttachShader(g_ShaderHandle, g_VertHandle); glAttachShader(g_ShaderHandle, g_FragHandle); glLinkProgram(g_ShaderHandle); g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); glGenBuffers(1, &g_VboHandle); glGenVertexArrays(1, &g_VaoHandle); glBindVertexArray(g_VaoHandle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glEnableVertexAttribArray(g_AttribLocationPosition); glEnableVertexAttribArray(g_AttribLocationUV); glEnableVertexAttribArray(g_AttribLocationColor); glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); ImGui_ImplIOS_CreateFontsTexture(); return true; }