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// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
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// Missing features:
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// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
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// Important:
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
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// 2021-03-04: Initial version.
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# include "imgui.h"
# include "imgui_impl_android.h"
# include <time.h>
# include <map>
# include <queue>
# include <android/native_window.h>
# include <android/input.h>
# include <android/keycodes.h>
# include <android/log.h>
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// Android data
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static double g_Time = 0.0 ;
static ANativeWindow * g_Window ;
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static char g_LogTag [ ] = " ImGuiExample " ;
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static std : : map < int32_t , std : : queue < int32_t > > g_KeyEventQueues ; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
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int32_t ImGui_ImplAndroid_HandleInputEvent ( AInputEvent * input_event )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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int32_t event_type = AInputEvent_getType ( input_event ) ;
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switch ( event_type )
{
case AINPUT_EVENT_TYPE_KEY :
{
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int32_t event_key_code = AKeyEvent_getKeyCode ( input_event ) ;
int32_t event_action = AKeyEvent_getAction ( input_event ) ;
int32_t event_meta_state = AKeyEvent_getMetaState ( input_event ) ;
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io . KeyCtrl = ( ( event_meta_state & AMETA_CTRL_ON ) ! = 0 ) ;
io . KeyShift = ( ( event_meta_state & AMETA_SHIFT_ON ) ! = 0 ) ;
io . KeyAlt = ( ( event_meta_state & AMETA_ALT_ON ) ! = 0 ) ;
switch ( event_action )
{
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// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
// goes up from a key. We use a simple key event queue/ and process one event per key per frame in
// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
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case AKEY_EVENT_ACTION_DOWN :
case AKEY_EVENT_ACTION_UP :
g_KeyEventQueues [ event_key_code ] . push ( event_action ) ;
break ;
default :
break ;
}
break ;
}
case AINPUT_EVENT_TYPE_MOTION :
{
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int32_t event_action = AMotionEvent_getAction ( input_event ) ;
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int32_t event_pointer_index = ( event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK ) > > AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT ;
event_action & = AMOTION_EVENT_ACTION_MASK ;
switch ( event_action )
{
case AMOTION_EVENT_ACTION_DOWN :
case AMOTION_EVENT_ACTION_UP :
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
// but we have to process them separately to identify the actual button pressed. This is done below via
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
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if ( ( AMotionEvent_getToolType ( input_event , event_pointer_index ) = = AMOTION_EVENT_TOOL_TYPE_FINGER )
| | ( AMotionEvent_getToolType ( input_event , event_pointer_index ) = = AMOTION_EVENT_TOOL_TYPE_UNKNOWN ) )
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{
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io . MouseDown [ 0 ] = ( event_action = = AMOTION_EVENT_ACTION_DOWN ) ;
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io . MousePos = ImVec2 ( AMotionEvent_getX ( input_event , event_pointer_index ) , AMotionEvent_getY ( input_event , event_pointer_index ) ) ;
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}
break ;
case AMOTION_EVENT_ACTION_BUTTON_PRESS :
case AMOTION_EVENT_ACTION_BUTTON_RELEASE :
{
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int32_t button_state = AMotionEvent_getButtonState ( input_event ) ;
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io . MouseDown [ 0 ] = ( ( button_state & AMOTION_EVENT_BUTTON_PRIMARY ) ! = 0 ) ;
io . MouseDown [ 1 ] = ( ( button_state & AMOTION_EVENT_BUTTON_SECONDARY ) ! = 0 ) ;
io . MouseDown [ 2 ] = ( ( button_state & AMOTION_EVENT_BUTTON_TERTIARY ) ! = 0 ) ;
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}
break ;
case AMOTION_EVENT_ACTION_HOVER_MOVE : // Hovering: Tool moves while NOT pressed (such as a physical mouse)
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case AMOTION_EVENT_ACTION_MOVE : // Touch pointer moves while DOWN
io . MousePos = ImVec2 ( AMotionEvent_getX ( input_event , event_pointer_index ) , AMotionEvent_getY ( input_event , event_pointer_index ) ) ;
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break ;
case AMOTION_EVENT_ACTION_SCROLL :
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io . MouseWheel = AMotionEvent_getAxisValue ( input_event , AMOTION_EVENT_AXIS_VSCROLL , event_pointer_index ) ;
io . MouseWheelH = AMotionEvent_getAxisValue ( input_event , AMOTION_EVENT_AXIS_HSCROLL , event_pointer_index ) ;
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break ;
default :
break ;
}
}
return 1 ;
default :
break ;
}
return 0 ;
}
bool ImGui_ImplAndroid_Init ( ANativeWindow * window )
{
g_Window = window ;
g_Time = 0.0 ;
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// Setup backend capabilities flags
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . BackendPlatformName = " imgui_impl_android " ;
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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io . KeyMap [ ImGuiKey_Tab ] = AKEYCODE_TAB ;
io . KeyMap [ ImGuiKey_LeftArrow ] = AKEYCODE_DPAD_LEFT ; // also covers physical keyboard arrow key
io . KeyMap [ ImGuiKey_RightArrow ] = AKEYCODE_DPAD_RIGHT ; // also covers physical keyboard arrow key
io . KeyMap [ ImGuiKey_UpArrow ] = AKEYCODE_DPAD_UP ; // also covers physical keyboard arrow key
io . KeyMap [ ImGuiKey_DownArrow ] = AKEYCODE_DPAD_DOWN ; // also covers physical keyboard arrow key
io . KeyMap [ ImGuiKey_PageUp ] = AKEYCODE_PAGE_UP ;
io . KeyMap [ ImGuiKey_PageDown ] = AKEYCODE_PAGE_DOWN ;
io . KeyMap [ ImGuiKey_Home ] = AKEYCODE_MOVE_HOME ;
io . KeyMap [ ImGuiKey_End ] = AKEYCODE_MOVE_END ;
io . KeyMap [ ImGuiKey_Insert ] = AKEYCODE_INSERT ;
io . KeyMap [ ImGuiKey_Delete ] = AKEYCODE_FORWARD_DEL ;
io . KeyMap [ ImGuiKey_Backspace ] = AKEYCODE_DEL ;
io . KeyMap [ ImGuiKey_Space ] = AKEYCODE_SPACE ;
io . KeyMap [ ImGuiKey_Enter ] = AKEYCODE_ENTER ;
io . KeyMap [ ImGuiKey_Escape ] = AKEYCODE_ESCAPE ;
io . KeyMap [ ImGuiKey_KeyPadEnter ] = AKEYCODE_NUMPAD_ENTER ;
io . KeyMap [ ImGuiKey_A ] = AKEYCODE_A ;
io . KeyMap [ ImGuiKey_C ] = AKEYCODE_C ;
io . KeyMap [ ImGuiKey_V ] = AKEYCODE_V ;
io . KeyMap [ ImGuiKey_X ] = AKEYCODE_X ;
io . KeyMap [ ImGuiKey_Y ] = AKEYCODE_Y ;
io . KeyMap [ ImGuiKey_Z ] = AKEYCODE_Z ;
return true ;
}
void ImGui_ImplAndroid_Shutdown ( )
{
}
void ImGui_ImplAndroid_NewFrame ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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IM_ASSERT ( io . Fonts - > IsBuilt ( ) & & " Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame(). " ) ;
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// Process queued key events
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// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
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for ( auto & key_queue : g_KeyEventQueues )
{
if ( key_queue . second . empty ( ) )
continue ;
io . KeysDown [ key_queue . first ] = ( key_queue . second . front ( ) = = AKEY_EVENT_ACTION_DOWN ) ;
key_queue . second . pop ( ) ;
}
// Setup display size (every frame to accommodate for window resizing)
int32_t window_width = ANativeWindow_getWidth ( g_Window ) ;
int32_t window_height = ANativeWindow_getHeight ( g_Window ) ;
int display_width = window_width ;
int display_height = window_height ;
io . DisplaySize = ImVec2 ( ( float ) window_width , ( float ) window_height ) ;
if ( window_width > 0 & & window_height > 0 )
io . DisplayFramebufferScale = ImVec2 ( ( float ) display_width / window_width , ( float ) display_height / window_height ) ;
// Setup time step
struct timespec current_timespec ;
clock_gettime ( CLOCK_MONOTONIC , & current_timespec ) ;
double current_time = ( double ) ( current_timespec . tv_sec ) + ( current_timespec . tv_nsec / 1000000000.0 ) ;
io . DeltaTime = g_Time > 0.0 ? ( float ) ( current_time - g_Time ) : ( float ) ( 1.0f / 60.0f ) ;
g_Time = current_time ;
}