Android: Amend backend and examples with minor consistency tweaks. (#3446)
This commit is contained in:
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@ -3,9 +3,13 @@
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// Implemented features:
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// Implemented features:
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// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
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// [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.
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// [ ] Platform: Clipboard support.
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [ ] 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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// [ ] 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:
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// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
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// - 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.
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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.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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@ -13,39 +17,35 @@
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// CHANGELOG
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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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// (minor and older changes stripped away, please see git history for details)
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// 2021-03-02: Support for physical pointer device input (such as physical mouse)
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// 2021-03-04: Initial version.
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// 2020-09-13: Support for Unicode characters
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// 2020-08-31: On-screen and physical keyboard input (ASCII characters only)
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// 2020-03-02: basic draft, touch input
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#include "imgui.h"
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include "imgui_impl_android.h"
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#include <time.h>
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#include <time.h>
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#include <map>
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#include <map>
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#include <queue>
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#include <queue>
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// Android
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#include <android/native_window.h>
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#include <android/native_window.h>
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#include <android/input.h>
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#include <android/input.h>
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#include <android/keycodes.h>
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#include <android/keycodes.h>
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#include <android/log.h>
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#include <android/log.h>
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// Android data
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static double g_Time = 0.0;
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static double g_Time = 0.0;
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static ANativeWindow* g_Window;
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static ANativeWindow* g_Window;
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static char g_LogTag[] = "ImguiExample";
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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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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* inputEvent)
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int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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int32_t event_type = AInputEvent_getType(inputEvent);
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int32_t event_type = AInputEvent_getType(input_event);
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switch (event_type)
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switch (event_type)
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{
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{
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case AINPUT_EVENT_TYPE_KEY:
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case AINPUT_EVENT_TYPE_KEY:
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{
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{
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int32_t event_key_code = AKeyEvent_getKeyCode(inputEvent);
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int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
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int32_t event_action = AKeyEvent_getAction(inputEvent);
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int32_t event_action = AKeyEvent_getAction(input_event);
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int32_t event_meta_state = AKeyEvent_getMetaState(inputEvent);
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int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
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io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
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io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
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io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
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io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
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@ -53,10 +53,9 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent)
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switch (event_action)
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switch (event_action)
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{
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{
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// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once
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// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
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// as soon as a touch pointer goes up from a key. We use a simple key event queue
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// goes up from a key. We use a simple key event queue/ and process one event per key per frame in
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// and process one event per key per ImGui frame in ImGui_ImplAndroid_NewFrame().
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// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
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// ...or consider ImGui IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
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case AKEY_EVENT_ACTION_DOWN:
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case AKEY_EVENT_ACTION_DOWN:
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case AKEY_EVENT_ACTION_UP:
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case AKEY_EVENT_ACTION_UP:
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g_KeyEventQueues[event_key_code].push(event_action);
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g_KeyEventQueues[event_key_code].push(event_action);
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@ -68,7 +67,7 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent)
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}
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}
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case AINPUT_EVENT_TYPE_MOTION:
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case AINPUT_EVENT_TYPE_MOTION:
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{
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{
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int32_t event_action = AMotionEvent_getAction(inputEvent);
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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;
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int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
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event_action &= AMOTION_EVENT_ACTION_MASK;
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event_action &= AMOTION_EVENT_ACTION_MASK;
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switch (event_action)
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switch (event_action)
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@ -78,19 +77,17 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent)
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// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
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// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
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// but we have to process them separately to identify the actual button pressed. This is done below via
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// but we have to process them separately to identify the actual button pressed. This is done below via
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// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
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// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
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if((AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
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if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
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|| (AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
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|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
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{
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{
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io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false;
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io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false;
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io.MousePos = ImVec2(
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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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AMotionEvent_getX(inputEvent, event_pointer_index),
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AMotionEvent_getY(inputEvent, event_pointer_index));
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}
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}
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break;
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break;
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case AMOTION_EVENT_ACTION_BUTTON_PRESS:
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case AMOTION_EVENT_ACTION_BUTTON_PRESS:
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case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
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case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
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{
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{
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int32_t button_state = AMotionEvent_getButtonState(inputEvent);
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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) ? true : false;
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io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false;
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io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false;
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io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false;
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io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false;
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io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false;
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@ -98,13 +95,11 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent)
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break;
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break;
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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_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
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case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
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io.MousePos = ImVec2(
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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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AMotionEvent_getX(inputEvent, event_pointer_index),
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AMotionEvent_getY(inputEvent, event_pointer_index));
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break;
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break;
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case AMOTION_EVENT_ACTION_SCROLL:
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case AMOTION_EVENT_ACTION_SCROLL:
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io.MouseWheel = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
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io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
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io.MouseWheelH = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
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io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
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break;
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break;
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default:
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default:
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break;
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break;
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@ -123,11 +118,11 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)
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g_Window = window;
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g_Window = window;
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g_Time = 0.0;
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g_Time = 0.0;
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// Setup back-end capabilities flags
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = "imgui_impl_android";
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io.BackendPlatformName = "imgui_impl_android";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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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;
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io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
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@ -161,10 +156,10 @@ void ImGui_ImplAndroid_Shutdown()
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void ImGui_ImplAndroid_NewFrame()
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void ImGui_ImplAndroid_NewFrame()
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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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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// Process queued key events
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// FIXME: This is a workaround for multiple key event actions occuring at once (see above) and can be removed once we use upcoming input queue.
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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)
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for (auto& key_queue : g_KeyEventQueues)
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{
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{
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if (key_queue.second.empty())
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if (key_queue.second.empty())
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@ -3,9 +3,13 @@
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// Implemented features:
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// Implemented features:
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// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
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// [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.
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// [ ] Platform: Clipboard support.
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [ ] 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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// [ ] 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:
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// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
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// - 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.
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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.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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struct ANativeWindow;
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struct ANativeWindow;
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struct AInputEvent;
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struct AInputEvent;
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IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent);
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IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
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IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
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IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
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IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
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@ -149,7 +149,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_glfw";
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io.BackendPlatformName = "imgui_impl_glfw";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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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] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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@ -220,7 +220,8 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
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io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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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] = s3eKeyTab
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io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
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io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
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io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
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io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
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io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
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io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
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@ -138,7 +138,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_sdl";
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io.BackendPlatformName = "imgui_impl_sdl";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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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] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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@ -731,7 +731,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
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bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format)
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bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format)
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{
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{
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// Setup back-end capabilities flags
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_webgpu";
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io.BackendRendererName = "imgui_impl_webgpu";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -91,7 +91,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.BackendPlatformName = "imgui_impl_win32";
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io.BackendPlatformName = "imgui_impl_win32";
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io.ImeWindowHandle = hwnd;
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io.ImeWindowHandle = hwnd;
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|
||||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
||||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
|
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
|
||||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||||
|
@ -58,6 +58,7 @@ Other Changes:
|
|||||||
- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
|
- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
|
||||||
with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
|
with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
|
||||||
- ImDrawList: AddCircle, AddCircleFilled(): New default for style.
|
- ImDrawList: AddCircle, AddCircleFilled(): New default for style.
|
||||||
|
- Backends: Android: Added native Android backend. (#3446) [@duddel]
|
||||||
- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
|
- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
|
||||||
alpha compositing and transparent windows. (#2766, #3447 etc.).
|
alpha compositing and transparent windows. (#2766, #3447 etc.).
|
||||||
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
|
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
|
||||||
@ -66,6 +67,7 @@ Other Changes:
|
|||||||
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
|
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
|
||||||
- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
|
- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
|
||||||
- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
|
- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
|
||||||
|
- Examples: Android: Added Android + GL ES2 example. (#3446) [@duddel]
|
||||||
- Examples: Reworked setup of clear color to be compatible with transparent values.
|
- Examples: Reworked setup of clear color to be compatible with transparent values.
|
||||||
- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
|
- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
|
||||||
scheduled builds builds are not required. [@rokups]
|
scheduled builds builds are not required. [@rokups]
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
cmake_minimum_required(VERSION 3.6)
|
cmake_minimum_required(VERSION 3.6)
|
||||||
|
|
||||||
project(ImguiExample)
|
project(ImGuiExample)
|
||||||
|
|
||||||
set(CMAKE_CXX_STANDARD 11)
|
set(CMAKE_CXX_STANDARD 11)
|
||||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||||
|
@ -3,7 +3,7 @@
|
|||||||
package="imgui.example.android">
|
package="imgui.example.android">
|
||||||
|
|
||||||
<application
|
<application
|
||||||
android:label="ImguiExample"
|
android:label="ImGuiExample"
|
||||||
android:allowBackup="false"
|
android:allowBackup="false"
|
||||||
android:fullBackupContent="false"
|
android:fullBackupContent="false"
|
||||||
android:hasCode="true">
|
android:hasCode="true">
|
||||||
@ -13,7 +13,7 @@
|
|||||||
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
|
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
|
||||||
android:configChanges="orientation|keyboardHidden|screenSize">
|
android:configChanges="orientation|keyboardHidden|screenSize">
|
||||||
<meta-data android:name="android.app.lib_name"
|
<meta-data android:name="android.app.lib_name"
|
||||||
android:value="ImguiExample" />
|
android:value="ImGuiExample" />
|
||||||
|
|
||||||
<intent-filter>
|
<intent-filter>
|
||||||
<action android:name="android.intent.action.MAIN" />
|
<action android:name="android.intent.action.MAIN" />
|
||||||
|
@ -10,98 +10,18 @@
|
|||||||
#include <EGL/egl.h>
|
#include <EGL/egl.h>
|
||||||
#include <GLES3/gl3.h>
|
#include <GLES3/gl3.h>
|
||||||
|
|
||||||
|
// Data
|
||||||
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
|
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
|
||||||
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
|
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
|
||||||
static EGLContext g_EglContext = EGL_NO_CONTEXT;
|
static EGLContext g_EglContext = EGL_NO_CONTEXT;
|
||||||
static struct android_app* g_App = NULL;
|
static struct android_app* g_App = NULL;
|
||||||
static bool g_Initialized = false;
|
static bool g_Initialized = false;
|
||||||
static char g_LogTag[] = "ImguiExample";
|
static char g_LogTag[] = "ImGuiExample";
|
||||||
|
|
||||||
// Unfortunately, there is no way to show the on-screen input from native code.
|
// Forward declarations of helper functions
|
||||||
// Therefore, we call showSoftInput() of the main activity implemented in MainActivity.kt via JNI.
|
static int ShowSoftKeyboardInput();
|
||||||
static int showSoftInput()
|
static int PollUnicodeChars();
|
||||||
{
|
static int GetAssetData(const char* filename, void** out_data);
|
||||||
JavaVM* java_vm = g_App->activity->vm;
|
|
||||||
JNIEnv* java_env = NULL;
|
|
||||||
|
|
||||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
|
||||||
if (jni_return == JNI_ERR)
|
|
||||||
return -1;
|
|
||||||
|
|
||||||
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
|
||||||
if (jni_return != JNI_OK)
|
|
||||||
return -2;
|
|
||||||
|
|
||||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
|
||||||
if (native_activity_clazz == NULL)
|
|
||||||
return -3;
|
|
||||||
|
|
||||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
|
|
||||||
if (method_id == NULL)
|
|
||||||
return -4;
|
|
||||||
|
|
||||||
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
|
|
||||||
|
|
||||||
jni_return = java_vm->DetachCurrentThread();
|
|
||||||
if (jni_return != JNI_OK)
|
|
||||||
return -5;
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
|
|
||||||
// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
|
|
||||||
// the resulting Unicode characters here via JNI and send them to Dear ImGui.
|
|
||||||
static int pollUnicodeChars()
|
|
||||||
{
|
|
||||||
JavaVM* java_vm = g_App->activity->vm;
|
|
||||||
JNIEnv* java_env = NULL;
|
|
||||||
|
|
||||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
|
||||||
if (jni_return == JNI_ERR)
|
|
||||||
return -1;
|
|
||||||
|
|
||||||
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
|
||||||
if (jni_return != JNI_OK)
|
|
||||||
return -2;
|
|
||||||
|
|
||||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
|
||||||
if (native_activity_clazz == NULL)
|
|
||||||
return -3;
|
|
||||||
|
|
||||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
|
|
||||||
if (method_id == NULL)
|
|
||||||
return -4;
|
|
||||||
|
|
||||||
// Send the actual characters to Dear ImGui
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
jint unicode_character;
|
|
||||||
while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
|
|
||||||
{
|
|
||||||
io.AddInputCharacter(unicode_character);
|
|
||||||
}
|
|
||||||
|
|
||||||
jni_return = java_vm->DetachCurrentThread();
|
|
||||||
if (jni_return != JNI_OK)
|
|
||||||
return -5;
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
static int GetAssetData(const char* filename, void** outData)
|
|
||||||
{
|
|
||||||
int num_bytes = 0;
|
|
||||||
AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
|
|
||||||
if(asset_descriptor)
|
|
||||||
{
|
|
||||||
num_bytes = AAsset_getLength(asset_descriptor);
|
|
||||||
*outData = IM_ALLOC(num_bytes);
|
|
||||||
int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
|
|
||||||
AAsset_close(asset_descriptor);
|
|
||||||
IM_ASSERT(num_bytes_read == num_bytes);
|
|
||||||
}
|
|
||||||
return num_bytes;
|
|
||||||
}
|
|
||||||
|
|
||||||
void init(struct android_app* app)
|
void init(struct android_app* app)
|
||||||
{
|
{
|
||||||
@ -113,30 +33,22 @@ void init(struct android_app* app)
|
|||||||
|
|
||||||
// Initialize EGL
|
// Initialize EGL
|
||||||
// This is mostly boilerplate code for EGL...
|
// This is mostly boilerplate code for EGL...
|
||||||
|
{
|
||||||
g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
||||||
|
|
||||||
if (g_EglDisplay == EGL_NO_DISPLAY)
|
if (g_EglDisplay == EGL_NO_DISPLAY)
|
||||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
|
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
|
||||||
|
|
||||||
if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
|
if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
|
||||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize(..) returned with an error");
|
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
|
||||||
|
|
||||||
const EGLint egl_attributes[] = {
|
|
||||||
EGL_BLUE_SIZE, 8,
|
|
||||||
EGL_GREEN_SIZE, 8,
|
|
||||||
EGL_RED_SIZE, 8,
|
|
||||||
EGL_DEPTH_SIZE, 24,
|
|
||||||
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
|
|
||||||
EGL_NONE};
|
|
||||||
|
|
||||||
|
const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
|
||||||
EGLint num_configs = 0;
|
EGLint num_configs = 0;
|
||||||
if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
|
if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
|
||||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig(..) returned with an error");
|
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
|
||||||
|
|
||||||
if (num_configs == 0)
|
if (num_configs == 0)
|
||||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig(..) returned 0 matching configs");
|
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
|
||||||
|
|
||||||
// Get the (first) matching config
|
// Get the first matching config
|
||||||
EGLConfig egl_config;
|
EGLConfig egl_config;
|
||||||
eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
|
eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
|
||||||
EGLint egl_format;
|
EGLint egl_format;
|
||||||
@ -147,31 +59,40 @@ void init(struct android_app* app)
|
|||||||
g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
|
g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
|
||||||
|
|
||||||
if (g_EglContext == EGL_NO_CONTEXT)
|
if (g_EglContext == EGL_NO_CONTEXT)
|
||||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext(..) returned EGL_NO_CONTEXT");
|
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
|
||||||
|
|
||||||
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
|
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
|
||||||
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
|
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
|
||||||
|
}
|
||||||
|
|
||||||
// Dear Imgui
|
// Setup Dear ImGui context
|
||||||
IMGUI_CHECKVERSION();
|
IMGUI_CHECKVERSION();
|
||||||
ImGui::CreateContext();
|
ImGui::CreateContext();
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Disable loading/saving of .ini file from disk.
|
||||||
|
// FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android.
|
||||||
io.IniFilename = NULL;
|
io.IniFilename = NULL;
|
||||||
|
|
||||||
|
// Setup Dear ImGui style
|
||||||
ImGui::StyleColorsDark();
|
ImGui::StyleColorsDark();
|
||||||
|
//ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
// Setup Platform/Renderer backends
|
||||||
ImGui_ImplAndroid_Init(g_App->window);
|
ImGui_ImplAndroid_Init(g_App->window);
|
||||||
ImGui_ImplOpenGL3_Init("#version 300 es");
|
ImGui_ImplOpenGL3_Init("#version 300 es");
|
||||||
|
|
||||||
// Load Fonts
|
// 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.
|
// - 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.
|
||||||
// - add_font_from_assets_ttf() 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).
|
// - 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.
|
// - 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 'docs/FONTS.md' for more instructions and details.
|
// - Read 'docs/FONTS.md' 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 \\ !
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||||
// - The TTF files have to be placed into the assets/ directory (android/app/src/main/assets).
|
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
|
||||||
|
|
||||||
// We load the default font with increased size to improve readability on many devices with "high" DPI.
|
// We load the default font with increased size to improve readability on many devices with "high" DPI.
|
||||||
// FIXME: Put some effort into DPI awareness
|
// FIXME: Put some effort into DPI awareness.
|
||||||
|
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
||||||
ImFontConfig font_cfg;
|
ImFontConfig font_cfg;
|
||||||
font_cfg.SizePixels = 22.0f;
|
font_cfg.SizePixels = 22.0f;
|
||||||
io.Fonts->AddFontDefault(&font_cfg);
|
io.Fonts->AddFontDefault(&font_cfg);
|
||||||
@ -179,19 +100,19 @@ void init(struct android_app* app)
|
|||||||
//int font_data_size;
|
//int font_data_size;
|
||||||
//ImFont* font;
|
//ImFont* font;
|
||||||
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
|
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
//font_data_size = GetAssetData("ProggyTiny.ttf", &font_data);
|
//font_data_size = GetAssetData("ProggyTiny.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f);
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
|
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
|
||||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
|
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
|
|
||||||
// Arbitrary scale-up
|
// Arbitrary scale-up
|
||||||
@ -203,23 +124,23 @@ void init(struct android_app* app)
|
|||||||
|
|
||||||
void tick()
|
void tick()
|
||||||
{
|
{
|
||||||
// Our state (Dear Imgui)
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
if (g_EglDisplay == EGL_NO_DISPLAY)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Our state
|
||||||
static bool show_demo_window = true;
|
static bool show_demo_window = true;
|
||||||
static bool show_another_window = false;
|
static bool show_another_window = false;
|
||||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||||
|
|
||||||
if (g_EglDisplay != EGL_NO_DISPLAY)
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
|
|
||||||
// Poll Unicode characters via JNI
|
// Poll Unicode characters via JNI
|
||||||
// FIXME: do not call this every frame because of JNI overhead
|
// FIXME: do not call this every frame because of JNI overhead
|
||||||
pollUnicodeChars();
|
PollUnicodeChars();
|
||||||
|
|
||||||
// Open on-screen (soft) input if demanded by Dear ImGui
|
// Open on-screen (soft) input if requested by Dear ImGui
|
||||||
static bool WantTextInputLast = false;
|
static bool WantTextInputLast = false;
|
||||||
if (io.WantTextInput && !WantTextInputLast)
|
if (io.WantTextInput && !WantTextInputLast)
|
||||||
showSoftInput();
|
ShowSoftKeyboardInput();
|
||||||
WantTextInputLast = io.WantTextInput;
|
WantTextInputLast = io.WantTextInput;
|
||||||
|
|
||||||
// Start the Dear ImGui frame
|
// Start the Dear ImGui frame
|
||||||
@ -267,19 +188,18 @@ void tick()
|
|||||||
// Rendering
|
// Rendering
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||||
eglSwapBuffers(g_EglDisplay, g_EglSurface);
|
eglSwapBuffers(g_EglDisplay, g_EglSurface);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
void shutdown()
|
void shutdown()
|
||||||
{
|
{
|
||||||
if (!g_Initialized)
|
if (!g_Initialized)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Cleanup (Dear Imgui)
|
// Cleanup
|
||||||
ImGui_ImplOpenGL3_Shutdown();
|
ImGui_ImplOpenGL3_Shutdown();
|
||||||
ImGui_ImplAndroid_Shutdown();
|
ImGui_ImplAndroid_Shutdown();
|
||||||
ImGui::DestroyContext();
|
ImGui::DestroyContext();
|
||||||
@ -362,3 +282,88 @@ void android_main(struct android_app* app)
|
|||||||
tick();
|
tick();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Unfortunately, there is no way to show the on-screen input from native code.
|
||||||
|
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
|
||||||
|
static int ShowSoftKeyboardInput()
|
||||||
|
{
|
||||||
|
JavaVM* java_vm = g_App->activity->vm;
|
||||||
|
JNIEnv* java_env = NULL;
|
||||||
|
|
||||||
|
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||||
|
if (jni_return == JNI_ERR)
|
||||||
|
return -1;
|
||||||
|
|
||||||
|
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
||||||
|
if (jni_return != JNI_OK)
|
||||||
|
return -2;
|
||||||
|
|
||||||
|
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||||
|
if (native_activity_clazz == NULL)
|
||||||
|
return -3;
|
||||||
|
|
||||||
|
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
|
||||||
|
if (method_id == NULL)
|
||||||
|
return -4;
|
||||||
|
|
||||||
|
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
|
||||||
|
|
||||||
|
jni_return = java_vm->DetachCurrentThread();
|
||||||
|
if (jni_return != JNI_OK)
|
||||||
|
return -5;
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
|
||||||
|
// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
|
||||||
|
// the resulting Unicode characters here via JNI and send them to Dear ImGui.
|
||||||
|
static int PollUnicodeChars()
|
||||||
|
{
|
||||||
|
JavaVM* java_vm = g_App->activity->vm;
|
||||||
|
JNIEnv* java_env = NULL;
|
||||||
|
|
||||||
|
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||||
|
if (jni_return == JNI_ERR)
|
||||||
|
return -1;
|
||||||
|
|
||||||
|
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
||||||
|
if (jni_return != JNI_OK)
|
||||||
|
return -2;
|
||||||
|
|
||||||
|
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||||
|
if (native_activity_clazz == NULL)
|
||||||
|
return -3;
|
||||||
|
|
||||||
|
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
|
||||||
|
if (method_id == NULL)
|
||||||
|
return -4;
|
||||||
|
|
||||||
|
// Send the actual characters to Dear ImGui
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
jint unicode_character;
|
||||||
|
while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
|
||||||
|
io.AddInputCharacter(unicode_character);
|
||||||
|
|
||||||
|
jni_return = java_vm->DetachCurrentThread();
|
||||||
|
if (jni_return != JNI_OK)
|
||||||
|
return -5;
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
|
||||||
|
static int GetAssetData(const char* filename, void** outData)
|
||||||
|
{
|
||||||
|
int num_bytes = 0;
|
||||||
|
AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
|
||||||
|
if (asset_descriptor)
|
||||||
|
{
|
||||||
|
num_bytes = AAsset_getLength(asset_descriptor);
|
||||||
|
*outData = IM_ALLOC(num_bytes);
|
||||||
|
int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
|
||||||
|
AAsset_close(asset_descriptor);
|
||||||
|
IM_ASSERT(num_bytes_read == num_bytes);
|
||||||
|
}
|
||||||
|
return num_bytes;
|
||||||
|
}
|
||||||
|
2
imgui.h
2
imgui.h
@ -2767,7 +2767,7 @@ enum ImGuiViewportFlags_
|
|||||||
struct ImGuiViewport
|
struct ImGuiViewport
|
||||||
{
|
{
|
||||||
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
|
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
|
||||||
ImVec2 Pos; // Main Area: Position of the viewport (Dear Imgui coordinates are the same as OS desktop/native coordinates)
|
ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
|
||||||
ImVec2 Size; // Main Area: Size of the viewport.
|
ImVec2 Size; // Main Area: Size of the viewport.
|
||||||
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
|
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
|
||||||
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
|
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
|
||||||
|
Loading…
Reference in New Issue
Block a user