// 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). // Missing features: // [ ] 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. // 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) // 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) // 2021-03-04: Initial version. #include "imgui.h" #include "imgui_impl_android.h" #include #include #include #include #include #include #include // Android data static double g_Time = 0.0; static ANativeWindow* g_Window; static char g_LogTag[] = "ImGuiExample"; static std::map> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue. int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event) { ImGuiIO& io = ImGui::GetIO(); int32_t event_type = AInputEvent_getType(input_event); switch (event_type) { case AINPUT_EVENT_TYPE_KEY: { 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); 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) { // 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 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: { int32_t event_action = AMotionEvent_getAction(input_event); 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). 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)) { io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false; io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); } break; case AMOTION_EVENT_ACTION_BUTTON_PRESS: case AMOTION_EVENT_ACTION_BUTTON_RELEASE: { int32_t button_state = AMotionEvent_getButtonState(input_event); io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false; io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false; io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false; } break; case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) 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)); break; case AMOTION_EVENT_ACTION_SCROLL: 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); break; default: break; } } return 1; default: break; } return 0; } bool ImGui_ImplAndroid_Init(ANativeWindow* window) { g_Window = window; g_Time = 0.0; // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendPlatformName = "imgui_impl_android"; // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. 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(); 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()."); // Process queued key events // 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. 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, ¤t_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; }