|  | // 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 use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | 
|  | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | 
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | 
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs | 
|  |  | 
|  | // 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 <time.h> | 
|  | #include <map> | 
|  | #include <queue> | 
|  | #include <android/native_window.h> | 
|  | #include <android/input.h> | 
|  | #include <android/keycodes.h> | 
|  | #include <android/log.h> | 
|  |  | 
|  | // Android data | 
|  | static double                                   g_Time = 0.0; | 
|  | static ANativeWindow*                           g_Window; | 
|  | static char                                     g_LogTag[] = "ImGuiExample"; | 
|  | static std::map<int32_t, std::queue<int32_t>>   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); | 
|  | 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) != 0); | 
|  | io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); | 
|  | io.MouseDown[2] = ((button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); | 
|  | } | 
|  | 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(); | 
|  |  | 
|  | // 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; | 
|  | } |