Backends: Android: Update to use io.AddEventKey() will full key map (#2625, #4858)
diff --git a/backends/imgui_impl_android.cpp b/backends/imgui_impl_android.cpp
index 6a454a4..7a09e01 100644
--- a/backends/imgui_impl_android.cpp
+++ b/backends/imgui_impl_android.cpp
@@ -2,12 +2,13 @@
 // 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).
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 // 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:
+//  - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
 //  - 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)
 
@@ -18,6 +19,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2022-01-10: Inputs: calling new io.AddKeyEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
 //  2021-03-04: Initial version.
 
 #include "imgui.h"
@@ -30,11 +32,135 @@
 #include <android/keycodes.h>
 #include <android/log.h>
 
+struct KeyEvent
+{
+    ImGuiKey Key;
+    bool     Down;
+    int      NativeKeycode;
+    int      NativeScancode;
+
+    KeyEvent(): Key(ImGuiKey_None), Down(false), NativeKeycode(-1), NativeScancode(-1) {}
+};
+
 // 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.
+static std::map<ImGuiKey, std::queue<KeyEvent>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
+static ImGuiKeyModFlags                         g_KeyModFlags = ImGuiKeyModFlags_None;
+
+static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
+{
+    switch (key_code)
+    {
+        case AKEYCODE_TAB:                  return ImGuiKey_Tab;
+        case AKEYCODE_DPAD_LEFT:            return ImGuiKey_LeftArrow;
+        case AKEYCODE_DPAD_RIGHT:           return ImGuiKey_RightArrow;
+        case AKEYCODE_DPAD_UP:              return ImGuiKey_UpArrow;
+        case AKEYCODE_DPAD_DOWN:            return ImGuiKey_DownArrow;
+        case AKEYCODE_PAGE_UP:              return ImGuiKey_PageUp;
+        case AKEYCODE_PAGE_DOWN:            return ImGuiKey_PageDown;
+        case AKEYCODE_MOVE_HOME:            return ImGuiKey_Home;
+        case AKEYCODE_MOVE_END:             return ImGuiKey_End;
+        case AKEYCODE_INSERT:               return ImGuiKey_Insert;
+        case AKEYCODE_FORWARD_DEL:          return ImGuiKey_Delete;
+        case AKEYCODE_DEL:                  return ImGuiKey_Backspace;
+        case AKEYCODE_SPACE:                return ImGuiKey_Space;
+        case AKEYCODE_ENTER:                return ImGuiKey_Enter;
+        case AKEYCODE_ESCAPE:               return ImGuiKey_Escape;
+        case AKEYCODE_APOSTROPHE:           return ImGuiKey_Apostrophe;
+        case AKEYCODE_COMMA:                return ImGuiKey_Comma;
+        case AKEYCODE_MINUS:                return ImGuiKey_Minus;
+        case AKEYCODE_PERIOD:               return ImGuiKey_Period;
+        case AKEYCODE_SLASH:                return ImGuiKey_Slash;
+        case AKEYCODE_SEMICOLON:            return ImGuiKey_Semicolon;
+        case AKEYCODE_EQUALS:               return ImGuiKey_Equal;
+        case AKEYCODE_LEFT_BRACKET:         return ImGuiKey_LeftBracket;
+        case AKEYCODE_BACKSLASH:            return ImGuiKey_Backslash;
+        case AKEYCODE_RIGHT_BRACKET:        return ImGuiKey_RightBracket;
+        case AKEYCODE_GRAVE:                return ImGuiKey_GraveAccent;
+        case AKEYCODE_CAPS_LOCK:            return ImGuiKey_CapsLock;
+        case AKEYCODE_SCROLL_LOCK:          return ImGuiKey_ScrollLock;
+        case AKEYCODE_NUM_LOCK:             return ImGuiKey_NumLock;
+        case AKEYCODE_SYSRQ:                return ImGuiKey_PrintScreen;
+        case AKEYCODE_BREAK:                return ImGuiKey_Pause;
+        case AKEYCODE_NUMPAD_0:             return ImGuiKey_Keypad0;
+        case AKEYCODE_NUMPAD_1:             return ImGuiKey_Keypad1;
+        case AKEYCODE_NUMPAD_2:             return ImGuiKey_Keypad2;
+        case AKEYCODE_NUMPAD_3:             return ImGuiKey_Keypad3;
+        case AKEYCODE_NUMPAD_4:             return ImGuiKey_Keypad4;
+        case AKEYCODE_NUMPAD_5:             return ImGuiKey_Keypad5;
+        case AKEYCODE_NUMPAD_6:             return ImGuiKey_Keypad6;
+        case AKEYCODE_NUMPAD_7:             return ImGuiKey_Keypad7;
+        case AKEYCODE_NUMPAD_8:             return ImGuiKey_Keypad8;
+        case AKEYCODE_NUMPAD_9:             return ImGuiKey_Keypad9;
+        case AKEYCODE_NUMPAD_DOT:           return ImGuiKey_KeypadDecimal;
+        case AKEYCODE_NUMPAD_DIVIDE:        return ImGuiKey_KeypadDivide;
+        case AKEYCODE_NUMPAD_MULTIPLY:      return ImGuiKey_KeypadMultiply;
+        case AKEYCODE_NUMPAD_SUBTRACT:      return ImGuiKey_KeypadSubtract;
+        case AKEYCODE_NUMPAD_ADD:           return ImGuiKey_KeypadAdd;
+        case AKEYCODE_NUMPAD_ENTER:         return ImGuiKey_KeypadEnter;
+        case AKEYCODE_NUMPAD_EQUALS:        return ImGuiKey_KeypadEqual;
+        case AKEYCODE_SHIFT_LEFT:           return ImGuiKey_LeftShift;
+        case AKEYCODE_CTRL_LEFT:            return ImGuiKey_LeftControl;
+        case AKEYCODE_ALT_LEFT:             return ImGuiKey_LeftAlt;
+        case AKEYCODE_META_LEFT:            return ImGuiKey_LeftSuper;
+        case AKEYCODE_SHIFT_RIGHT:          return ImGuiKey_RightShift;
+        case AKEYCODE_CTRL_RIGHT:           return ImGuiKey_RightControl;
+        case AKEYCODE_ALT_RIGHT:            return ImGuiKey_RightAlt;
+        case AKEYCODE_META_RIGHT:           return ImGuiKey_RightSuper;
+        case AKEYCODE_MENU:                 return ImGuiKey_Menu;
+        case AKEYCODE_0:                    return ImGuiKey_0;
+        case AKEYCODE_1:                    return ImGuiKey_1;
+        case AKEYCODE_2:                    return ImGuiKey_2;
+        case AKEYCODE_3:                    return ImGuiKey_3;
+        case AKEYCODE_4:                    return ImGuiKey_4;
+        case AKEYCODE_5:                    return ImGuiKey_5;
+        case AKEYCODE_6:                    return ImGuiKey_6;
+        case AKEYCODE_7:                    return ImGuiKey_7;
+        case AKEYCODE_8:                    return ImGuiKey_8;
+        case AKEYCODE_9:                    return ImGuiKey_9;
+        case AKEYCODE_A:                    return ImGuiKey_A;
+        case AKEYCODE_B:                    return ImGuiKey_B;
+        case AKEYCODE_C:                    return ImGuiKey_C;
+        case AKEYCODE_D:                    return ImGuiKey_D;
+        case AKEYCODE_E:                    return ImGuiKey_E;
+        case AKEYCODE_F:                    return ImGuiKey_F;
+        case AKEYCODE_G:                    return ImGuiKey_G;
+        case AKEYCODE_H:                    return ImGuiKey_H;
+        case AKEYCODE_I:                    return ImGuiKey_I;
+        case AKEYCODE_J:                    return ImGuiKey_J;
+        case AKEYCODE_K:                    return ImGuiKey_K;
+        case AKEYCODE_L:                    return ImGuiKey_L;
+        case AKEYCODE_M:                    return ImGuiKey_M;
+        case AKEYCODE_N:                    return ImGuiKey_N;
+        case AKEYCODE_O:                    return ImGuiKey_O;
+        case AKEYCODE_P:                    return ImGuiKey_P;
+        case AKEYCODE_Q:                    return ImGuiKey_Q;
+        case AKEYCODE_R:                    return ImGuiKey_R;
+        case AKEYCODE_S:                    return ImGuiKey_S;
+        case AKEYCODE_T:                    return ImGuiKey_T;
+        case AKEYCODE_U:                    return ImGuiKey_U;
+        case AKEYCODE_V:                    return ImGuiKey_V;
+        case AKEYCODE_W:                    return ImGuiKey_W;
+        case AKEYCODE_X:                    return ImGuiKey_X;
+        case AKEYCODE_Y:                    return ImGuiKey_Y;
+        case AKEYCODE_Z:                    return ImGuiKey_Z;
+        case AKEYCODE_F1:                   return ImGuiKey_F1;
+        case AKEYCODE_F2:                   return ImGuiKey_F2;
+        case AKEYCODE_F3:                   return ImGuiKey_F3;
+        case AKEYCODE_F4:                   return ImGuiKey_F4;
+        case AKEYCODE_F5:                   return ImGuiKey_F5;
+        case AKEYCODE_F6:                   return ImGuiKey_F6;
+        case AKEYCODE_F7:                   return ImGuiKey_F7;
+        case AKEYCODE_F8:                   return ImGuiKey_F8;
+        case AKEYCODE_F9:                   return ImGuiKey_F9;
+        case AKEYCODE_F10:                  return ImGuiKey_F10;
+        case AKEYCODE_F11:                  return ImGuiKey_F11;
+        case AKEYCODE_F12:                  return ImGuiKey_F12;
+        default:                            return ImGuiKey_None;
+    }
+}
 
 int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
 {
@@ -45,12 +171,19 @@
     case AINPUT_EVENT_TYPE_KEY:
     {
         int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
+        int32_t event_scan_code = AKeyEvent_getScanCode(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);
+        g_KeyModFlags = ImGuiKeyModFlags_None;
+        if ((event_meta_state & AMETA_CTRL_ON) != 0)
+            g_KeyModFlags |= ImGuiKeyModFlags_Ctrl;
+        if ((event_meta_state & AMETA_SHIFT_ON) != 0)
+            g_KeyModFlags |= ImGuiKeyModFlags_Shift;
+        if ((event_meta_state & AMETA_ALT_ON) != 0)
+            g_KeyModFlags |= ImGuiKeyModFlags_Alt;
+        if ((event_meta_state & AMETA_META_ON) != 0)
+            g_KeyModFlags |= ImGuiKeyModFlags_Super;
 
         switch (event_action)
         {
@@ -59,8 +192,21 @@
         // 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);
+        {
+            ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
+            if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP))
+            {
+                KeyEvent io_event;
+                io_event.Key = key;
+                io_event.Down = event_action == AKEY_EVENT_ACTION_DOWN;
+                io_event.NativeKeycode = event_key_code;
+                io_event.NativeScancode = event_scan_code;
+
+                g_KeyEventQueues[key].push(io_event);
+            }
+
             break;
+        }
         default:
             break;
         }
@@ -123,30 +269,6 @@
     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;
 }
 
@@ -164,10 +286,18 @@
     {
         if (key_queue.second.empty())
             continue;
-        io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
+
+        auto& key_event = key_queue.second.front();
+        io.AddKeyEvent(key_event.Key, key_event.Down);
+        io.SetKeyEventNativeData(key_event.Key, key_event.NativeKeycode, key_event.NativeScancode); // To support legacy indexing (<1.87 user code)
         key_queue.second.pop();
     }
 
+    io.KeyCtrl  = ((g_KeyModFlags & ImGuiKeyModFlags_Ctrl)  != 0);
+    io.KeyShift = ((g_KeyModFlags & ImGuiKeyModFlags_Shift) != 0);
+    io.KeyAlt   = ((g_KeyModFlags & ImGuiKeyModFlags_Alt)   != 0);
+    io.KeySuper = ((g_KeyModFlags & ImGuiKeyModFlags_Super) != 0);
+
     // 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);
diff --git a/backends/imgui_impl_android.h b/backends/imgui_impl_android.h
index 92b466b..8bfa186 100644
--- a/backends/imgui_impl_android.h
+++ b/backends/imgui_impl_android.h
@@ -2,16 +2,17 @@
 // 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).
+//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 // 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:
+//  - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
 //  - 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. 
+// 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