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