| // dear imgui: Platform Binding for Android native app | |
| // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) | |
| // Implemented features: | |
| // [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 are obsolete since 1.87 and not supported since 1.91.5] | |
| // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. | |
| // Missing features or Issues: | |
| // [ ] Platform: Clipboard support. | |
| // [ ] Platform: Gamepad support. | |
| // [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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. | |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | |
| // Learn about Dear ImGui: | |
| // - FAQ https://dearimgui.com/faq | |
| // - Getting Started https://dearimgui.com/getting-started | |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). | |
| // - Introduction, links and more at the top of imgui.cpp | |
| // CHANGELOG | |
| // (minor and older changes stripped away, please see git history for details) | |
| // 2026-07-15: Inputs: clear mouse position on touch release (AMOTION_EVENT_ACTION_UP) to prevent items from staying in hovered state. (#6627, #9474) | |
| // 2023-04-11: Inputs: calling new io.AddMouseSourceEvent() to discriminate Mouse from Touch events. | |
| // 2022-09-26: Inputs: renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). | |
| // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. | |
| // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). | |
| // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. | |
| // 2021-03-04: Initial version. | |
| #include "imgui.h" | |
| #ifndef IMGUI_DISABLE | |
| #include "imgui_impl_android.h" | |
| #include <time.h> | |
| #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 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_CTRL_LEFT: return ImGuiKey_LeftCtrl; | |
| case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift; | |
| case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt; | |
| case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper; | |
| case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl; | |
| case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift; | |
| 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(const 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_scan_code = AKeyEvent_getScanCode(input_event); | |
| int32_t event_action = AKeyEvent_getAction(input_event); | |
| int32_t event_meta_state = AKeyEvent_getMetaState(input_event); | |
| io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0); | |
| io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0); | |
| io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0); | |
| io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_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: | |
| { | |
| ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); | |
| if (key != ImGuiKey_None) | |
| { | |
| io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); | |
| io.SetKeyEventNativeData(key, event_key_code, event_scan_code); | |
| } | |
| 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 (AMotionEvent_getToolType(input_event, event_pointer_index)) | |
| { | |
| case AMOTION_EVENT_TOOL_TYPE_MOUSE: | |
| io.AddMouseSourceEvent(ImGuiMouseSource_Mouse); | |
| break; | |
| case AMOTION_EVENT_TOOL_TYPE_STYLUS: | |
| case AMOTION_EVENT_TOOL_TYPE_ERASER: | |
| io.AddMouseSourceEvent(ImGuiMouseSource_Pen); | |
| break; | |
| case AMOTION_EVENT_TOOL_TYPE_FINGER: | |
| default: | |
| io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen); | |
| break; | |
| } | |
| 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). | |
| int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index); | |
| if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN) | |
| { | |
| io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); | |
| io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); | |
| if (event_action == AMOTION_EVENT_ACTION_UP) // (#6627, #9474) | |
| io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); | |
| } | |
| break; | |
| } | |
| case AMOTION_EVENT_ACTION_BUTTON_PRESS: | |
| case AMOTION_EVENT_ACTION_BUTTON_RELEASE: | |
| { | |
| int32_t button_state = AMotionEvent_getButtonState(input_event); | |
| io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); | |
| io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); | |
| io.AddMouseButtonEvent(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.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); | |
| break; | |
| case AMOTION_EVENT_ACTION_SCROLL: | |
| io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index)); | |
| break; | |
| default: | |
| break; | |
| } | |
| } | |
| return 1; | |
| default: | |
| break; | |
| } | |
| return 0; | |
| } | |
| bool ImGui_ImplAndroid_Init(ANativeWindow* window) | |
| { | |
| IMGUI_CHECKVERSION(); | |
| g_Window = window; | |
| g_Time = 0.0; | |
| // Setup backend capabilities flags | |
| ImGuiIO& io = ImGui::GetIO(); | |
| io.BackendPlatformName = "imgui_impl_android"; | |
| return true; | |
| } | |
| void ImGui_ImplAndroid_Shutdown() | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| io.BackendPlatformName = nullptr; | |
| } | |
| void ImGui_ImplAndroid_NewFrame() | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| // 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; | |
| } | |
| //----------------------------------------------------------------------------- | |
| #endif // #ifndef IMGUI_DISABLE |