| // 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 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] |
| // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. |
| // 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. |
| // 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 |
| |
| #pragma once |
| |
| struct ANativeWindow; |
| struct AInputEvent; |
| |
| IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); |
| IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event); |
| IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); |
| IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); |