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@ -2,12 +2,13 @@
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// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
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// Implemented features:
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// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
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// [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]
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// Missing features:
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// [ ] Platform: Clipboard support.
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
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// Important:
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// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
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// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
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// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
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@ -18,6 +19,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-10: Inputs: calling new io.AddKeyEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-03-04: Initial version.
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#include "imgui.h"
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@ -30,11 +32,135 @@
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#include <android/keycodes.h>
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#include <android/log.h>
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struct KeyEvent
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{
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ImGuiKey Key;
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bool Down;
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int NativeKeycode;
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int NativeScancode;
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KeyEvent(): Key(ImGuiKey_None), Down(false), NativeKeycode(-1), NativeScancode(-1) {}
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};
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// Android data
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static double g_Time = 0.0;
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static ANativeWindow* g_Window;
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static char g_LogTag[] = "ImGuiExample";
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static std::map<int32_t, std::queue<int32_t>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
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static std::map<ImGuiKey, std::queue<KeyEvent>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
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static ImGuiKeyModFlags g_KeyModFlags = ImGuiKeyModFlags_None;
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static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
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{
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switch (key_code)
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{
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case AKEYCODE_TAB: return ImGuiKey_Tab;
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case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
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case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
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case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
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case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
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case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
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case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
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case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
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case AKEYCODE_MOVE_END: return ImGuiKey_End;
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case AKEYCODE_INSERT: return ImGuiKey_Insert;
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case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
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case AKEYCODE_DEL: return ImGuiKey_Backspace;
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case AKEYCODE_SPACE: return ImGuiKey_Space;
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case AKEYCODE_ENTER: return ImGuiKey_Enter;
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case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
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case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
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case AKEYCODE_COMMA: return ImGuiKey_Comma;
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case AKEYCODE_MINUS: return ImGuiKey_Minus;
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case AKEYCODE_PERIOD: return ImGuiKey_Period;
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case AKEYCODE_SLASH: return ImGuiKey_Slash;
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case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
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case AKEYCODE_EQUALS: return ImGuiKey_Equal;
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case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
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case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
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case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
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case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
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case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
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case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
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case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
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case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
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case AKEYCODE_BREAK: return ImGuiKey_Pause;
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case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
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case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
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case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
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case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
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case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
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case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
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case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
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case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
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case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
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case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
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case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
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case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
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case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
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case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
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case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
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case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
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case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
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case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftControl;
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case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
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case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
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case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
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case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightControl;
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case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
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case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
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case AKEYCODE_MENU: return ImGuiKey_Menu;
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case AKEYCODE_0: return ImGuiKey_0;
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case AKEYCODE_1: return ImGuiKey_1;
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case AKEYCODE_2: return ImGuiKey_2;
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case AKEYCODE_3: return ImGuiKey_3;
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case AKEYCODE_4: return ImGuiKey_4;
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case AKEYCODE_5: return ImGuiKey_5;
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case AKEYCODE_6: return ImGuiKey_6;
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case AKEYCODE_7: return ImGuiKey_7;
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case AKEYCODE_8: return ImGuiKey_8;
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case AKEYCODE_9: return ImGuiKey_9;
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case AKEYCODE_A: return ImGuiKey_A;
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case AKEYCODE_B: return ImGuiKey_B;
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case AKEYCODE_C: return ImGuiKey_C;
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case AKEYCODE_D: return ImGuiKey_D;
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case AKEYCODE_E: return ImGuiKey_E;
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case AKEYCODE_F: return ImGuiKey_F;
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case AKEYCODE_G: return ImGuiKey_G;
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case AKEYCODE_H: return ImGuiKey_H;
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case AKEYCODE_I: return ImGuiKey_I;
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case AKEYCODE_J: return ImGuiKey_J;
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case AKEYCODE_K: return ImGuiKey_K;
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case AKEYCODE_L: return ImGuiKey_L;
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case AKEYCODE_M: return ImGuiKey_M;
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case AKEYCODE_N: return ImGuiKey_N;
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case AKEYCODE_O: return ImGuiKey_O;
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case AKEYCODE_P: return ImGuiKey_P;
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case AKEYCODE_Q: return ImGuiKey_Q;
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case AKEYCODE_R: return ImGuiKey_R;
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case AKEYCODE_S: return ImGuiKey_S;
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case AKEYCODE_T: return ImGuiKey_T;
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case AKEYCODE_U: return ImGuiKey_U;
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case AKEYCODE_V: return ImGuiKey_V;
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case AKEYCODE_W: return ImGuiKey_W;
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case AKEYCODE_X: return ImGuiKey_X;
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case AKEYCODE_Y: return ImGuiKey_Y;
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case AKEYCODE_Z: return ImGuiKey_Z;
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case AKEYCODE_F1: return ImGuiKey_F1;
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case AKEYCODE_F2: return ImGuiKey_F2;
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case AKEYCODE_F3: return ImGuiKey_F3;
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case AKEYCODE_F4: return ImGuiKey_F4;
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case AKEYCODE_F5: return ImGuiKey_F5;
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case AKEYCODE_F6: return ImGuiKey_F6;
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case AKEYCODE_F7: return ImGuiKey_F7;
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case AKEYCODE_F8: return ImGuiKey_F8;
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case AKEYCODE_F9: return ImGuiKey_F9;
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case AKEYCODE_F10: return ImGuiKey_F10;
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case AKEYCODE_F11: return ImGuiKey_F11;
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case AKEYCODE_F12: return ImGuiKey_F12;
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default: return ImGuiKey_None;
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}
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}
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int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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{
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@ -45,12 +171,19 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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case AINPUT_EVENT_TYPE_KEY:
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{
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int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
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int32_t event_scan_code = AKeyEvent_getScanCode(input_event);
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int32_t event_action = AKeyEvent_getAction(input_event);
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int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
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io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
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io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
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io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0);
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g_KeyModFlags = ImGuiKeyModFlags_None;
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if ((event_meta_state & AMETA_CTRL_ON) != 0)
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g_KeyModFlags |= ImGuiKeyModFlags_Ctrl;
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if ((event_meta_state & AMETA_SHIFT_ON) != 0)
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g_KeyModFlags |= ImGuiKeyModFlags_Shift;
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if ((event_meta_state & AMETA_ALT_ON) != 0)
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g_KeyModFlags |= ImGuiKeyModFlags_Alt;
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if ((event_meta_state & AMETA_META_ON) != 0)
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g_KeyModFlags |= ImGuiKeyModFlags_Super;
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switch (event_action)
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{
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@ -59,8 +192,21 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
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case AKEY_EVENT_ACTION_DOWN:
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case AKEY_EVENT_ACTION_UP:
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g_KeyEventQueues[event_key_code].push(event_action);
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{
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ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
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if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP))
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{
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KeyEvent io_event;
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io_event.Key = key;
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io_event.Down = event_action == AKEY_EVENT_ACTION_DOWN;
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io_event.NativeKeycode = event_key_code;
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io_event.NativeScancode = event_scan_code;
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g_KeyEventQueues[key].push(io_event);
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}
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break;
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}
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default:
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break;
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}
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@ -123,30 +269,6 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = "imgui_impl_android";
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
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io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
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io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
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io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
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io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
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io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
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io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
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io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
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io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
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io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
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io.KeyMap[ImGuiKey_KeypadEnter] = AKEYCODE_NUMPAD_ENTER;
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io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
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io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
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io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
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io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
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io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
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io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;
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return true;
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}
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@ -164,10 +286,18 @@ void ImGui_ImplAndroid_NewFrame()
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{
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if (key_queue.second.empty())
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continue;
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io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
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auto& key_event = key_queue.second.front();
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io.AddKeyEvent(key_event.Key, key_event.Down);
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io.SetKeyEventNativeData(key_event.Key, key_event.NativeKeycode, key_event.NativeScancode); // To support legacy indexing (<1.87 user code)
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key_queue.second.pop();
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}
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io.KeyCtrl = ((g_KeyModFlags & ImGuiKeyModFlags_Ctrl) != 0);
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io.KeyShift = ((g_KeyModFlags & ImGuiKeyModFlags_Shift) != 0);
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io.KeyAlt = ((g_KeyModFlags & ImGuiKeyModFlags_Alt) != 0);
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io.KeySuper = ((g_KeyModFlags & ImGuiKeyModFlags_Super) != 0);
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// Setup display size (every frame to accommodate for window resizing)
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int32_t window_width = ANativeWindow_getWidth(g_Window);
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int32_t window_height = ANativeWindow_getHeight(g_Window);
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// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
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// Implemented features:
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// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
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// [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]
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// Missing features:
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// [ ] Platform: Clipboard support.
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
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// Important:
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// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
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// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
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// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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