mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_widgets.cpp
This commit is contained in:
187
backends/imgui_impl_android.cpp
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187
backends/imgui_impl_android.cpp
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// dear imgui: Platform Binding for Android native app
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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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// 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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// - 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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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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// 2021-03-04: Initial version.
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include <time.h>
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#include <map>
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#include <queue>
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#include <android/native_window.h>
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#include <android/input.h>
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#include <android/keycodes.h>
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#include <android/log.h>
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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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int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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{
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ImGuiIO& io = ImGui::GetIO();
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int32_t event_type = AInputEvent_getType(input_event);
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switch (event_type)
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{
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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_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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switch (event_action)
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{
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// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
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// goes up from a key. We use a simple key event queue/ and process one event per key per frame in
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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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break;
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default:
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break;
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}
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break;
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}
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case AINPUT_EVENT_TYPE_MOTION:
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{
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int32_t event_action = AMotionEvent_getAction(input_event);
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int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
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event_action &= AMOTION_EVENT_ACTION_MASK;
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switch (event_action)
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{
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case AMOTION_EVENT_ACTION_DOWN:
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case AMOTION_EVENT_ACTION_UP:
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// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
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// but we have to process them separately to identify the actual button pressed. This is done below via
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// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
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if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
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|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
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{
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io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false;
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io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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}
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break;
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case AMOTION_EVENT_ACTION_BUTTON_PRESS:
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case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
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{
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int32_t button_state = AMotionEvent_getButtonState(input_event);
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io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false;
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io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false;
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io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false;
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}
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break;
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case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
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case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
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io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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break;
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case AMOTION_EVENT_ACTION_SCROLL:
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io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
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io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
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break;
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default:
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break;
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}
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}
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return 1;
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default:
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break;
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}
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return 0;
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}
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bool ImGui_ImplAndroid_Init(ANativeWindow* window)
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{
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g_Window = window;
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g_Time = 0.0;
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// Setup backend capabilities flags
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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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void ImGui_ImplAndroid_Shutdown()
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{
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}
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void ImGui_ImplAndroid_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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// Process queued key events
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// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
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for (auto& key_queue : g_KeyEventQueues)
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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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key_queue.second.pop();
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}
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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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int display_width = window_width;
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int display_height = window_height;
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io.DisplaySize = ImVec2((float)window_width, (float)window_height);
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if (window_width > 0 && window_height > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
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// Setup time step
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struct timespec current_timespec;
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clock_gettime(CLOCK_MONOTONIC, ¤t_timespec);
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double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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}
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26
backends/imgui_impl_android.h
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26
backends/imgui_impl_android.h
Normal file
@ -0,0 +1,26 @@
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// dear imgui: Platform Binding for Android native app
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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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// 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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// - 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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struct ANativeWindow;
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struct AInputEvent;
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IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
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IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
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IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
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@ -269,11 +269,15 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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int width, height, bytes_per_pixel;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
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// Convert RGBA32 to BGRA32 as the earlier is not well supported by DX9 devices
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// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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if (io.Fonts->TexPixelsUseColors)
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for (ImU32* p = (ImU32*)pixels, *p_end = p + width * height; p < p_end; p++)
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*p = IMGUI_COL_TO_DX9_ARGB(*p);
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{
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ImU32* dst_start = (ImU32*)ImGui::MemAlloc(width * height * bytes_per_pixel);
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for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + width * height; dst < dst_end; src++, dst++)
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*dst = IMGUI_COL_TO_DX9_ARGB(*src);
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pixels = (unsigned char*)dst_start;
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}
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#endif
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// Upload texture to graphics system
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)g_FontTexture);
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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if (io.Fonts->TexPixelsUseColors)
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ImGui::MemFree(pixels);
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#endif
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return true;
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}
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@ -179,7 +179,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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#endif
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io.BackendPlatformName = "imgui_impl_glfw";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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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] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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@ -220,7 +220,8 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
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io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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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] = s3eKeyTab
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io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
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io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
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io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
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@ -173,7 +173,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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#endif
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io.BackendPlatformName = "imgui_impl_sdl";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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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] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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@ -731,7 +731,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
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bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format)
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{
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// Setup back-end capabilities flags
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_webgpu";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -106,7 +106,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplWin32_InitPlatformInterface();
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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Reference in New Issue
Block a user