// 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] // 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 // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 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" #include "imgui_impl_android.h" #include #include #include #include #include #include #include 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> 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_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(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); 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) { // 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 && (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; } 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 (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). if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) { io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN); io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); } break; case AMOTION_EVENT_ACTION_BUTTON_PRESS: case AMOTION_EVENT_ACTION_BUTTON_RELEASE: { int32_t button_state = AMotionEvent_getButtonState(input_event); io.MouseDown[0] = ((button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); io.MouseDown[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.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); break; case AMOTION_EVENT_ACTION_SCROLL: io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index); io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index); break; default: break; } } return 1; default: break; } return 0; } bool ImGui_ImplAndroid_Init(ANativeWindow* window) { 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() { } void ImGui_ImplAndroid_NewFrame() { ImGuiIO& io = ImGui::GetIO(); // Process queued key events // 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. for (auto& key_queue : g_KeyEventQueues) { if (key_queue.second.empty()) continue; 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.AddKeyModsEvent(g_KeyModFlags); // 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; }