277 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			277 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|   | // 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)
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|  | //  - 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)
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|  | //  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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|  | //  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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|  | //  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"
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|  | #include <time.h>
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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
 | ||
|  | 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(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(ImGuiKey_ModCtrl,  (event_meta_state & AMETA_CTRL_ON)  != 0); | ||
|  |         io.AddKeyEvent(ImGuiKey_ModShift, (event_meta_state & AMETA_SHIFT_ON) != 0); | ||
|  |         io.AddKeyEvent(ImGuiKey_ModAlt,   (event_meta_state & AMETA_ALT_ON)   != 0); | ||
|  |         io.AddKeyEvent(ImGuiKey_ModSuper, (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
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|  |         // 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)) | ||
|  |             { | ||
|  |                 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 (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.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); | ||
|  |                 io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); | ||
|  |             } | ||
|  |             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
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|  |             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) | ||
|  | { | ||
|  |     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(); | ||
|  | 
 | ||
|  |     // 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; | ||
|  | } |