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	Add Android backend and example (#3446)
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							| @@ -0,0 +1,192 @@ | ||||
| // 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 arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE). | ||||
| //  [ ] 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. | ||||
|  | ||||
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | ||||
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. | ||||
| // https://github.com/ocornut/imgui | ||||
|  | ||||
| // CHANGELOG | ||||
| // (minor and older changes stripped away, please see git history for details) | ||||
| //  2021-03-02: Support for physical pointer device input (such as physical mouse) | ||||
| //  2020-09-13: Support for Unicode characters | ||||
| //  2020-08-31: On-screen and physical keyboard input (ASCII characters only) | ||||
| //  2020-03-02: basic draft, touch input | ||||
|  | ||||
| #include "imgui.h" | ||||
| #include "imgui_impl_android.h" | ||||
| #include <time.h> | ||||
| #include <map> | ||||
| #include <queue> | ||||
|  | ||||
| // Android | ||||
| #include <android/native_window.h> | ||||
| #include <android/input.h> | ||||
| #include <android/keycodes.h> | ||||
| #include <android/log.h> | ||||
|  | ||||
| static double                                   g_Time = 0.0; | ||||
| static ANativeWindow*                           g_Window; | ||||
| static char                                     g_LogTag[] = "ImguiExample"; | ||||
| static std::map<int32_t, std::queue<int32_t>>   g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue. | ||||
|  | ||||
| int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     int32_t event_type = AInputEvent_getType(inputEvent); | ||||
|     switch (event_type) | ||||
|     { | ||||
|     case AINPUT_EVENT_TYPE_KEY: | ||||
|     { | ||||
|         int32_t event_key_code = AKeyEvent_getKeyCode(inputEvent); | ||||
|         int32_t event_action = AKeyEvent_getAction(inputEvent); | ||||
|         int32_t event_meta_state = AKeyEvent_getMetaState(inputEvent); | ||||
|  | ||||
|         io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0); | ||||
|         io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0); | ||||
|         io.KeyAlt = ((event_meta_state & AMETA_ALT_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 ImGui frame in ImGui_ImplAndroid_NewFrame(). | ||||
|         // ...or consider ImGui IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 | ||||
|         case AKEY_EVENT_ACTION_DOWN: | ||||
|         case AKEY_EVENT_ACTION_UP: | ||||
|             g_KeyEventQueues[event_key_code].push(event_action); | ||||
|             break; | ||||
|         default: | ||||
|             break; | ||||
|         } | ||||
|         break; | ||||
|     } | ||||
|     case AINPUT_EVENT_TYPE_MOTION: | ||||
|     { | ||||
|         int32_t event_action = AMotionEvent_getAction(inputEvent); | ||||
|         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(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) | ||||
|             || (AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) | ||||
|             { | ||||
|                 io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false; | ||||
|                 io.MousePos = ImVec2( | ||||
|                         AMotionEvent_getX(inputEvent, event_pointer_index), | ||||
|                         AMotionEvent_getY(inputEvent, event_pointer_index)); | ||||
|             } | ||||
|             break; | ||||
|         case AMOTION_EVENT_ACTION_BUTTON_PRESS: | ||||
|         case AMOTION_EVENT_ACTION_BUTTON_RELEASE: | ||||
|             { | ||||
|                 int32_t button_state = AMotionEvent_getButtonState(inputEvent); | ||||
|                 io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false; | ||||
|                 io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false; | ||||
|                 io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false; | ||||
|             } | ||||
|             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(inputEvent, event_pointer_index), | ||||
|                 AMotionEvent_getY(inputEvent, event_pointer_index)); | ||||
|             break; | ||||
|         case AMOTION_EVENT_ACTION_SCROLL: | ||||
|             io.MouseWheel = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index); | ||||
|             io.MouseWheelH = AMotionEvent_getAxisValue(inputEvent, 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 back-end capabilities flags | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     io.BackendPlatformName = "imgui_impl_android"; | ||||
|  | ||||
|     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. | ||||
|     io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB; | ||||
|     io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT;   // also covers physical keyboard arrow key | ||||
|     io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key | ||||
|     io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP;       // also covers physical keyboard arrow key | ||||
|     io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN;   // also covers physical keyboard arrow key | ||||
|     io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP; | ||||
|     io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN; | ||||
|     io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME; | ||||
|     io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END; | ||||
|     io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT; | ||||
|     io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL; | ||||
|     io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL; | ||||
|     io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE; | ||||
|     io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER; | ||||
|     io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE; | ||||
|     io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER; | ||||
|     io.KeyMap[ImGuiKey_A] = AKEYCODE_A; | ||||
|     io.KeyMap[ImGuiKey_C] = AKEYCODE_C; | ||||
|     io.KeyMap[ImGuiKey_V] = AKEYCODE_V; | ||||
|     io.KeyMap[ImGuiKey_X] = AKEYCODE_X; | ||||
|     io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y; | ||||
|     io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z; | ||||
|  | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| void ImGui_ImplAndroid_Shutdown() | ||||
| { | ||||
| } | ||||
|  | ||||
| void ImGui_ImplAndroid_NewFrame() | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); | ||||
|  | ||||
|     // Process queued key events | ||||
|     // FIXME: This is a workaround for multiple key event actions occuring 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; | ||||
|         io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN); | ||||
|         key_queue.second.pop(); | ||||
|     } | ||||
|  | ||||
|     // 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; | ||||
| } | ||||
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