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// dear imgui: Platform Binding for Android native app | ||
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) | ||
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// 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. | ||
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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. | ||
// 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 | ||
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// 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 | ||
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#include "imgui.h" | ||
#include "imgui_impl_android.h" | ||
#include <time.h> | ||
#include <map> | ||
#include <queue> | ||
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// Android | ||
#include <android/native_window.h> | ||
#include <android/input.h> | ||
#include <android/keycodes.h> | ||
#include <android/log.h> | ||
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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. | ||
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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); | ||
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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); | ||
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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; | ||
} | ||
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return 0; | ||
} | ||
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bool ImGui_ImplAndroid_Init(ANativeWindow* window) | ||
{ | ||
g_Window = window; | ||
g_Time = 0.0; | ||
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// Setup back-end capabilities flags | ||
ImGuiIO& io = ImGui::GetIO(); | ||
io.BackendPlatformName = "imgui_impl_android"; | ||
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// 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; | ||
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return true; | ||
} | ||
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void ImGui_ImplAndroid_Shutdown() | ||
{ | ||
} | ||
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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()."); | ||
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// 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(); | ||
} | ||
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// 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; | ||
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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); | ||
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// 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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// dear imgui: Platform Binding for Android native app | ||
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) | ||
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// 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. | ||
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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. | ||
// 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 | ||
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#pragma once | ||
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struct ANativeWindow; | ||
struct AInputEvent; | ||
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IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent); | ||
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); | ||
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); | ||
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); |
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cmake_minimum_required(VERSION 3.6) | ||
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project(ImguiExample) | ||
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set(CMAKE_CXX_STANDARD 11) | ||
set(CMAKE_CXX_STANDARD_REQUIRED ON) | ||
set(CMAKE_CXX_EXTENSIONS OFF) | ||
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add_library(${CMAKE_PROJECT_NAME} SHARED | ||
${CMAKE_CURRENT_SOURCE_DIR}/main.cpp | ||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp | ||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp | ||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp | ||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp | ||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp | ||
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp | ||
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp | ||
${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c | ||
) | ||
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set(CMAKE_SHARED_LINKER_FLAGS | ||
"${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate" | ||
) | ||
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target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE | ||
IMGUI_IMPL_OPENGL_ES3 | ||
) | ||
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target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE | ||
${CMAKE_CURRENT_SOURCE_DIR}/../.. | ||
${CMAKE_CURRENT_SOURCE_DIR}/../../backends | ||
${ANDROID_NDK}/sources/android/native_app_glue | ||
) | ||
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target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE | ||
android | ||
EGL | ||
GLESv3 | ||
log | ||
) |
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.cxx | ||
.externalNativeBuild | ||
build/ | ||
*.iml | ||
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.idea | ||
.gradle | ||
local.properties | ||
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# Android Studio puts a Gradle wrapper here, that we don't want: | ||
gradle/ | ||
gradlew* |
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apply plugin: 'com.android.application' | ||
apply plugin: 'kotlin-android' | ||
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android { | ||
compileSdkVersion 29 | ||
buildToolsVersion "30.0.3" | ||
ndkVersion "21.4.7075529" | ||
defaultConfig { | ||
applicationId "imgui.example.android" | ||
minSdkVersion 23 | ||
targetSdkVersion 29 | ||
versionCode 1 | ||
versionName "1.0" | ||
} | ||
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buildTypes { | ||
release { | ||
minifyEnabled false | ||
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt') | ||
} | ||
} | ||
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externalNativeBuild { | ||
cmake { | ||
path "../../CMakeLists.txt" | ||
} | ||
} | ||
} | ||
repositories { | ||
mavenCentral() | ||
} | ||
dependencies { | ||
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version" | ||
} |
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examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" | ||
package="imgui.example.android"> | ||
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<application | ||
android:label="ImguiExample" | ||
android:allowBackup="false" | ||
android:fullBackupContent="false" | ||
android:hasCode="true"> | ||
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<activity | ||
android:name="imgui.example.android.MainActivity" | ||
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" | ||
android:configChanges="orientation|keyboardHidden|screenSize"> | ||
<meta-data android:name="android.app.lib_name" | ||
android:value="ImguiExample" /> | ||
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<intent-filter> | ||
<action android:name="android.intent.action.MAIN" /> | ||
<category android:name="android.intent.category.LAUNCHER" /> | ||
</intent-filter> | ||
</activity> | ||
</application> | ||
</manifest> |
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