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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)
+
+// Implemented features:
+// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
+// 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:
+// - 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)
+// 2021-03-04: Initial version.
+
+#include "imgui.h"
+#include "imgui_impl_android.h"
+#include <time.h>
+#include <map>
+#include <queue>
+#include <android/native_window.h>
+#include <android/input.h>
+#include <android/keycodes.h>
+#include <android/log.h>
+
+// Android data
+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* 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_action = AKeyEvent_getAction(input_event);
+ int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
+
+ 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 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:
+ g_KeyEventQueues[event_key_code].push(event_action);
+ 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";
+
+ // Keyboard mapping. Dear 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();
+
+ // 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;
+ 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, &current_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;
+}