imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
git clone https://git.neptards.moe/neptards/imgui.git
Log | Files | Refs

imgui_impl_android.cpp (8786B)


      1 // dear imgui: Platform Binding for Android native app
      2 // This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
      3 
      4 // Implemented features:
      5 //  [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
      6 // Missing features:
      7 //  [ ] Platform: Clipboard support.
      8 //  [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
      9 //  [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
     10 // Important:
     11 //  - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
     12 //  - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
     13 
     14 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
     15 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
     16 // https://github.com/ocornut/imgui
     17 
     18 // CHANGELOG
     19 // (minor and older changes stripped away, please see git history for details)
     20 //  2021-03-04: Initial version.
     21 
     22 #include "imgui.h"
     23 #include "imgui_impl_android.h"
     24 #include <time.h>
     25 #include <map>
     26 #include <queue>
     27 #include <android/native_window.h>
     28 #include <android/input.h>
     29 #include <android/keycodes.h>
     30 #include <android/log.h>
     31 
     32 // Android data
     33 static double                                   g_Time = 0.0;
     34 static ANativeWindow*                           g_Window;
     35 static char                                     g_LogTag[] = "ImGuiExample";
     36 static std::map<int32_t, std::queue<int32_t>>   g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
     37 
     38 int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
     39 {
     40     ImGuiIO& io = ImGui::GetIO();
     41     int32_t event_type = AInputEvent_getType(input_event);
     42     switch (event_type)
     43     {
     44     case AINPUT_EVENT_TYPE_KEY:
     45     {
     46         int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
     47         int32_t event_action = AKeyEvent_getAction(input_event);
     48         int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
     49 
     50         io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
     51         io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
     52         io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0);
     53 
     54         switch (event_action)
     55         {
     56         // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
     57         // goes up from a key. We use a simple key event queue/ and process one event per key per frame in
     58         // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
     59         case AKEY_EVENT_ACTION_DOWN:
     60         case AKEY_EVENT_ACTION_UP:
     61             g_KeyEventQueues[event_key_code].push(event_action);
     62             break;
     63         default:
     64             break;
     65         }
     66         break;
     67     }
     68     case AINPUT_EVENT_TYPE_MOTION:
     69     {
     70         int32_t event_action = AMotionEvent_getAction(input_event);
     71         int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
     72         event_action &= AMOTION_EVENT_ACTION_MASK;
     73         switch (event_action)
     74         {
     75         case AMOTION_EVENT_ACTION_DOWN:
     76         case AMOTION_EVENT_ACTION_UP:
     77             // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
     78             // but we have to process them separately to identify the actual button pressed. This is done below via
     79             // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
     80             if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
     81             || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
     82             {
     83                 io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN);
     84                 io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
     85             }
     86             break;
     87         case AMOTION_EVENT_ACTION_BUTTON_PRESS:
     88         case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
     89             {
     90                 int32_t button_state = AMotionEvent_getButtonState(input_event);
     91                 io.MouseDown[0] = ((button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
     92                 io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
     93                 io.MouseDown[2] = ((button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
     94             }
     95             break;
     96         case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
     97         case AMOTION_EVENT_ACTION_MOVE:       // Touch pointer moves while DOWN
     98             io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
     99             break;
    100         case AMOTION_EVENT_ACTION_SCROLL:
    101             io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
    102             io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
    103             break;
    104         default:
    105             break;
    106         }
    107     }
    108         return 1;
    109     default:
    110         break;
    111     }
    112 
    113     return 0;
    114 }
    115 
    116 bool ImGui_ImplAndroid_Init(ANativeWindow* window)
    117 {
    118     g_Window = window;
    119     g_Time = 0.0;
    120 
    121     // Setup backend capabilities flags
    122     ImGuiIO& io = ImGui::GetIO();
    123     io.BackendPlatformName = "imgui_impl_android";
    124 
    125     // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
    126     io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
    127     io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT;   // also covers physical keyboard arrow key
    128     io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
    129     io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP;       // also covers physical keyboard arrow key
    130     io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN;   // also covers physical keyboard arrow key
    131     io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
    132     io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
    133     io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
    134     io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
    135     io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
    136     io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
    137     io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
    138     io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
    139     io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
    140     io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
    141     io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
    142     io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
    143     io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
    144     io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
    145     io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
    146     io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
    147     io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;
    148 
    149     return true;
    150 }
    151 
    152 void ImGui_ImplAndroid_Shutdown()
    153 {
    154 }
    155 
    156 void ImGui_ImplAndroid_NewFrame()
    157 {
    158     ImGuiIO& io = ImGui::GetIO();
    159     IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
    160 
    161     // Process queued key events
    162     // 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.
    163     for (auto& key_queue : g_KeyEventQueues)
    164     {
    165         if (key_queue.second.empty())
    166             continue;
    167         io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
    168         key_queue.second.pop();
    169     }
    170 
    171     // Setup display size (every frame to accommodate for window resizing)
    172     int32_t window_width = ANativeWindow_getWidth(g_Window);
    173     int32_t window_height = ANativeWindow_getHeight(g_Window);
    174     int display_width = window_width;
    175     int display_height = window_height;
    176 
    177     io.DisplaySize = ImVec2((float)window_width, (float)window_height);
    178     if (window_width > 0 && window_height > 0)
    179         io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
    180 
    181     // Setup time step
    182     struct timespec current_timespec;
    183     clock_gettime(CLOCK_MONOTONIC, &current_timespec);
    184     double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
    185     io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
    186     g_Time = current_time;
    187 }