imgui_impl_android.h (1437B)
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 #pragma once 19 20 struct ANativeWindow; 21 struct AInputEvent; 22 23 IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); 24 IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event); 25 IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); 26 IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();