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authorgramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
committergramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
commita6501b5d7ad204c3b998c843c7ed68ef7be323ba (patch)
tree1a442e6095abf160e36baa31a319858774cd1178 /lib/imgui-1.90.7/backends/imgui_impl_android.cpp
parent6af7e785890a322f60c21a51e3d41cd9015e6773 (diff)
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more vks, stupid mutlistep build, and imgui
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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 support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
+// 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:
+// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
+// - 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.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-03-04: Initial version.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_android.h"
+#include <time.h>
+#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 ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
+{
+ switch (key_code)
+ {
+ case AKEYCODE_TAB: return ImGuiKey_Tab;
+ case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
+ case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
+ case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
+ case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
+ case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
+ case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
+ case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
+ case AKEYCODE_MOVE_END: return ImGuiKey_End;
+ case AKEYCODE_INSERT: return ImGuiKey_Insert;
+ case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
+ case AKEYCODE_DEL: return ImGuiKey_Backspace;
+ case AKEYCODE_SPACE: return ImGuiKey_Space;
+ case AKEYCODE_ENTER: return ImGuiKey_Enter;
+ case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
+ case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case AKEYCODE_COMMA: return ImGuiKey_Comma;
+ case AKEYCODE_MINUS: return ImGuiKey_Minus;
+ case AKEYCODE_PERIOD: return ImGuiKey_Period;
+ case AKEYCODE_SLASH: return ImGuiKey_Slash;
+ case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
+ case AKEYCODE_EQUALS: return ImGuiKey_Equal;
+ case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
+ case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
+ case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
+ case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
+ case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
+ case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
+ case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
+ case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
+ case AKEYCODE_BREAK: return ImGuiKey_Pause;
+ case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
+ case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
+ case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
+ case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
+ case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
+ case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
+ case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
+ case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
+ case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
+ case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
+ case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
+ case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
+ case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
+ case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
+ case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
+ case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
+ case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
+ case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
+ case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
+ case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
+ case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
+ case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
+ case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
+ case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
+ case AKEYCODE_MENU: return ImGuiKey_Menu;
+ case AKEYCODE_0: return ImGuiKey_0;
+ case AKEYCODE_1: return ImGuiKey_1;
+ case AKEYCODE_2: return ImGuiKey_2;
+ case AKEYCODE_3: return ImGuiKey_3;
+ case AKEYCODE_4: return ImGuiKey_4;
+ case AKEYCODE_5: return ImGuiKey_5;
+ case AKEYCODE_6: return ImGuiKey_6;
+ case AKEYCODE_7: return ImGuiKey_7;
+ case AKEYCODE_8: return ImGuiKey_8;
+ case AKEYCODE_9: return ImGuiKey_9;
+ case AKEYCODE_A: return ImGuiKey_A;
+ case AKEYCODE_B: return ImGuiKey_B;
+ case AKEYCODE_C: return ImGuiKey_C;
+ case AKEYCODE_D: return ImGuiKey_D;
+ case AKEYCODE_E: return ImGuiKey_E;
+ case AKEYCODE_F: return ImGuiKey_F;
+ case AKEYCODE_G: return ImGuiKey_G;
+ case AKEYCODE_H: return ImGuiKey_H;
+ case AKEYCODE_I: return ImGuiKey_I;
+ case AKEYCODE_J: return ImGuiKey_J;
+ case AKEYCODE_K: return ImGuiKey_K;
+ case AKEYCODE_L: return ImGuiKey_L;
+ case AKEYCODE_M: return ImGuiKey_M;
+ case AKEYCODE_N: return ImGuiKey_N;
+ case AKEYCODE_O: return ImGuiKey_O;
+ case AKEYCODE_P: return ImGuiKey_P;
+ case AKEYCODE_Q: return ImGuiKey_Q;
+ case AKEYCODE_R: return ImGuiKey_R;
+ case AKEYCODE_S: return ImGuiKey_S;
+ case AKEYCODE_T: return ImGuiKey_T;
+ case AKEYCODE_U: return ImGuiKey_U;
+ case AKEYCODE_V: return ImGuiKey_V;
+ case AKEYCODE_W: return ImGuiKey_W;
+ case AKEYCODE_X: return ImGuiKey_X;
+ case AKEYCODE_Y: return ImGuiKey_Y;
+ case AKEYCODE_Z: return ImGuiKey_Z;
+ case AKEYCODE_F1: return ImGuiKey_F1;
+ case AKEYCODE_F2: return ImGuiKey_F2;
+ case AKEYCODE_F3: return ImGuiKey_F3;
+ case AKEYCODE_F4: return ImGuiKey_F4;
+ case AKEYCODE_F5: return ImGuiKey_F5;
+ case AKEYCODE_F6: return ImGuiKey_F6;
+ case AKEYCODE_F7: return ImGuiKey_F7;
+ case AKEYCODE_F8: return ImGuiKey_F8;
+ case AKEYCODE_F9: return ImGuiKey_F9;
+ case AKEYCODE_F10: return ImGuiKey_F10;
+ case AKEYCODE_F11: return ImGuiKey_F11;
+ case AKEYCODE_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
+int32_t ImGui_ImplAndroid_HandleInputEvent(const 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_scan_code = AKeyEvent_getScanCode(input_event);
+ int32_t event_action = AKeyEvent_getAction(input_event);
+ int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
+
+ io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_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:
+ {
+ ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
+ if (key != ImGuiKey_None)
+ {
+ io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
+ io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
+ }
+
+ 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 (AMotionEvent_getToolType(input_event, event_pointer_index))
+ {
+ case AMOTION_EVENT_TOOL_TYPE_MOUSE:
+ io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
+ break;
+ case AMOTION_EVENT_TOOL_TYPE_STYLUS:
+ case AMOTION_EVENT_TOOL_TYPE_ERASER:
+ io.AddMouseSourceEvent(ImGuiMouseSource_Pen);
+ break;
+ case AMOTION_EVENT_TOOL_TYPE_FINGER:
+ default:
+ io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
+ break;
+ }
+
+ 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).
+ int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index);
+ if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)
+ {
+ io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
+ io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
+ }
+ break;
+ }
+ case AMOTION_EVENT_ACTION_BUTTON_PRESS:
+ case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
+ {
+ int32_t button_state = AMotionEvent_getButtonState(input_event);
+ io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
+ io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
+ io.AddMouseButtonEvent(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.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
+ break;
+ case AMOTION_EVENT_ACTION_SCROLL:
+ io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
+ break;
+ default:
+ break;
+ }
+ }
+ return 1;
+ default:
+ break;
+ }
+
+ return 0;
+}
+
+bool ImGui_ImplAndroid_Init(ANativeWindow* window)
+{
+ IMGUI_CHECKVERSION();
+
+ g_Window = window;
+ g_Time = 0.0;
+
+ // Setup backend capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName = "imgui_impl_android";
+
+ return true;
+}
+
+void ImGui_ImplAndroid_Shutdown()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendPlatformName = nullptr;
+}
+
+void ImGui_ImplAndroid_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // 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;
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE