|
| 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 | +// [ ] Platform: Clipboard support. |
| 7 | +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| 8 | +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. |
| 9 | + |
| 10 | +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
| 11 | +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
| 12 | +// https://github.com/ocornut/imgui |
| 13 | + |
| 14 | +// CHANGELOG |
| 15 | +// (minor and older changes stripped away, please see git history for details) |
| 16 | +// 2021-03-02: Support for physical pointer device input (such as physical mouse) |
| 17 | +// 2020-09-13: Support for Unicode characters |
| 18 | +// 2020-08-31: On-screen and physical keyboard input (ASCII characters only) |
| 19 | +// 2020-03-02: basic draft, touch input |
| 20 | + |
| 21 | +#include "imgui.h" |
| 22 | +#include "imgui_impl_android.h" |
| 23 | +#include <time.h> |
| 24 | +#include <map> |
| 25 | +#include <queue> |
| 26 | + |
| 27 | +// Android |
| 28 | +#include <android/native_window.h> |
| 29 | +#include <android/input.h> |
| 30 | +#include <android/keycodes.h> |
| 31 | +#include <android/log.h> |
| 32 | + |
| 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* inputEvent) |
| 39 | +{ |
| 40 | + ImGuiIO& io = ImGui::GetIO(); |
| 41 | + int32_t event_type = AInputEvent_getType(inputEvent); |
| 42 | + switch (event_type) |
| 43 | + { |
| 44 | + case AINPUT_EVENT_TYPE_KEY: |
| 45 | + { |
| 46 | + int32_t event_key_code = AKeyEvent_getKeyCode(inputEvent); |
| 47 | + int32_t event_action = AKeyEvent_getAction(inputEvent); |
| 48 | + int32_t event_meta_state = AKeyEvent_getMetaState(inputEvent); |
| 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 |
| 57 | + // as soon as a touch pointer goes up from a key. We use a simple key event queue |
| 58 | + // and process one event per key per ImGui frame in ImGui_ImplAndroid_NewFrame(). |
| 59 | + // ...or consider ImGui IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 |
| 60 | + case AKEY_EVENT_ACTION_DOWN: |
| 61 | + case AKEY_EVENT_ACTION_UP: |
| 62 | + g_KeyEventQueues[event_key_code].push(event_action); |
| 63 | + break; |
| 64 | + default: |
| 65 | + break; |
| 66 | + } |
| 67 | + break; |
| 68 | + } |
| 69 | + case AINPUT_EVENT_TYPE_MOTION: |
| 70 | + { |
| 71 | + int32_t event_action = AMotionEvent_getAction(inputEvent); |
| 72 | + int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; |
| 73 | + event_action &= AMOTION_EVENT_ACTION_MASK; |
| 74 | + switch (event_action) |
| 75 | + { |
| 76 | + case AMOTION_EVENT_ACTION_DOWN: |
| 77 | + case AMOTION_EVENT_ACTION_UP: |
| 78 | + // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, |
| 79 | + // but we have to process them separately to identify the actual button pressed. This is done below via |
| 80 | + // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). |
| 81 | + if((AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) |
| 82 | + || (AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) |
| 83 | + { |
| 84 | + io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false; |
| 85 | + io.MousePos = ImVec2( |
| 86 | + AMotionEvent_getX(inputEvent, event_pointer_index), |
| 87 | + AMotionEvent_getY(inputEvent, event_pointer_index)); |
| 88 | + } |
| 89 | + break; |
| 90 | + case AMOTION_EVENT_ACTION_BUTTON_PRESS: |
| 91 | + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: |
| 92 | + { |
| 93 | + int32_t button_state = AMotionEvent_getButtonState(inputEvent); |
| 94 | + io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false; |
| 95 | + io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false; |
| 96 | + io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false; |
| 97 | + } |
| 98 | + break; |
| 99 | + case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) |
| 100 | + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN |
| 101 | + io.MousePos = ImVec2( |
| 102 | + AMotionEvent_getX(inputEvent, event_pointer_index), |
| 103 | + AMotionEvent_getY(inputEvent, event_pointer_index)); |
| 104 | + break; |
| 105 | + case AMOTION_EVENT_ACTION_SCROLL: |
| 106 | + io.MouseWheel = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index); |
| 107 | + io.MouseWheelH = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index); |
| 108 | + break; |
| 109 | + default: |
| 110 | + break; |
| 111 | + } |
| 112 | + } |
| 113 | + return 1; |
| 114 | + default: |
| 115 | + break; |
| 116 | + } |
| 117 | + |
| 118 | + return 0; |
| 119 | +} |
| 120 | + |
| 121 | +bool ImGui_ImplAndroid_Init(ANativeWindow* window) |
| 122 | +{ |
| 123 | + g_Window = window; |
| 124 | + g_Time = 0.0; |
| 125 | + |
| 126 | + // Setup back-end capabilities flags |
| 127 | + ImGuiIO& io = ImGui::GetIO(); |
| 128 | + io.BackendPlatformName = "imgui_impl_android"; |
| 129 | + |
| 130 | + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. |
| 131 | + io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB; |
| 132 | + io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key |
| 133 | + io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key |
| 134 | + io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key |
| 135 | + io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key |
| 136 | + io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP; |
| 137 | + io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN; |
| 138 | + io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME; |
| 139 | + io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END; |
| 140 | + io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT; |
| 141 | + io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL; |
| 142 | + io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL; |
| 143 | + io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE; |
| 144 | + io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER; |
| 145 | + io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE; |
| 146 | + io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER; |
| 147 | + io.KeyMap[ImGuiKey_A] = AKEYCODE_A; |
| 148 | + io.KeyMap[ImGuiKey_C] = AKEYCODE_C; |
| 149 | + io.KeyMap[ImGuiKey_V] = AKEYCODE_V; |
| 150 | + io.KeyMap[ImGuiKey_X] = AKEYCODE_X; |
| 151 | + io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y; |
| 152 | + io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z; |
| 153 | + |
| 154 | + return true; |
| 155 | +} |
| 156 | + |
| 157 | +void ImGui_ImplAndroid_Shutdown() |
| 158 | +{ |
| 159 | +} |
| 160 | + |
| 161 | +void ImGui_ImplAndroid_NewFrame() |
| 162 | +{ |
| 163 | + ImGuiIO& io = ImGui::GetIO(); |
| 164 | + 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()."); |
| 165 | + |
| 166 | + // Process queued key events |
| 167 | + // 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. |
| 168 | + for (auto& key_queue : g_KeyEventQueues) |
| 169 | + { |
| 170 | + if (key_queue.second.empty()) |
| 171 | + continue; |
| 172 | + io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN); |
| 173 | + key_queue.second.pop(); |
| 174 | + } |
| 175 | + |
| 176 | + // Setup display size (every frame to accommodate for window resizing) |
| 177 | + int32_t window_width = ANativeWindow_getWidth(g_Window); |
| 178 | + int32_t window_height = ANativeWindow_getHeight(g_Window); |
| 179 | + int display_width = window_width; |
| 180 | + int display_height = window_height; |
| 181 | + |
| 182 | + io.DisplaySize = ImVec2((float)window_width, (float)window_height); |
| 183 | + if (window_width > 0 && window_height > 0) |
| 184 | + io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); |
| 185 | + |
| 186 | + // Setup time step |
| 187 | + struct timespec current_timespec; |
| 188 | + clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); |
| 189 | + double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); |
| 190 | + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); |
| 191 | + g_Time = current_time; |
| 192 | +} |
0 commit comments