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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:
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// [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]
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
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// Missing features:
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// [ ] 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.
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// Important:
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// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
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// - 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)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// 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
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# pragma once
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# include "imgui.h" // IMGUI_IMPL_API
# ifndef IMGUI_DISABLE
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struct ANativeWindow ;
struct AInputEvent ;
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init ( ANativeWindow * window ) ;
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IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent ( AInputEvent * input_event ) ;
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IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame ( ) ;
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# endif // #ifndef IMGUI_DISABLE