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 use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 15 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. 16 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 17 // Read online: https://github.com/ocornut/imgui/tree/master/docs 18 19 #pragma once 20 21 struct ANativeWindow; 22 struct AInputEvent; 23 24 IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); 25 IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event); 26 IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); 27 IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); 28