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