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Each backend becomes its own module that imports 'imgui' and includes its header and source in the purview. Do the same preparation as for the core: - Skip system, platform and graphics API includes under IMGUI_CXX_MODULE, because the module includes them in its global module fragment. - Skip the forward declarations of platform types (GLFWwindow, SDL_Window, ID3D11Device...). Declared in the purview, they would be new types attached to the backend module instead of the real ones. For the same reason, sdl2 drops the elaborated 'struct _SDL_GameController'. - Wrap each header's API in IMGUI_EXPORT_BEGIN/END. - win32: export ImGui_ImplWin32_WndProcHandler() under IMGUI_CXX_MODULE. The header keeps it commented out to avoid pulling in <windows.h>, but a module user can't forward-declare it themselves. - glfw: skip the local GetIO(ImGuiContext*) declaration, because 'imgui' exports it.
42 lines
2.2 KiB
C
42 lines
2.2 KiB
C
// dear imgui: Platform Binding for Android native app
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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// 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 are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
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// Missing features or Issues:
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// [ ] Platform: Clipboard support.
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// [ ] Platform: Gamepad support.
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// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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)
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// - 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.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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#ifndef IMGUI_CXX_MODULE
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struct ANativeWindow;
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struct AInputEvent;
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#endif
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IMGUI_EXPORT_BEGIN
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
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IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
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IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
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IMGUI_EXPORT_END
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#endif // #ifndef IMGUI_DISABLE
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