2021-03-04 10:35:44 +01:00
// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
2021-03-04 11:03:40 +01:00
// Missing features:
2021-03-04 10:35:44 +01:00
// [ ] 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.
2021-03-04 11:03:40 +01:00
// Important:
// - 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)
2021-03-04 10:35:44 +01:00
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
# pragma once
struct ANativeWindow ;
struct AInputEvent ;
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init ( ANativeWindow * window ) ;
2021-03-04 11:03:40 +01:00
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent ( AInputEvent * input_event ) ;
2021-03-04 10:35:44 +01:00
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown ( ) ;
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame ( ) ;