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