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187 lines
8.6 KiB
187 lines
8.6 KiB
// dear imgui: Platform Binding for Android native app |
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// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) |
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// Implemented features: |
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// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE). |
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// Missing features: |
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// [ ] Platform: Clipboard support. |
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
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// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. |
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// Important: |
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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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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// CHANGELOG |
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// (minor and older changes stripped away, please see git history for details) |
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// 2021-03-04: Initial version. |
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#include "imgui.h" |
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#include "imgui_impl_android.h" |
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#include <time.h> |
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#include <map> |
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#include <queue> |
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#include <android/native_window.h> |
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#include <android/input.h> |
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#include <android/keycodes.h> |
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#include <android/log.h> |
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// Android data |
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static double g_Time = 0.0; |
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static ANativeWindow* g_Window; |
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static char g_LogTag[] = "ImGuiExample"; |
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static std::map<int32_t, std::queue<int32_t>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue. |
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int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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int32_t event_type = AInputEvent_getType(input_event); |
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switch (event_type) |
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{ |
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case AINPUT_EVENT_TYPE_KEY: |
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{ |
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int32_t event_key_code = AKeyEvent_getKeyCode(input_event); |
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int32_t event_action = AKeyEvent_getAction(input_event); |
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int32_t event_meta_state = AKeyEvent_getMetaState(input_event); |
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io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0); |
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io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0); |
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io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0); |
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switch (event_action) |
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{ |
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// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer |
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// goes up from a key. We use a simple key event queue/ and process one event per key per frame in |
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// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 |
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case AKEY_EVENT_ACTION_DOWN: |
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case AKEY_EVENT_ACTION_UP: |
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g_KeyEventQueues[event_key_code].push(event_action); |
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break; |
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default: |
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break; |
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} |
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break; |
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} |
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case AINPUT_EVENT_TYPE_MOTION: |
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{ |
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int32_t event_action = AMotionEvent_getAction(input_event); |
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int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; |
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event_action &= AMOTION_EVENT_ACTION_MASK; |
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switch (event_action) |
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{ |
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case AMOTION_EVENT_ACTION_DOWN: |
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case AMOTION_EVENT_ACTION_UP: |
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// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, |
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// but we have to process them separately to identify the actual button pressed. This is done below via |
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// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). |
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if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) |
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|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) |
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{ |
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io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false; |
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io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); |
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} |
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break; |
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case AMOTION_EVENT_ACTION_BUTTON_PRESS: |
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case AMOTION_EVENT_ACTION_BUTTON_RELEASE: |
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{ |
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int32_t button_state = AMotionEvent_getButtonState(input_event); |
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io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false; |
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io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false; |
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io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false; |
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} |
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break; |
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case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) |
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case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN |
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io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); |
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break; |
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case AMOTION_EVENT_ACTION_SCROLL: |
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io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index); |
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io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index); |
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break; |
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default: |
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break; |
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} |
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} |
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return 1; |
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default: |
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break; |
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} |
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return 0; |
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} |
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bool ImGui_ImplAndroid_Init(ANativeWindow* window) |
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{ |
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g_Window = window; |
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g_Time = 0.0; |
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// Setup backend capabilities flags |
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ImGuiIO& io = ImGui::GetIO(); |
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io.BackendPlatformName = "imgui_impl_android"; |
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. |
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io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB; |
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io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key |
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io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key |
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io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key |
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io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key |
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io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP; |
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io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN; |
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io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME; |
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io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END; |
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io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT; |
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io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL; |
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io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL; |
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io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE; |
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io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER; |
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io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE; |
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io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER; |
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io.KeyMap[ImGuiKey_A] = AKEYCODE_A; |
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io.KeyMap[ImGuiKey_C] = AKEYCODE_C; |
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io.KeyMap[ImGuiKey_V] = AKEYCODE_V; |
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io.KeyMap[ImGuiKey_X] = AKEYCODE_X; |
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io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y; |
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io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z; |
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return true; |
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} |
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void ImGui_ImplAndroid_Shutdown() |
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{ |
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} |
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void ImGui_ImplAndroid_NewFrame() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); |
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// Process queued key events |
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// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue. |
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for (auto& key_queue : g_KeyEventQueues) |
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{ |
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if (key_queue.second.empty()) |
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continue; |
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io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN); |
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key_queue.second.pop(); |
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} |
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// Setup display size (every frame to accommodate for window resizing) |
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int32_t window_width = ANativeWindow_getWidth(g_Window); |
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int32_t window_height = ANativeWindow_getHeight(g_Window); |
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int display_width = window_width; |
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int display_height = window_height; |
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io.DisplaySize = ImVec2((float)window_width, (float)window_height); |
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if (window_width > 0 && window_height > 0) |
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io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); |
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// Setup time step |
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struct timespec current_timespec; |
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clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); |
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double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); |
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); |
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g_Time = current_time; |
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}
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