// 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 int32_t  ImGui_ImplAndroid_HandleInputEvent(int x, int y, int type = 0);
IMGUI_IMPL_API void     ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void     ImGui_ImplAndroid_NewFrame();
IMGUI_IMPL_API void     ImGui_ImplAndroid_NewFrame(int width, int height);
