From 662535f3576c69c4bfd8ddaf6adc517f27ecfc25 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 3 Mar 2021 18:34:07 +0100 Subject: [PATCH 01/10] Backends: DX9: Fix handling of colored textures (#3844, #3868) --- backends/imgui_impl_dx9.cpp | 15 ++++++++++++--- 1 file changed, 12 insertions(+), 3 deletions(-) diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index 3fe0fe3e..b8044d9a 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -250,11 +250,15 @@ static bool ImGui_ImplDX9_CreateFontsTexture() int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); - // Convert RGBA32 to BGRA32 as the earlier is not well supported by DX9 devices + // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) #ifndef IMGUI_USE_BGRA_PACKED_COLOR if (io.Fonts->TexPixelsUseColors) - for (ImU32* p = (ImU32*)pixels, *p_end = p + width * height; p < p_end; p++) - *p = IMGUI_COL_TO_DX9_ARGB(*p); + { + ImU32* dst_start = (ImU32*)ImGui::MemAlloc(width * height * bytes_per_pixel); + for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + width * height; dst < dst_end; src++, dst++) + *dst = IMGUI_COL_TO_DX9_ARGB(*src); + pixels = (unsigned char*)dst_start; + } #endif // Upload texture to graphics system @@ -271,6 +275,11 @@ static bool ImGui_ImplDX9_CreateFontsTexture() // Store our identifier io.Fonts->SetTexID((ImTextureID)g_FontTexture); +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + if (io.Fonts->TexPixelsUseColors) + ImGui::MemFree(pixels); +#endif + return true; } From 1ddaff83d8f0b58bf4af9eaa8c6d095bacae194e Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 3 Mar 2021 18:45:52 +0100 Subject: [PATCH 02/10] Demo: Tweak inputs display. --- imgui_demo.cpp | 30 +++++++++++++++++------------- 1 file changed, 17 insertions(+), 13 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0d395572..9d70a540 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -5403,29 +5403,34 @@ static void ShowDemoWindowMisc() ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); - // Display Keyboard/Mouse state - if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) + // Display Mouse state + if (ImGui::TreeNode("Mouse State")) { if (ImGui::IsMousePosValid()) ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); else ImGui::Text("Mouse pos: "); ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); - ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } - ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } - ImGui::Text("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } - ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)){ ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + ImGui::TreePop(); + } - ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } - ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } - ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + // Display Keyboard/Mouse state + if (ImGui::TreeNode("Keyboard & Navigation State")) + { + ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyDown(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } + ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); - ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. - ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } + ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); } ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } - ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); } ImGui::Button("Hovering me sets the\nkeyboard capture flag"); if (ImGui::IsItemHovered()) @@ -5434,7 +5439,6 @@ static void ShowDemoWindowMisc() ImGui::Button("Holding me clears the\nthe keyboard capture flag"); if (ImGui::IsItemActive()) ImGui::CaptureKeyboardFromApp(false); - ImGui::TreePop(); } From d8c88bd94392eddc4d39d861abe0df648db0bfe6 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 4 Mar 2021 09:52:00 +0100 Subject: [PATCH 03/10] Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872) ImSpanAllocator: Support for alignment. --- docs/CHANGELOG.txt | 1 + imgui_internal.h | 19 +++++++++++-------- imgui_tables.cpp | 6 +++--- 3 files changed, 15 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 0594222f..27c68342 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -51,6 +51,7 @@ Other Changes: - Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825) - Window, Nav: Fixed crash when calling SetWindowFocus(NULL) as the time a new window appears. (#3865) [@nem0] +- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872) - Added GetAllocatorFunctions() to facilitate sharing allocators accross DLL boundaries. (#3836) - ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369) This can currently only ever be set by the Freetype renderer. diff --git a/imgui_internal.h b/imgui_internal.h index 1292a7cd..9157a9d8 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -214,6 +214,7 @@ namespace ImStb #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds @@ -545,20 +546,22 @@ struct ImSpan // Helper: ImSpanAllocator<> // Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. template struct ImSpanAllocator { char* BasePtr; - int TotalSize; - int CurrSpan; + int CurrOff; + int CurrIdx; int Offsets[CHUNKS]; + int Sizes[CHUNKS]; ImSpanAllocator() { memset(this, 0, sizeof(*this)); } - inline void ReserveBytes(int n, size_t sz) { IM_ASSERT(n == CurrSpan && n < CHUNKS); IM_UNUSED(n); Offsets[CurrSpan++] = TotalSize; TotalSize += (int)sz; } - inline int GetArenaSizeInBytes() { return TotalSize; } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } - inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (void*)(BasePtr + Offsets[n]); } - inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (n + 1 < CHUNKS) ? BasePtr + Offsets[n + 1] : (void*)(BasePtr + TotalSize); } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } template inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } }; @@ -592,7 +595,7 @@ struct IMGUI_API ImPool // Helper: ImChunkStream<> // Build and iterate a contiguous stream of variable-sized structures. // This is used by Settings to store persistent data while reducing allocation count. -// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for) +// We store the chunk size first, and align the final size on 4 bytes boundaries. // The tedious/zealous amount of casting is to avoid -Wcast-align warnings. template struct IMGUI_API ImChunkStream @@ -602,7 +605,7 @@ struct IMGUI_API ImChunkStream void clear() { Buf.clear(); } bool empty() const { return Buf.Size == 0; } int size() const { return Buf.Size; } - T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } int chunk_size(const T* p) { return ((const int*)p)[-1]; } diff --git a/imgui_tables.cpp b/imgui_tables.cpp index a34ab42f..8c7f0682 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -538,9 +538,9 @@ void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) { // Allocate single buffer for our arrays ImSpanAllocator<3> span_allocator; - span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn)); - span_allocator.ReserveBytes(1, columns_count * sizeof(ImGuiTableColumnIdx)); - span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData)); + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); span_allocator.SetArenaBasePtr(table->RawData); From fb85c0341ba6d50666decf2e0fe34c37a4ea4a49 Mon Sep 17 00:00:00 2001 From: duddel Date: Thu, 4 Mar 2021 10:35:44 +0100 Subject: [PATCH 04/10] Add Android backend and example (#3446) --- .github/workflows/build.yml | 12 +- backends/imgui_impl_android.cpp | 192 +++++++++ backends/imgui_impl_android.h | 22 ++ docs/BACKENDS.md | 1 + docs/EXAMPLES.md | 4 + docs/README.md | 2 +- .../example_android_opengl3/CMakeLists.txt | 40 ++ .../android/.gitignore | 12 + .../android/app/build.gradle | 34 ++ .../android/app/src/main/AndroidManifest.xml | 24 ++ .../android/app/src/main/java/MainActivity.kt | 40 ++ .../android/build.gradle | 24 ++ .../android/settings.gradle | 1 + examples/example_android_opengl3/main.cpp | 364 ++++++++++++++++++ 14 files changed, 770 insertions(+), 2 deletions(-) create mode 100644 backends/imgui_impl_android.cpp create mode 100644 backends/imgui_impl_android.h create mode 100644 examples/example_android_opengl3/CMakeLists.txt create mode 100644 examples/example_android_opengl3/android/.gitignore create mode 100644 examples/example_android_opengl3/android/app/build.gradle create mode 100644 examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml create mode 100644 examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt create mode 100644 examples/example_android_opengl3/android/build.gradle create mode 100644 examples/example_android_opengl3/android/settings.gradle create mode 100644 examples/example_android_opengl3/main.cpp diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 8cd056cf..100a630e 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -458,10 +458,20 @@ jobs: popd make -C examples/example_emscripten_wgpu + Android: + runs-on: ubuntu-18.04 + steps: + - uses: actions/checkout@v2 + + - name: Build example_android_opengl3 + run: | + cd examples/example_android_opengl3/android + gradle assembleDebug + Discord-CI: runs-on: ubuntu-18.04 if: always() - needs: [Windows, Linux, MacOS, iOS, Emscripten] + needs: [Windows, Linux, MacOS, iOS, Emscripten, Android] steps: - uses: dearimgui/github_discord_notifier@latest with: diff --git a/backends/imgui_impl_android.cpp b/backends/imgui_impl_android.cpp new file mode 100644 index 00000000..428f99e9 --- /dev/null +++ b/backends/imgui_impl_android.cpp @@ -0,0 +1,192 @@ +// 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). +// [ ] 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. + +// 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 + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2021-03-02: Support for physical pointer device input (such as physical mouse) +// 2020-09-13: Support for Unicode characters +// 2020-08-31: On-screen and physical keyboard input (ASCII characters only) +// 2020-03-02: basic draft, touch input + +#include "imgui.h" +#include "imgui_impl_android.h" +#include +#include +#include + +// Android +#include +#include +#include +#include + +static double g_Time = 0.0; +static ANativeWindow* g_Window; +static char g_LogTag[] = "ImguiExample"; +static std::map> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue. + +int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent) +{ + ImGuiIO& io = ImGui::GetIO(); + int32_t event_type = AInputEvent_getType(inputEvent); + switch (event_type) + { + case AINPUT_EVENT_TYPE_KEY: + { + int32_t event_key_code = AKeyEvent_getKeyCode(inputEvent); + int32_t event_action = AKeyEvent_getAction(inputEvent); + int32_t event_meta_state = AKeyEvent_getMetaState(inputEvent); + + io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0); + io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0); + io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0); + + switch (event_action) + { + // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once + // as soon as a touch pointer goes up from a key. We use a simple key event queue + // and process one event per key per ImGui frame in ImGui_ImplAndroid_NewFrame(). + // ...or consider ImGui IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 + case AKEY_EVENT_ACTION_DOWN: + case AKEY_EVENT_ACTION_UP: + g_KeyEventQueues[event_key_code].push(event_action); + break; + default: + break; + } + break; + } + case AINPUT_EVENT_TYPE_MOTION: + { + int32_t event_action = AMotionEvent_getAction(inputEvent); + int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + event_action &= AMOTION_EVENT_ACTION_MASK; + switch (event_action) + { + case AMOTION_EVENT_ACTION_DOWN: + case AMOTION_EVENT_ACTION_UP: + // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, + // but we have to process them separately to identify the actual button pressed. This is done below via + // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). + if((AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) + || (AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) + { + io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false; + io.MousePos = ImVec2( + AMotionEvent_getX(inputEvent, event_pointer_index), + AMotionEvent_getY(inputEvent, event_pointer_index)); + } + break; + case AMOTION_EVENT_ACTION_BUTTON_PRESS: + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: + { + int32_t button_state = AMotionEvent_getButtonState(inputEvent); + io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false; + io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false; + io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false; + } + break; + case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN + io.MousePos = ImVec2( + AMotionEvent_getX(inputEvent, event_pointer_index), + AMotionEvent_getY(inputEvent, event_pointer_index)); + break; + case AMOTION_EVENT_ACTION_SCROLL: + io.MouseWheel = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index); + io.MouseWheelH = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index); + break; + default: + break; + } + } + return 1; + default: + break; + } + + return 0; +} + +bool ImGui_ImplAndroid_Init(ANativeWindow* window) +{ + g_Window = window; + g_Time = 0.0; + + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = "imgui_impl_android"; + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. + io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key + io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key + io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key + io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key + io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME; + io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END; + io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT; + io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL; + io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL; + io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE; + io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER; + io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER; + io.KeyMap[ImGuiKey_A] = AKEYCODE_A; + io.KeyMap[ImGuiKey_C] = AKEYCODE_C; + io.KeyMap[ImGuiKey_V] = AKEYCODE_V; + io.KeyMap[ImGuiKey_X] = AKEYCODE_X; + io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y; + io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z; + + return true; +} + +void ImGui_ImplAndroid_Shutdown() +{ +} + +void ImGui_ImplAndroid_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + + // Process queued key events + // FIXME: This is a workaround for multiple key event actions occuring at once (see above) and can be removed once we use upcoming input queue. + for (auto& key_queue : g_KeyEventQueues) + { + if (key_queue.second.empty()) + continue; + io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN); + key_queue.second.pop(); + } + + // Setup display size (every frame to accommodate for window resizing) + int32_t window_width = ANativeWindow_getWidth(g_Window); + int32_t window_height = ANativeWindow_getHeight(g_Window); + int display_width = window_width; + int display_height = window_height; + + io.DisplaySize = ImVec2((float)window_width, (float)window_height); + if (window_width > 0 && window_height > 0) + io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); + + // Setup time step + struct timespec current_timespec; + clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); + double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; +} diff --git a/backends/imgui_impl_android.h b/backends/imgui_impl_android.h new file mode 100644 index 00000000..6ba3263f --- /dev/null +++ b/backends/imgui_impl_android.h @@ -0,0 +1,22 @@ +// 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). +// [ ] 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. + +// 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 int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent); +IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); +IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md index ad9a0235..a45fdaa4 100644 --- a/docs/BACKENDS.md +++ b/docs/BACKENDS.md @@ -57,6 +57,7 @@ In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder List of Platforms Backends: + imgui_impl_android.cpp ; Android native app API imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends) imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md index 35d4bec3..34261edb 100644 --- a/docs/EXAMPLES.md +++ b/docs/EXAMPLES.md @@ -79,6 +79,10 @@ Changelog, so if you want to update them later it will be easier to catch up wit Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp +[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/)
+Android + OpenGL3 (ES) example.
+= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp + [example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/)
OSX & iOS + Metal example.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
diff --git a/docs/README.md b/docs/README.md index 90249d80..e47a235a 100644 --- a/docs/README.md +++ b/docs/README.md @@ -117,7 +117,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/ Officially maintained backends/bindings (in repository): - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, Vulkan, WebGPU. -- Platforms: GLFW, SDL2, Win32, Glut, OSX. +- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android. - Frameworks: Emscripten, Allegro5, Marmalade. [Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page: diff --git a/examples/example_android_opengl3/CMakeLists.txt b/examples/example_android_opengl3/CMakeLists.txt new file mode 100644 index 00000000..0010b4bd --- /dev/null +++ b/examples/example_android_opengl3/CMakeLists.txt @@ -0,0 +1,40 @@ +cmake_minimum_required(VERSION 3.6) + +project(ImguiExample) + +set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD_REQUIRED ON) +set(CMAKE_CXX_EXTENSIONS OFF) + +add_library(${CMAKE_PROJECT_NAME} SHARED + ${CMAKE_CURRENT_SOURCE_DIR}/main.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp + ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c +) + +set(CMAKE_SHARED_LINKER_FLAGS + "${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate" +) + +target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE + IMGUI_IMPL_OPENGL_ES3 +) + +target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE + ${CMAKE_CURRENT_SOURCE_DIR}/../.. + ${CMAKE_CURRENT_SOURCE_DIR}/../../backends + ${ANDROID_NDK}/sources/android/native_app_glue +) + +target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE + android + EGL + GLESv3 + log +) diff --git a/examples/example_android_opengl3/android/.gitignore b/examples/example_android_opengl3/android/.gitignore new file mode 100644 index 00000000..3c7a6191 --- /dev/null +++ b/examples/example_android_opengl3/android/.gitignore @@ -0,0 +1,12 @@ +.cxx +.externalNativeBuild +build/ +*.iml + +.idea +.gradle +local.properties + +# Android Studio puts a Gradle wrapper here, that we don't want: +gradle/ +gradlew* diff --git a/examples/example_android_opengl3/android/app/build.gradle b/examples/example_android_opengl3/android/app/build.gradle new file mode 100644 index 00000000..aa7f0ead --- /dev/null +++ b/examples/example_android_opengl3/android/app/build.gradle @@ -0,0 +1,34 @@ +apply plugin: 'com.android.application' +apply plugin: 'kotlin-android' + +android { + compileSdkVersion 29 + buildToolsVersion "30.0.3" + ndkVersion "21.4.7075529" + defaultConfig { + applicationId "imgui.example.android" + minSdkVersion 23 + targetSdkVersion 29 + versionCode 1 + versionName "1.0" + } + + buildTypes { + release { + minifyEnabled false + proguardFiles getDefaultProguardFile('proguard-android-optimize.txt') + } + } + + externalNativeBuild { + cmake { + path "../../CMakeLists.txt" + } + } +} +repositories { + mavenCentral() +} +dependencies { + implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version" +} diff --git a/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml b/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml new file mode 100644 index 00000000..ea838e6d --- /dev/null +++ b/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml @@ -0,0 +1,24 @@ + + + + + + + + + + + + + + + diff --git a/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt b/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt new file mode 100644 index 00000000..896a88c8 --- /dev/null +++ b/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt @@ -0,0 +1,40 @@ +package imgui.example.android + +import android.app.NativeActivity +import android.os.Bundle +import android.content.Context +import android.view.inputmethod.InputMethodManager +import android.view.KeyEvent +import java.util.concurrent.LinkedBlockingQueue + +class MainActivity : NativeActivity() { + public override fun onCreate(savedInstanceState: Bundle?) { + super.onCreate(savedInstanceState) + } + + fun showSoftInput() { + val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager + inputMethodManager.showSoftInput(this.window.decorView, 0) + } + + fun hideSoftInput() { + val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager + inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0) + } + + // Queue for the Unicode characters to be polled from native code (via pollUnicodeChar()) + private var unicodeCharacterQueue: LinkedBlockingQueue = LinkedBlockingQueue() + + // We assume dispatchKeyEvent() of the NativeActivity is actually called for every + // KeyEvent and not consumed by any View before it reaches here + override fun dispatchKeyEvent(event: KeyEvent): Boolean { + if (event.action == KeyEvent.ACTION_DOWN) { + unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState)) + } + return super.dispatchKeyEvent(event) + } + + fun pollUnicodeChar(): Int { + return unicodeCharacterQueue.poll() ?: 0 + } +} diff --git a/examples/example_android_opengl3/android/build.gradle b/examples/example_android_opengl3/android/build.gradle new file mode 100644 index 00000000..44603ea3 --- /dev/null +++ b/examples/example_android_opengl3/android/build.gradle @@ -0,0 +1,24 @@ +buildscript { + ext.kotlin_version = '1.4.30' + repositories { + google() + jcenter() + + } + dependencies { + classpath 'com.android.tools.build:gradle:4.0.1' + classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version" + + } +} + +allprojects { + repositories { + google() + jcenter() + } +} + +task clean(type: Delete) { + delete rootProject.buildDir +} diff --git a/examples/example_android_opengl3/android/settings.gradle b/examples/example_android_opengl3/android/settings.gradle new file mode 100644 index 00000000..e7b4def4 --- /dev/null +++ b/examples/example_android_opengl3/android/settings.gradle @@ -0,0 +1 @@ +include ':app' diff --git a/examples/example_android_opengl3/main.cpp b/examples/example_android_opengl3/main.cpp new file mode 100644 index 00000000..9d38531b --- /dev/null +++ b/examples/example_android_opengl3/main.cpp @@ -0,0 +1,364 @@ +// dear imgui: standalone example application for Android + OpenGL ES 3 +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. + +#include "imgui.h" +#include "imgui_impl_android.h" +#include "imgui_impl_opengl3.h" +#include +#include +#include +#include +#include + +static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY; +static EGLSurface g_EglSurface = EGL_NO_SURFACE; +static EGLContext g_EglContext = EGL_NO_CONTEXT; +static struct android_app* g_App = NULL; +static bool g_Initialized = false; +static char g_LogTag[] = "ImguiExample"; + +// Unfortunately, there is no way to show the on-screen input from native code. +// Therefore, we call showSoftInput() of the main activity implemented in MainActivity.kt via JNI. +static int showSoftInput() +{ + JavaVM* java_vm = g_App->activity->vm; + JNIEnv* java_env = NULL; + + jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); + if (jni_return == JNI_ERR) + return -1; + + jni_return = java_vm->AttachCurrentThread(&java_env, NULL); + if (jni_return != JNI_OK) + return -2; + + jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); + if (native_activity_clazz == NULL) + return -3; + + jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V"); + if (method_id == NULL) + return -4; + + java_env->CallVoidMethod(g_App->activity->clazz, method_id); + + jni_return = java_vm->DetachCurrentThread(); + if (jni_return != JNI_OK) + return -5; + + return 0; +} + +// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function. +// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll +// the resulting Unicode characters here via JNI and send them to Dear ImGui. +static int pollUnicodeChars() +{ + JavaVM* java_vm = g_App->activity->vm; + JNIEnv* java_env = NULL; + + jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); + if (jni_return == JNI_ERR) + return -1; + + jni_return = java_vm->AttachCurrentThread(&java_env, NULL); + if (jni_return != JNI_OK) + return -2; + + jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); + if (native_activity_clazz == NULL) + return -3; + + jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I"); + if (method_id == NULL) + return -4; + + // Send the actual characters to Dear ImGui + ImGuiIO& io = ImGui::GetIO(); + jint unicode_character; + while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0) + { + io.AddInputCharacter(unicode_character); + } + + jni_return = java_vm->DetachCurrentThread(); + if (jni_return != JNI_OK) + return -5; + + return 0; +} + +static int GetAssetData(const char* filename, void** outData) +{ + int num_bytes = 0; + AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER); + if(asset_descriptor) + { + num_bytes = AAsset_getLength(asset_descriptor); + *outData = IM_ALLOC(num_bytes); + int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes); + AAsset_close(asset_descriptor); + IM_ASSERT(num_bytes_read == num_bytes); + } + return num_bytes; +} + +void init(struct android_app* app) +{ + if (g_Initialized) + return; + + g_App = app; + ANativeWindow_acquire(g_App->window); + + // Initialize EGL + // This is mostly boilerplate code for EGL... + g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); + + if (g_EglDisplay == EGL_NO_DISPLAY) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY"); + + if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize(..) returned with an error"); + + const EGLint egl_attributes[] = { + EGL_BLUE_SIZE, 8, + EGL_GREEN_SIZE, 8, + EGL_RED_SIZE, 8, + EGL_DEPTH_SIZE, 24, + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, + EGL_NONE}; + + EGLint num_configs = 0; + if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig(..) returned with an error"); + + if (num_configs == 0) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig(..) returned 0 matching configs"); + + // Get the (first) matching config + EGLConfig egl_config; + eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs); + EGLint egl_format; + eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format); + ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format); + + const EGLint egl_context_attributes[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE}; + g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes); + + if (g_EglContext == EGL_NO_CONTEXT) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext(..) returned EGL_NO_CONTEXT"); + + g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL); + eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext); + + // Dear Imgui + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = NULL; + ImGui::StyleColorsDark(); + ImGui_ImplAndroid_Init(g_App->window); + ImGui_ImplOpenGL3_Init("#version 300 es"); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - add_font_from_assets_ttf() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - The TTF files have to be placed into the assets/ directory (android/app/src/main/assets). + + // We load the default font with increased size to improve readability on many devices with "high" DPI. + // FIXME: Put some effort into DPI awareness + ImFontConfig font_cfg; + font_cfg.SizePixels = 22.0f; + io.Fonts->AddFontDefault(&font_cfg); + //void* font_data; + //int font_data_size; + //ImFont* font; + //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //IM_ASSERT(font != NULL); + //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //IM_ASSERT(font != NULL); + //font_data_size = GetAssetData("DroidSans.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //IM_ASSERT(font != NULL); + //font_data_size = GetAssetData("ProggyTiny.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //IM_ASSERT(font != NULL); + //font_data_size = GetAssetData("ArialUni.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //IM_ASSERT(font != NULL); + + // Arbitrary scale-up + // FIXME: Put some effort into DPI awareness + ImGui::GetStyle().ScaleAllSizes(3.0f); + + g_Initialized = true; +} + +void tick() +{ + // Our state (Dear Imgui) + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + if (g_EglDisplay != EGL_NO_DISPLAY) + { + ImGuiIO& io = ImGui::GetIO(); + + // Poll Unicode characters via JNI + // FIXME: do not call this every frame because of JNI overhead + pollUnicodeChars(); + + // Open on-screen (soft) input if demanded by Dear ImGui + static bool WantTextInputLast = false; + if (io.WantTextInput && !WantTextInputLast) + showSoftInput(); + WantTextInputLast = io.WantTextInput; + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplAndroid_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + eglSwapBuffers(g_EglDisplay, g_EglSurface); + } +} + +void shutdown() +{ + if (!g_Initialized) + return; + + // Cleanup (Dear Imgui) + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplAndroid_Shutdown(); + ImGui::DestroyContext(); + + if (g_EglDisplay != EGL_NO_DISPLAY) + { + eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + + if (g_EglContext != EGL_NO_CONTEXT) + eglDestroyContext(g_EglDisplay, g_EglContext); + + if (g_EglSurface != EGL_NO_SURFACE) + eglDestroySurface(g_EglDisplay, g_EglSurface); + + eglTerminate(g_EglDisplay); + } + + g_EglDisplay = EGL_NO_DISPLAY; + g_EglContext = EGL_NO_CONTEXT; + g_EglSurface = EGL_NO_SURFACE; + ANativeWindow_release(g_App->window); + + g_Initialized = false; +} + +static void handleAppCmd(struct android_app* app, int32_t appCmd) +{ + switch (appCmd) + { + case APP_CMD_SAVE_STATE: + break; + case APP_CMD_INIT_WINDOW: + init(app); + break; + case APP_CMD_TERM_WINDOW: + shutdown(); + break; + case APP_CMD_GAINED_FOCUS: + break; + case APP_CMD_LOST_FOCUS: + break; + } +} + +static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent) +{ + return ImGui_ImplAndroid_HandleInputEvent(inputEvent); +} + +void android_main(struct android_app* app) +{ + app->onAppCmd = handleAppCmd; + app->onInputEvent = handleInputEvent; + + while (true) + { + int out_events; + struct android_poll_source* out_data; + + // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true. + while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0) + { + // Process one event + if (out_data != NULL) + out_data->process(app, out_data); + + // Exit the app by returning from within the infinite loop + if (app->destroyRequested != 0) + { + // shutdown() should have been called already while processing the + // app command APP_CMD_TERM_WINDOW. But we play save here + if (!g_Initialized) + shutdown(); + + return; + } + } + + // Initiate a new frame + tick(); + } +} From 8dd692c29cdec030f61f9927b104d400fa536c4e Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 4 Mar 2021 11:03:40 +0100 Subject: [PATCH 05/10] Android: Amend backend and examples with minor consistency tweaks. (#3446) --- backends/imgui_impl_android.cpp | 61 ++- backends/imgui_impl_android.h | 6 +- backends/imgui_impl_glfw.cpp | 2 +- backends/imgui_impl_marmalade.cpp | 3 +- backends/imgui_impl_sdl.cpp | 2 +- backends/imgui_impl_wgpu.cpp | 2 +- backends/imgui_impl_win32.cpp | 2 +- docs/CHANGELOG.txt | 2 + .../example_android_opengl3/CMakeLists.txt | 2 +- .../android/app/src/main/AndroidManifest.xml | 4 +- examples/example_android_opengl3/main.cpp | 377 +++++++++--------- imgui.h | 2 +- 12 files changed, 236 insertions(+), 229 deletions(-) diff --git a/backends/imgui_impl_android.cpp b/backends/imgui_impl_android.cpp index 428f99e9..672a27e1 100644 --- a/backends/imgui_impl_android.cpp +++ b/backends/imgui_impl_android.cpp @@ -3,9 +3,13 @@ // Implemented features: // [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE). +// 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: +// - 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 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. @@ -13,39 +17,35 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2021-03-02: Support for physical pointer device input (such as physical mouse) -// 2020-09-13: Support for Unicode characters -// 2020-08-31: On-screen and physical keyboard input (ASCII characters only) -// 2020-03-02: basic draft, touch input +// 2021-03-04: Initial version. #include "imgui.h" #include "imgui_impl_android.h" #include #include #include - -// Android #include #include #include #include +// Android data static double g_Time = 0.0; static ANativeWindow* g_Window; -static char g_LogTag[] = "ImguiExample"; +static char g_LogTag[] = "ImGuiExample"; static std::map> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue. -int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent) +int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event) { ImGuiIO& io = ImGui::GetIO(); - int32_t event_type = AInputEvent_getType(inputEvent); + int32_t event_type = AInputEvent_getType(input_event); switch (event_type) { case AINPUT_EVENT_TYPE_KEY: { - int32_t event_key_code = AKeyEvent_getKeyCode(inputEvent); - int32_t event_action = AKeyEvent_getAction(inputEvent); - int32_t event_meta_state = AKeyEvent_getMetaState(inputEvent); + int32_t event_key_code = AKeyEvent_getKeyCode(input_event); + int32_t event_action = AKeyEvent_getAction(input_event); + int32_t event_meta_state = AKeyEvent_getMetaState(input_event); io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0); io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0); @@ -53,10 +53,9 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent) switch (event_action) { - // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once - // as soon as a touch pointer goes up from a key. We use a simple key event queue - // and process one event per key per ImGui frame in ImGui_ImplAndroid_NewFrame(). - // ...or consider ImGui IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 + // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer + // goes up from a key. We use a simple key event queue/ and process one event per key per frame in + // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 case AKEY_EVENT_ACTION_DOWN: case AKEY_EVENT_ACTION_UP: g_KeyEventQueues[event_key_code].push(event_action); @@ -68,7 +67,7 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent) } case AINPUT_EVENT_TYPE_MOTION: { - int32_t event_action = AMotionEvent_getAction(inputEvent); + int32_t event_action = AMotionEvent_getAction(input_event); int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; event_action &= AMOTION_EVENT_ACTION_MASK; switch (event_action) @@ -78,33 +77,29 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent) // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, // but we have to process them separately to identify the actual button pressed. This is done below via // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). - if((AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) - || (AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) + if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) + || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) { io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false; - io.MousePos = ImVec2( - AMotionEvent_getX(inputEvent, event_pointer_index), - AMotionEvent_getY(inputEvent, event_pointer_index)); + io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); } break; case AMOTION_EVENT_ACTION_BUTTON_PRESS: case AMOTION_EVENT_ACTION_BUTTON_RELEASE: { - int32_t button_state = AMotionEvent_getButtonState(inputEvent); + int32_t button_state = AMotionEvent_getButtonState(input_event); io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false; io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false; io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false; } break; case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) - case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN - io.MousePos = ImVec2( - AMotionEvent_getX(inputEvent, event_pointer_index), - AMotionEvent_getY(inputEvent, event_pointer_index)); + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN + io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); break; case AMOTION_EVENT_ACTION_SCROLL: - io.MouseWheel = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index); - io.MouseWheelH = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index); + io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index); + io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index); break; default: break; @@ -123,11 +118,11 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window) g_Window = window; g_Time = 0.0; - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendPlatformName = "imgui_impl_android"; - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB; io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key @@ -161,10 +156,10 @@ void ImGui_ImplAndroid_Shutdown() void ImGui_ImplAndroid_NewFrame() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + 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()."); // Process queued key events - // FIXME: This is a workaround for multiple key event actions occuring at once (see above) and can be removed once we use upcoming input queue. + // 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. for (auto& key_queue : g_KeyEventQueues) { if (key_queue.second.empty()) diff --git a/backends/imgui_impl_android.h b/backends/imgui_impl_android.h index 6ba3263f..e2f17573 100644 --- a/backends/imgui_impl_android.h +++ b/backends/imgui_impl_android.h @@ -3,9 +3,13 @@ // Implemented features: // [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE). +// 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: +// - 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 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. @@ -16,7 +20,7 @@ struct ANativeWindow; struct AInputEvent; -IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent); 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(); diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index fbc167d6..cd0f51db 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -149,7 +149,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendPlatformName = "imgui_impl_glfw"; - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; diff --git a/backends/imgui_impl_marmalade.cpp b/backends/imgui_impl_marmalade.cpp index c4f83a80..c0c06e1e 100644 --- a/backends/imgui_impl_marmalade.cpp +++ b/backends/imgui_impl_marmalade.cpp @@ -220,7 +220,8 @@ bool ImGui_Marmalade_Init(bool install_callbacks) ImGuiIO& io = ImGui::GetIO(); io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade"; - io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. + io.KeyMap[ImGuiKey_Tab] = s3eKeyTab io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp; diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp index bf273ac6..7ab70c57 100644 --- a/backends/imgui_impl_sdl.cpp +++ b/backends/imgui_impl_sdl.cpp @@ -138,7 +138,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendPlatformName = "imgui_impl_sdl"; - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index 1eb290a3..34881878 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -731,7 +731,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects() bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format) { - // Setup back-end capabilities flags + // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_webgpu"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index df5f5029..04e462ce 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -91,7 +91,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) io.BackendPlatformName = "imgui_impl_win32"; io.ImeWindowHandle = hwnd; - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_Tab] = VK_TAB; io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 27c68342..93dcf21c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -58,6 +58,7 @@ Other Changes: - ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd] - ImDrawList: AddCircle, AddCircleFilled(): New default for style. +- Backends: Android: Added native Android backend. (#3446) [@duddel] - Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with alpha compositing and transparent windows. (#2766, #3447 etc.). - Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to @@ -66,6 +67,7 @@ Other Changes: (#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick] - Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha] - Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844) +- Examples: Android: Added Android + GL ES2 example. (#3446) [@duddel] - Examples: Reworked setup of clear color to be compatible with transparent values. - CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if scheduled builds builds are not required. [@rokups] diff --git a/examples/example_android_opengl3/CMakeLists.txt b/examples/example_android_opengl3/CMakeLists.txt index 0010b4bd..63531f4d 100644 --- a/examples/example_android_opengl3/CMakeLists.txt +++ b/examples/example_android_opengl3/CMakeLists.txt @@ -1,6 +1,6 @@ cmake_minimum_required(VERSION 3.6) -project(ImguiExample) +project(ImGuiExample) set(CMAKE_CXX_STANDARD 11) set(CMAKE_CXX_STANDARD_REQUIRED ON) diff --git a/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml b/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml index ea838e6d..c4009e52 100644 --- a/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml +++ b/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml @@ -3,7 +3,7 @@ package="imgui.example.android"> @@ -13,7 +13,7 @@ android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:configChanges="orientation|keyboardHidden|screenSize"> + android:value="ImGuiExample" /> diff --git a/examples/example_android_opengl3/main.cpp b/examples/example_android_opengl3/main.cpp index 9d38531b..5ab69034 100644 --- a/examples/example_android_opengl3/main.cpp +++ b/examples/example_android_opengl3/main.cpp @@ -10,98 +10,18 @@ #include #include +// Data static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY; static EGLSurface g_EglSurface = EGL_NO_SURFACE; static EGLContext g_EglContext = EGL_NO_CONTEXT; static struct android_app* g_App = NULL; static bool g_Initialized = false; -static char g_LogTag[] = "ImguiExample"; +static char g_LogTag[] = "ImGuiExample"; -// Unfortunately, there is no way to show the on-screen input from native code. -// Therefore, we call showSoftInput() of the main activity implemented in MainActivity.kt via JNI. -static int showSoftInput() -{ - JavaVM* java_vm = g_App->activity->vm; - JNIEnv* java_env = NULL; - - jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); - if (jni_return == JNI_ERR) - return -1; - - jni_return = java_vm->AttachCurrentThread(&java_env, NULL); - if (jni_return != JNI_OK) - return -2; - - jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); - if (native_activity_clazz == NULL) - return -3; - - jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V"); - if (method_id == NULL) - return -4; - - java_env->CallVoidMethod(g_App->activity->clazz, method_id); - - jni_return = java_vm->DetachCurrentThread(); - if (jni_return != JNI_OK) - return -5; - - return 0; -} - -// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function. -// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll -// the resulting Unicode characters here via JNI and send them to Dear ImGui. -static int pollUnicodeChars() -{ - JavaVM* java_vm = g_App->activity->vm; - JNIEnv* java_env = NULL; - - jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); - if (jni_return == JNI_ERR) - return -1; - - jni_return = java_vm->AttachCurrentThread(&java_env, NULL); - if (jni_return != JNI_OK) - return -2; - - jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); - if (native_activity_clazz == NULL) - return -3; - - jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I"); - if (method_id == NULL) - return -4; - - // Send the actual characters to Dear ImGui - ImGuiIO& io = ImGui::GetIO(); - jint unicode_character; - while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0) - { - io.AddInputCharacter(unicode_character); - } - - jni_return = java_vm->DetachCurrentThread(); - if (jni_return != JNI_OK) - return -5; - - return 0; -} - -static int GetAssetData(const char* filename, void** outData) -{ - int num_bytes = 0; - AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER); - if(asset_descriptor) - { - num_bytes = AAsset_getLength(asset_descriptor); - *outData = IM_ALLOC(num_bytes); - int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes); - AAsset_close(asset_descriptor); - IM_ASSERT(num_bytes_read == num_bytes); - } - return num_bytes; -} +// Forward declarations of helper functions +static int ShowSoftKeyboardInput(); +static int PollUnicodeChars(); +static int GetAssetData(const char* filename, void** out_data); void init(struct android_app* app) { @@ -113,65 +33,66 @@ void init(struct android_app* app) // Initialize EGL // This is mostly boilerplate code for EGL... - g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); + { + g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); + if (g_EglDisplay == EGL_NO_DISPLAY) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY"); - if (g_EglDisplay == EGL_NO_DISPLAY) - __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY"); + if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error"); - if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE) - __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize(..) returned with an error"); + const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE }; + EGLint num_configs = 0; + if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error"); + if (num_configs == 0) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config"); - const EGLint egl_attributes[] = { - EGL_BLUE_SIZE, 8, - EGL_GREEN_SIZE, 8, - EGL_RED_SIZE, 8, - EGL_DEPTH_SIZE, 24, - EGL_SURFACE_TYPE, EGL_WINDOW_BIT, - EGL_NONE}; + // Get the first matching config + EGLConfig egl_config; + eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs); + EGLint egl_format; + eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format); + ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format); - EGLint num_configs = 0; - if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE) - __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig(..) returned with an error"); + const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE }; + g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes); - if (num_configs == 0) - __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig(..) returned 0 matching configs"); + if (g_EglContext == EGL_NO_CONTEXT) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT"); - // Get the (first) matching config - EGLConfig egl_config; - eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs); - EGLint egl_format; - eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format); - ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format); + g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL); + eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext); + } - const EGLint egl_context_attributes[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE}; - g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes); - - if (g_EglContext == EGL_NO_CONTEXT) - __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext(..) returned EGL_NO_CONTEXT"); - - g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL); - eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext); - - // Dear Imgui + // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); + + // Disable loading/saving of .ini file from disk. + // FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android. io.IniFilename = NULL; + + // Setup Dear ImGui style ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Setup Platform/Renderer backends ImGui_ImplAndroid_Init(g_App->window); ImGui_ImplOpenGL3_Init("#version 300 es"); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - add_font_from_assets_ttf() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - // - The TTF files have to be placed into the assets/ directory (android/app/src/main/assets). + // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them. // We load the default font with increased size to improve readability on many devices with "high" DPI. - // FIXME: Put some effort into DPI awareness + // FIXME: Put some effort into DPI awareness. + // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig ImFontConfig font_cfg; font_cfg.SizePixels = 22.0f; io.Fonts->AddFontDefault(&font_cfg); @@ -179,19 +100,19 @@ void init(struct android_app* app) //int font_data_size; //ImFont* font; //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data); - //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); //IM_ASSERT(font != NULL); //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data); - //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); //IM_ASSERT(font != NULL); //font_data_size = GetAssetData("DroidSans.ttf", &font_data); - //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); //IM_ASSERT(font != NULL); //font_data_size = GetAssetData("ProggyTiny.ttf", &font_data); - //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f); //IM_ASSERT(font != NULL); //font_data_size = GetAssetData("ArialUni.ttf", &font_data); - //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui. + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); // Arbitrary scale-up @@ -203,75 +124,74 @@ void init(struct android_app* app) void tick() { - // Our state (Dear Imgui) + ImGuiIO& io = ImGui::GetIO(); + if (g_EglDisplay == EGL_NO_DISPLAY) + return; + + // Our state static bool show_demo_window = true; static bool show_another_window = false; static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - if (g_EglDisplay != EGL_NO_DISPLAY) + // Poll Unicode characters via JNI + // FIXME: do not call this every frame because of JNI overhead + PollUnicodeChars(); + + // Open on-screen (soft) input if requested by Dear ImGui + static bool WantTextInputLast = false; + if (io.WantTextInput && !WantTextInputLast) + ShowSoftKeyboardInput(); + WantTextInputLast = io.WantTextInput; + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplAndroid_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. { - ImGuiIO& io = ImGui::GetIO(); + static float f = 0.0f; + static int counter = 0; - // Poll Unicode characters via JNI - // FIXME: do not call this every frame because of JNI overhead - pollUnicodeChars(); + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - // Open on-screen (soft) input if demanded by Dear ImGui - static bool WantTextInputLast = false; - if (io.WantTextInput && !WantTextInputLast) - showSoftInput(); - WantTextInputLast = io.WantTextInput; + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); - // Start the Dear ImGui frame - ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplAndroid_NewFrame(); - ImGui::NewFrame(); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. - { - static float f = 0.0f; - static int counter = 0; - - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); - - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } - - // Rendering - ImGui::Render(); - glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); - glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); - glClear(GL_COLOR_BUFFER_BIT); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - eglSwapBuffers(g_EglDisplay, g_EglSurface); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + eglSwapBuffers(g_EglDisplay, g_EglSurface); } void shutdown() @@ -279,7 +199,7 @@ void shutdown() if (!g_Initialized) return; - // Cleanup (Dear Imgui) + // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplAndroid_Shutdown(); ImGui::DestroyContext(); @@ -362,3 +282,88 @@ void android_main(struct android_app* app) tick(); } } + +// Unfortunately, there is no way to show the on-screen input from native code. +// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI. +static int ShowSoftKeyboardInput() +{ + JavaVM* java_vm = g_App->activity->vm; + JNIEnv* java_env = NULL; + + jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); + if (jni_return == JNI_ERR) + return -1; + + jni_return = java_vm->AttachCurrentThread(&java_env, NULL); + if (jni_return != JNI_OK) + return -2; + + jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); + if (native_activity_clazz == NULL) + return -3; + + jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V"); + if (method_id == NULL) + return -4; + + java_env->CallVoidMethod(g_App->activity->clazz, method_id); + + jni_return = java_vm->DetachCurrentThread(); + if (jni_return != JNI_OK) + return -5; + + return 0; +} + +// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function. +// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll +// the resulting Unicode characters here via JNI and send them to Dear ImGui. +static int PollUnicodeChars() +{ + JavaVM* java_vm = g_App->activity->vm; + JNIEnv* java_env = NULL; + + jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); + if (jni_return == JNI_ERR) + return -1; + + jni_return = java_vm->AttachCurrentThread(&java_env, NULL); + if (jni_return != JNI_OK) + return -2; + + jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); + if (native_activity_clazz == NULL) + return -3; + + jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I"); + if (method_id == NULL) + return -4; + + // Send the actual characters to Dear ImGui + ImGuiIO& io = ImGui::GetIO(); + jint unicode_character; + while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0) + io.AddInputCharacter(unicode_character); + + jni_return = java_vm->DetachCurrentThread(); + if (jni_return != JNI_OK) + return -5; + + return 0; +} + +// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets) +static int GetAssetData(const char* filename, void** outData) +{ + int num_bytes = 0; + AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER); + if (asset_descriptor) + { + num_bytes = AAsset_getLength(asset_descriptor); + *outData = IM_ALLOC(num_bytes); + int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes); + AAsset_close(asset_descriptor); + IM_ASSERT(num_bytes_read == num_bytes); + } + return num_bytes; +} diff --git a/imgui.h b/imgui.h index 07990209..5507c19f 100644 --- a/imgui.h +++ b/imgui.h @@ -2767,7 +2767,7 @@ enum ImGuiViewportFlags_ struct ImGuiViewport { ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ - ImVec2 Pos; // Main Area: Position of the viewport (Dear Imgui coordinates are the same as OS desktop/native coordinates) + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) ImVec2 Size; // Main Area: Size of the viewport. ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) From 3e6dfd3c1a60c76c38521bd6906ad3c54295bfe5 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 4 Mar 2021 13:37:14 +0100 Subject: [PATCH 06/10] ImDrawList: AddImageRounded() compare texid from cmdheader as with other functions. + Made the ImGuiMemAllocFunc / ImGuiMemFreeFunc consistent with our other typedefs (#3836) --- imgui.cpp | 13 +++++++------ imgui.h | 8 ++++---- imgui_draw.cpp | 2 +- 3 files changed, 12 insertions(+), 11 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index a749f991..862bcb28 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -946,8 +946,8 @@ static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_d static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } #endif -static ImGuiMemAllocFunc* GImAllocatorAllocFunc = MallocWrapper; -static ImGuiMemFreeFunc* GImAllocatorFreeFunc = FreeWrapper; +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- @@ -3290,7 +3290,7 @@ void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations++; - return GImAllocatorAllocFunc(size, GImAllocatorUserData); + return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); } // IM_FREE() == ImGui::MemFree() @@ -3299,7 +3299,7 @@ void ImGui::MemFree(void* ptr) if (ptr) if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations--; - return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); } const char* ImGui::GetClipboardText() @@ -3336,7 +3336,7 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc* alloc_func, ImGuiMemFreeFunc* free_func, void* user_data) +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) { GImAllocatorAllocFunc = alloc_func; GImAllocatorFreeFunc = free_func; @@ -3344,7 +3344,7 @@ void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc* alloc_func, ImGuiMemFreeFun } // This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) -void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc** p_alloc_func, ImGuiMemFreeFunc** p_free_func, void** p_user_data) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) { *p_alloc_func = GImAllocatorAllocFunc; *p_free_func = GImAllocatorFreeFunc; @@ -6432,6 +6432,7 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind FocusWindow(NULL); } +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; diff --git a/imgui.h b/imgui.h index 5507c19f..7e6489ed 100644 --- a/imgui.h +++ b/imgui.h @@ -194,8 +194,8 @@ typedef void* ImTextureID; // User data for rendering backend to identi typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() -typedef void* (ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() -typedef void (ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() // Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) @@ -875,8 +875,8 @@ namespace ImGui // - Those functions are not reliant on the current context. // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. - IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc* alloc_func, ImGuiMemFreeFunc* free_func, void* user_data = NULL); - IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc** p_alloc_func, ImGuiMemFreeFunc** p_free_func, void** p_user_data); + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 051bdd6d..30cb78e9 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1461,7 +1461,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi return; } - const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); From b53b8f58dfbd4cb9f9b2a62e7a0a7e4500c491e9 Mon Sep 17 00:00:00 2001 From: Rokas Kupstys Date: Thu, 4 Mar 2021 16:27:43 +0200 Subject: [PATCH 07/10] Demo: Use correct string formats on non-windows platforms. (amended) --- imgui_demo.cpp | 30 ++++++++++++++++++++---------- 1 file changed, 20 insertions(+), 10 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 9d70a540..b7689ed0 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -135,6 +135,16 @@ Index of this file: #define vsnprintf _vsnprintf #endif +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#ifdef _MSC_VER +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#endif + // Helpers macros // We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, // but making an exception here as those are largely simplifying code... @@ -1918,12 +1928,12 @@ static void ShowDemoWindowWidgets() ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); - ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d"); - ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d"); - ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d"); - ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms"); - ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms"); - ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms"); ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); @@ -1932,12 +1942,12 @@ static void ShowDemoWindowWidgets() ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); ImGui::Text("Sliders (reverse)"); - ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); - ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); - ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%I64d"); - ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%I64u ms"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms"); static bool inputs_step = true; ImGui::Text("Inputs"); From ee643b2ad919f9e85b973f3915d13a4fc0612a5a Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 4 Mar 2021 19:59:59 +0100 Subject: [PATCH 08/10] IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using either... (#3851, #1370) ...when the hovered location is located within a child window, e.g. InputTextMultiline(). This is intended to have no side effects, but brace yourself for the possible comeback.. This essentially makes IsItemHovered() not accept hover from child windows, but EndChild/EndGroup are forwarded. More or less should fix/revert c76f014292 which was a revert of 344d48be3 --- docs/CHANGELOG.txt | 3 +++ imgui.cpp | 26 ++++++++++++++++++-------- imgui_internal.h | 8 +++++--- 3 files changed, 26 insertions(+), 11 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 93dcf21c..814b9b84 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -52,6 +52,9 @@ Other Changes: area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825) - Window, Nav: Fixed crash when calling SetWindowFocus(NULL) as the time a new window appears. (#3865) [@nem0] - Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872) +- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using + either of them, when the hovered location is located within a child window, e.g. InputTextMultiline(). + This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370) - Added GetAllocatorFunctions() to facilitate sharing allocators accross DLL boundaries. (#3836) - ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369) This can currently only ever be set by the Freetype renderer. diff --git a/imgui.cpp b/imgui.cpp index 862bcb28..05281dbd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3122,20 +3122,22 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return IsItemFocused(); // Test for bounding box overlap, as updated as ItemAdd() - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + ImGuiItemStatusFlags status_flags = window->DC.LastItemStatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) return false; IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function // Test if we are hovering the right window (our window could be behind another window) - // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. - // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. - //if (g.HoveredWindow != window) - // return false; - if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) - return false; + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + return false; // Test if another item is active (e.g. being dragged) - if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) return false; @@ -5014,6 +5016,8 @@ void ImGui::EndChild() // Not navigable into ItemAdd(bb, 0); } + if (g.HoveredWindow == window) + parent_window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; g.LogLinePosY = -FLT_MAX; // To enforce a carriage return @@ -7647,6 +7651,7 @@ void ImGui::BeginGroup() group_data.BackupCurrLineSize = window->DC.CurrLineSize; group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.EmitItem = true; @@ -7700,6 +7705,11 @@ void ImGui::EndGroup() window->DC.LastItemId = g.ActiveIdPreviousFrame; window->DC.LastItemRect = group_bb; + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + // Forward Edited flag if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; diff --git a/imgui_internal.h b/imgui_internal.h index 9157a9d8..dcb90988 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -697,12 +697,13 @@ enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, ImGuiItemStatusFlags_HoveredRect = 1 << 0, - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // LastItemDisplayRect is valid ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7 // Override the HoveredWindow test to allow cross-window hover testing. #ifdef IMGUI_ENABLE_TEST_ENGINE , // [imgui_tests only] @@ -924,7 +925,7 @@ struct ImGuiStyleMod }; // Stacked storage data for BeginGroup()/EndGroup() -struct ImGuiGroupData +struct IMGUI_API ImGuiGroupData { ImGuiID WindowID; ImVec2 BackupCursorPos; @@ -935,6 +936,7 @@ struct ImGuiGroupData float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; bool EmitItem; }; From f5bc5e863011c457445e84cb14d52ddca1a66fc2 Mon Sep 17 00:00:00 2001 From: TAiGA <@> Date: Fri, 5 Mar 2021 11:16:30 +0800 Subject: [PATCH 09/10] Freetype: Enable FreeType bitmap glyphs. (#3879) --- docs/CHANGELOG.txt | 2 ++ misc/freetype/imgui_freetype.cpp | 17 +++++++++++------ misc/freetype/imgui_freetype.h | 3 ++- 3 files changed, 15 insertions(+), 7 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 814b9b84..a5a501dd 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -58,6 +58,8 @@ Other Changes: - Added GetAllocatorFunctions() to facilitate sharing allocators accross DLL boundaries. (#3836) - ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369) This can currently only ever be set by the Freetype renderer. +- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data. + This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga] - ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd] - ImDrawList: AddCircle, AddCircleFilled(): New default for style. diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 4e0d1fb3..c4120778 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -6,6 +6,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. // 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format. // 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+). // 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. @@ -152,12 +153,13 @@ namespace if (error != 0) return false; - memset(&Info, 0, sizeof(Info)); - SetPixelHeight((uint32_t)cfg.SizePixels); - // Convert to FreeType flags (NB: Bold and Oblique are processed separately) UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags; - LoadFlags = FT_LOAD_NO_BITMAP; + + LoadFlags = 0; + if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0) + LoadFlags |= FT_LOAD_NO_BITMAP; + if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting) LoadFlags |= FT_LOAD_NO_HINTING; if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint) @@ -179,6 +181,9 @@ namespace if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor) LoadFlags |= FT_LOAD_COLOR; + memset(&Info, 0, sizeof(Info)); + SetPixelHeight((uint32_t)cfg.SizePixels); + return true; } @@ -197,7 +202,7 @@ namespace // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result. FT_Size_RequestRec req; - req.type = FT_SIZE_REQUEST_TYPE_REAL_DIM; + req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM; req.width = 0; req.height = (uint32_t)pixel_height * 64; req.horiResolution = 0; @@ -225,7 +230,7 @@ namespace // Need an outline for this to work FT_GlyphSlot slot = Face->glyph; - IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE); + IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP); // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting) if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold) diff --git a/misc/freetype/imgui_freetype.h b/misc/freetype/imgui_freetype.h index d570f83a..713e4639 100644 --- a/misc/freetype/imgui_freetype.h +++ b/misc/freetype/imgui_freetype.h @@ -26,7 +26,8 @@ enum ImGuiFreeTypeBuilderFlags ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font? ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results! - ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8 // Enable FreeType color-layered glyphs + ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs + ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 // Enable FreeType bitmap glyphs }; namespace ImGuiFreeType From fdebb2e09356cad4411915a78007c40d2025f381 Mon Sep 17 00:00:00 2001 From: ocornut Date: Fri, 5 Mar 2021 15:56:59 +0100 Subject: [PATCH 10/10] Internals: removed HoveredRootWindow, tweak IsWindowHovered(). --- imgui.cpp | 29 +++++++++++++---------------- imgui_internal.h | 2 -- imgui_widgets.cpp | 2 +- 3 files changed, 14 insertions(+), 19 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 05281dbd..67a82b9b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3557,7 +3557,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() { // Handle the edge case of a popup being closed while clicking in its empty space. // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. - ImGuiWindow* root_window = g.HoveredRootWindow; + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); if (root_window != NULL && !is_closed_popup) @@ -3794,7 +3794,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, modal_window)) clear_hovered_windows = true; // Disabled mouse? @@ -3822,7 +3822,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() clear_hovered_windows = true; if (clear_hovered_windows) - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) @@ -4146,7 +4146,7 @@ void ImGui::Shutdown(ImGuiContext* context) g.CurrentWindowStack.clear(); g.WindowsById.Clear(); g.NavWindow = NULL; - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; g.ColorStack.clear(); @@ -4550,7 +4550,6 @@ static void FindHoveredWindow() } g.HoveredWindow = hovered_window; - g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; } @@ -6560,30 +6559,28 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; + if (g.HoveredWindow == NULL) + return false; - if (flags & ImGuiHoveredFlags_AnyWindow) - { - if (g.HoveredWindow == NULL) - return false; - } - else + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) { + ImGuiWindow* window = g.CurrentWindow; switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) { case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) + if (g.HoveredWindow->RootWindow != window->RootWindow) return false; break; case ImGuiHoveredFlags_RootWindow: - if (g.HoveredWindow != g.CurrentWindow->RootWindow) + if (g.HoveredWindow != window->RootWindow) return false; break; case ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + if (!IsWindowChildOf(g.HoveredWindow, window)) return false; break; default: - if (g.HoveredWindow != g.CurrentWindow) + if (g.HoveredWindow != window) return false; break; } @@ -11047,7 +11044,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); - Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL"); Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); Unindent(); diff --git a/imgui_internal.h b/imgui_internal.h index dcb90988..f17229ab 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1312,7 +1312,6 @@ struct ImGuiContext int WindowsActiveCount; // Number of unique windows submitted by frame ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. - ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. @@ -1543,7 +1542,6 @@ struct ImGuiContext WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; - HoveredRootWindow = NULL; HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; WheelingWindow = NULL; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 730f50c4..49f0f0c0 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -500,7 +500,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window; if (flatten_hovered_children) g.HoveredWindow = window;