Android: Amend backend and examples with minor consistency tweaks. (#3446)

This commit is contained in:
ocornut
2021-03-04 11:03:40 +01:00
parent fb85c0341b
commit 8dd692c29c
12 changed files with 236 additions and 229 deletions

View File

@ -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)

View File

@ -3,7 +3,7 @@
package="imgui.example.android">
<application
android:label="ImguiExample"
android:label="ImGuiExample"
android:allowBackup="false"
android:fullBackupContent="false"
android:hasCode="true">
@ -13,7 +13,7 @@
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation|keyboardHidden|screenSize">
<meta-data android:name="android.app.lib_name"
android:value="ImguiExample" />
android:value="ImGuiExample" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />

View File

@ -10,98 +10,18 @@
#include <EGL/egl.h>
#include <GLES3/gl3.h>
// 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;
}