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https://github.com/Drezil/imgui.git
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Add Android backend and example (#3446)
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12
.github/workflows/build.yml
vendored
12
.github/workflows/build.yml
vendored
@ -458,10 +458,20 @@ jobs:
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popd
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make -C examples/example_emscripten_wgpu
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Android:
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runs-on: ubuntu-18.04
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steps:
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- uses: actions/checkout@v2
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- name: Build example_android_opengl3
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run: |
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cd examples/example_android_opengl3/android
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gradle assembleDebug
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Discord-CI:
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runs-on: ubuntu-18.04
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if: always()
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needs: [Windows, Linux, MacOS, iOS, Emscripten]
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needs: [Windows, Linux, MacOS, iOS, Emscripten, Android]
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steps:
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- uses: dearimgui/github_discord_notifier@latest
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with:
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192
backends/imgui_impl_android.cpp
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192
backends/imgui_impl_android.cpp
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@ -0,0 +1,192 @@
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// dear imgui: Platform Binding for Android native app
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// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
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// Implemented features:
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// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
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// [ ] Platform: Clipboard support.
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-03-02: Support for physical pointer device input (such as physical mouse)
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// 2020-09-13: Support for Unicode characters
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// 2020-08-31: On-screen and physical keyboard input (ASCII characters only)
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// 2020-03-02: basic draft, touch input
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include <time.h>
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#include <map>
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#include <queue>
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// Android
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#include <android/native_window.h>
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#include <android/input.h>
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#include <android/keycodes.h>
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#include <android/log.h>
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static double g_Time = 0.0;
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static ANativeWindow* g_Window;
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static char g_LogTag[] = "ImguiExample";
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static std::map<int32_t, std::queue<int32_t>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
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int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent)
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{
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ImGuiIO& io = ImGui::GetIO();
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int32_t event_type = AInputEvent_getType(inputEvent);
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switch (event_type)
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{
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case AINPUT_EVENT_TYPE_KEY:
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{
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int32_t event_key_code = AKeyEvent_getKeyCode(inputEvent);
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int32_t event_action = AKeyEvent_getAction(inputEvent);
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int32_t event_meta_state = AKeyEvent_getMetaState(inputEvent);
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io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
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io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
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io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0);
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switch (event_action)
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{
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// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once
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// as soon as a touch pointer goes up from a key. We use a simple key event queue
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// and process one event per key per ImGui frame in ImGui_ImplAndroid_NewFrame().
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// ...or consider ImGui IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
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case AKEY_EVENT_ACTION_DOWN:
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case AKEY_EVENT_ACTION_UP:
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g_KeyEventQueues[event_key_code].push(event_action);
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break;
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default:
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break;
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}
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break;
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}
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case AINPUT_EVENT_TYPE_MOTION:
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{
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int32_t event_action = AMotionEvent_getAction(inputEvent);
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int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
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event_action &= AMOTION_EVENT_ACTION_MASK;
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switch (event_action)
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{
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case AMOTION_EVENT_ACTION_DOWN:
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case AMOTION_EVENT_ACTION_UP:
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// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
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// but we have to process them separately to identify the actual button pressed. This is done below via
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// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
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if((AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
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|| (AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
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{
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io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false;
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io.MousePos = ImVec2(
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AMotionEvent_getX(inputEvent, event_pointer_index),
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AMotionEvent_getY(inputEvent, event_pointer_index));
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}
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break;
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case AMOTION_EVENT_ACTION_BUTTON_PRESS:
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case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
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{
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int32_t button_state = AMotionEvent_getButtonState(inputEvent);
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io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false;
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io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false;
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io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false;
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}
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break;
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case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
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case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
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io.MousePos = ImVec2(
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AMotionEvent_getX(inputEvent, event_pointer_index),
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AMotionEvent_getY(inputEvent, event_pointer_index));
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break;
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case AMOTION_EVENT_ACTION_SCROLL:
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io.MouseWheel = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
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io.MouseWheelH = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
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break;
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default:
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break;
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}
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}
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return 1;
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default:
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break;
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}
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return 0;
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}
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bool ImGui_ImplAndroid_Init(ANativeWindow* window)
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{
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g_Window = window;
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g_Time = 0.0;
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = "imgui_impl_android";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key
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io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
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io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
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io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
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io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
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io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
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io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
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io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
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io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
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io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
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io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
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io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
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io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
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io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
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io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
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io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
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io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;
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return true;
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}
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void ImGui_ImplAndroid_Shutdown()
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{
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}
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void ImGui_ImplAndroid_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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// Process queued key events
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// FIXME: This is a workaround for multiple key event actions occuring at once (see above) and can be removed once we use upcoming input queue.
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for (auto& key_queue : g_KeyEventQueues)
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{
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if (key_queue.second.empty())
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continue;
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io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
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key_queue.second.pop();
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}
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// Setup display size (every frame to accommodate for window resizing)
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int32_t window_width = ANativeWindow_getWidth(g_Window);
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int32_t window_height = ANativeWindow_getHeight(g_Window);
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int display_width = window_width;
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int display_height = window_height;
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io.DisplaySize = ImVec2((float)window_width, (float)window_height);
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if (window_width > 0 && window_height > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
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// Setup time step
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struct timespec current_timespec;
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clock_gettime(CLOCK_MONOTONIC, ¤t_timespec);
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double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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}
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22
backends/imgui_impl_android.h
Normal file
22
backends/imgui_impl_android.h
Normal file
@ -0,0 +1,22 @@
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// dear imgui: Platform Binding for Android native app
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// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
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// Implemented features:
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// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
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// [ ] Platform: Clipboard support.
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// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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struct ANativeWindow;
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struct AInputEvent;
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IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent);
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IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
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IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
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@ -57,6 +57,7 @@ In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder
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List of Platforms Backends:
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imgui_impl_android.cpp ; Android native app API
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
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imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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@ -79,6 +79,10 @@ Changelog, so if you want to update them later it will be easier to catch up wit
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Allegro 5 example. <BR>
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= main.cpp + imgui_impl_allegro5.cpp
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[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR>
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Android + OpenGL3 (ES) example. <BR>
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= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
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[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
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OSX & iOS + Metal example. <BR>
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= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
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@ -117,7 +117,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/
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Officially maintained backends/bindings (in repository):
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, Vulkan, WebGPU.
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- Platforms: GLFW, SDL2, Win32, Glut, OSX.
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- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
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- Frameworks: Emscripten, Allegro5, Marmalade.
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[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
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40
examples/example_android_opengl3/CMakeLists.txt
Normal file
40
examples/example_android_opengl3/CMakeLists.txt
Normal file
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cmake_minimum_required(VERSION 3.6)
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project(ImguiExample)
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set(CMAKE_CXX_STANDARD 11)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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add_library(${CMAKE_PROJECT_NAME} SHARED
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${CMAKE_CURRENT_SOURCE_DIR}/main.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp
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${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
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)
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set(CMAKE_SHARED_LINKER_FLAGS
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"${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
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)
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target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
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IMGUI_IMPL_OPENGL_ES3
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)
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target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
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${CMAKE_CURRENT_SOURCE_DIR}/../..
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${CMAKE_CURRENT_SOURCE_DIR}/../../backends
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${ANDROID_NDK}/sources/android/native_app_glue
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)
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target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
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android
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EGL
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GLESv3
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log
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)
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12
examples/example_android_opengl3/android/.gitignore
vendored
Normal file
12
examples/example_android_opengl3/android/.gitignore
vendored
Normal file
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.cxx
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.externalNativeBuild
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build/
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*.iml
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.idea
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.gradle
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local.properties
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# Android Studio puts a Gradle wrapper here, that we don't want:
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gradle/
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gradlew*
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34
examples/example_android_opengl3/android/app/build.gradle
Normal file
34
examples/example_android_opengl3/android/app/build.gradle
Normal file
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apply plugin: 'com.android.application'
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apply plugin: 'kotlin-android'
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android {
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compileSdkVersion 29
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buildToolsVersion "30.0.3"
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ndkVersion "21.4.7075529"
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defaultConfig {
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applicationId "imgui.example.android"
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minSdkVersion 23
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targetSdkVersion 29
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versionCode 1
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versionName "1.0"
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}
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buildTypes {
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release {
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minifyEnabled false
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proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
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}
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}
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externalNativeBuild {
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cmake {
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path "../../CMakeLists.txt"
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}
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}
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}
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repositories {
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mavenCentral()
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}
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dependencies {
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implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
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}
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="imgui.example.android">
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<application
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android:label="ImguiExample"
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android:allowBackup="false"
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android:fullBackupContent="false"
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android:hasCode="true">
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<activity
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android:name="imgui.example.android.MainActivity"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
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android:configChanges="orientation|keyboardHidden|screenSize">
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<meta-data android:name="android.app.lib_name"
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android:value="ImguiExample" />
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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@ -0,0 +1,40 @@
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package imgui.example.android
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import android.app.NativeActivity
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import android.os.Bundle
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import android.content.Context
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import android.view.inputmethod.InputMethodManager
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import android.view.KeyEvent
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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<Int> = 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
|
||||
}
|
||||
}
|
24
examples/example_android_opengl3/android/build.gradle
Normal file
24
examples/example_android_opengl3/android/build.gradle
Normal file
@ -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
|
||||
}
|
1
examples/example_android_opengl3/android/settings.gradle
Normal file
1
examples/example_android_opengl3/android/settings.gradle
Normal file
@ -0,0 +1 @@
|
||||
include ':app'
|
364
examples/example_android_opengl3/main.cpp
Normal file
364
examples/example_android_opengl3/main.cpp
Normal file
@ -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 <android/log.h>
|
||||
#include <android_native_app_glue.h>
|
||||
#include <android/asset_manager.h>
|
||||
#include <EGL/egl.h>
|
||||
#include <GLES3/gl3.h>
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user