// 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 #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 std::string g_IniFilename = ""; // Forward declarations of helper functions static void Init(struct android_app* app); static void Shutdown(); static void MainLoopStep(); static int ShowSoftKeyboardInput(); static int PollUnicodeChars(); static int GetAssetData(const char* filename, void** out_data); // Main code 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: 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 MainLoopStep(); } } 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 config"); // 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); } // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); // Redirect loading/saving of .ini file to our location. // Make sure 'g_IniFilename' persists while we use Dear ImGui. g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini"; io.IniFilename = g_IniFilename.c_str();; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); // 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. // - 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 \\ ! // - 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. // 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); //void* font_data; //int font_data_size; //ImFont* font; //font_data_size = GetAssetData("segoeui.ttf", &font_data); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); //IM_ASSERT(font != NULL); //font_data_size = GetAssetData("DroidSans.ttf", &font_data); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); //IM_ASSERT(font != NULL); //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data); //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); //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()); //IM_ASSERT(font != NULL); // Arbitrary scale-up // FIXME: Put some effort into DPI awareness ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; } void MainLoopStep() { ImGuiIO& io = ImGui::GetIO(); if (g_EglDisplay == EGL_NO_DISPLAY) return; // Our state // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) 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); // 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 create 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.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() { if (!g_Initialized) return; // Cleanup 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; } // Helper functions // 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; }