Add Android backend and example (#3446)
parent
d8c88bd943
commit
fb85c0341b
14 changed files with 770 additions and 2 deletions
@ -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 <time.h> |
||||
#include <map> |
||||
#include <queue> |
||||
|
||||
// Android
|
||||
#include <android/native_window.h> |
||||
#include <android/input.h> |
||||
#include <android/keycodes.h> |
||||
#include <android/log.h> |
||||
|
||||
static double g_Time = 0.0; |
||||
static ANativeWindow* g_Window; |
||||
static char g_LogTag[] = "ImguiExample"; |
||||
static std::map<int32_t, std::queue<int32_t>> 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; |
||||
} |
@ -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(); |
@ -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 |
||||
) |
@ -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* |
@ -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" |
||||
} |
@ -0,0 +1,24 @@ |
||||
<?xml version="1.0" encoding="utf-8"?> |
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" |
||||
package="imgui.example.android"> |
||||
|
||||
<application |
||||
android:label="ImguiExample" |
||||
android:allowBackup="false" |
||||
android:fullBackupContent="false" |
||||
android:hasCode="true"> |
||||
|
||||
<activity |
||||
android:name="imgui.example.android.MainActivity" |
||||
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" |
||||
android:configChanges="orientation|keyboardHidden|screenSize"> |
||||
<meta-data android:name="android.app.lib_name" |
||||
android:value="ImguiExample" /> |
||||
|
||||
<intent-filter> |
||||
<action android:name="android.intent.action.MAIN" /> |
||||
<category android:name="android.intent.category.LAUNCHER" /> |
||||
</intent-filter> |
||||
</activity> |
||||
</application> |
||||
</manifest> |
@ -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<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 |
||||
} |
||||
} |
@ -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 |
||||
} |
@ -0,0 +1 @@ |
||||
include ':app' |
@ -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