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378 lines
14 KiB
378 lines
14 KiB
// dear imgui: standalone example application for Android + OpenGL ES 3 |
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. |
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#include "imgui.h" |
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#include "imgui_impl_android.h" |
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#include "imgui_impl_opengl3.h" |
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#include <android/log.h> |
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#include <android_native_app_glue.h> |
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#include <android/asset_manager.h> |
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#include <EGL/egl.h> |
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#include <GLES3/gl3.h> |
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#include <string> |
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// Data |
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static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY; |
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static EGLSurface g_EglSurface = EGL_NO_SURFACE; |
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static EGLContext g_EglContext = EGL_NO_CONTEXT; |
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static struct android_app* g_App = nullptr; |
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static bool g_Initialized = false; |
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static char g_LogTag[] = "ImGuiExample"; |
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static std::string g_IniFilename = ""; |
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// Forward declarations of helper functions |
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static void Init(struct android_app* app); |
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static void Shutdown(); |
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static void MainLoopStep(); |
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static int ShowSoftKeyboardInput(); |
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static int PollUnicodeChars(); |
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static int GetAssetData(const char* filename, void** out_data); |
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// Main code |
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static void handleAppCmd(struct android_app* app, int32_t appCmd) |
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{ |
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switch (appCmd) |
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{ |
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case APP_CMD_SAVE_STATE: |
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break; |
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case APP_CMD_INIT_WINDOW: |
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Init(app); |
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break; |
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case APP_CMD_TERM_WINDOW: |
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Shutdown(); |
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break; |
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case APP_CMD_GAINED_FOCUS: |
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case APP_CMD_LOST_FOCUS: |
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break; |
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} |
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} |
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static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent) |
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{ |
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return ImGui_ImplAndroid_HandleInputEvent(inputEvent); |
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} |
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void android_main(struct android_app* app) |
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{ |
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app->onAppCmd = handleAppCmd; |
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app->onInputEvent = handleInputEvent; |
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while (true) |
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{ |
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int out_events; |
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struct android_poll_source* out_data; |
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// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true. |
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while (ALooper_pollAll(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0) |
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{ |
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// Process one event |
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if (out_data != nullptr) |
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out_data->process(app, out_data); |
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// Exit the app by returning from within the infinite loop |
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if (app->destroyRequested != 0) |
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{ |
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// shutdown() should have been called already while processing the |
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// app command APP_CMD_TERM_WINDOW. But we play save here |
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if (!g_Initialized) |
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Shutdown(); |
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return; |
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} |
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} |
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// Initiate a new frame |
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MainLoopStep(); |
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} |
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} |
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void Init(struct android_app* app) |
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{ |
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if (g_Initialized) |
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return; |
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g_App = app; |
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ANativeWindow_acquire(g_App->window); |
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// Initialize EGL |
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// This is mostly boilerplate code for EGL... |
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{ |
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g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); |
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if (g_EglDisplay == EGL_NO_DISPLAY) |
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__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY"); |
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if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE) |
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__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error"); |
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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 }; |
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EGLint num_configs = 0; |
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if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE) |
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__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error"); |
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if (num_configs == 0) |
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__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config"); |
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// Get the first matching config |
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EGLConfig egl_config; |
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eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs); |
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EGLint egl_format; |
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eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format); |
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ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format); |
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const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE }; |
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g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes); |
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if (g_EglContext == EGL_NO_CONTEXT) |
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__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT"); |
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g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr); |
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eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext); |
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} |
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// Setup Dear ImGui context |
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); |
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// Redirect loading/saving of .ini file to our location. |
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// Make sure 'g_IniFilename' persists while we use Dear ImGui. |
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g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini"; |
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io.IniFilename = g_IniFilename.c_str();; |
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// Setup Dear ImGui style |
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsLight(); |
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// Setup Platform/Renderer backends |
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ImGui_ImplAndroid_Init(g_App->window); |
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ImGui_ImplOpenGL3_Init("#version 300 es"); |
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// Load Fonts |
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// - 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. |
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). |
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// - 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. |
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// - Read 'docs/FONTS.md' for more instructions and details. |
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
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// - 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. |
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// We load the default font with increased size to improve readability on many devices with "high" DPI. |
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// FIXME: Put some effort into DPI awareness. |
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// 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 |
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ImFontConfig font_cfg; |
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font_cfg.SizePixels = 22.0f; |
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io.Fonts->AddFontDefault(&font_cfg); |
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//void* font_data; |
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//int font_data_size; |
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//ImFont* font; |
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//font_data_size = GetAssetData("segoeui.ttf", &font_data); |
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//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); |
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//IM_ASSERT(font != nullptr); |
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//font_data_size = GetAssetData("DroidSans.ttf", &font_data); |
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//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); |
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//IM_ASSERT(font != nullptr); |
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//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data); |
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//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); |
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//IM_ASSERT(font != nullptr); |
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//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data); |
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//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); |
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//IM_ASSERT(font != nullptr); |
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//font_data_size = GetAssetData("ArialUni.ttf", &font_data); |
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//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
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//IM_ASSERT(font != nullptr); |
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// Arbitrary scale-up |
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// FIXME: Put some effort into DPI awareness |
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ImGui::GetStyle().ScaleAllSizes(3.0f); |
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g_Initialized = true; |
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} |
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void MainLoopStep() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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if (g_EglDisplay == EGL_NO_DISPLAY) |
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return; |
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// Our state |
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// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) |
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static bool show_demo_window = true; |
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static bool show_another_window = false; |
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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// Poll Unicode characters via JNI |
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// FIXME: do not call this every frame because of JNI overhead |
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PollUnicodeChars(); |
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// Open on-screen (soft) input if requested by Dear ImGui |
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static bool WantTextInputLast = false; |
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if (io.WantTextInput && !WantTextInputLast) |
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ShowSoftKeyboardInput(); |
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WantTextInputLast = io.WantTextInput; |
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// Start the Dear ImGui frame |
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ImGui_ImplOpenGL3_NewFrame(); |
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ImGui_ImplAndroid_NewFrame(); |
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ImGui::NewFrame(); |
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// 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!). |
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if (show_demo_window) |
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ImGui::ShowDemoWindow(&show_demo_window); |
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
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{ |
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static float f = 0.0f; |
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static int counter = 0; |
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) |
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state |
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ImGui::Checkbox("Another Window", &show_another_window); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color |
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) |
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counter++; |
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ImGui::SameLine(); |
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ImGui::Text("counter = %d", counter); |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); |
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ImGui::End(); |
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} |
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// 3. Show another simple window. |
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if (show_another_window) |
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{ |
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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) |
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ImGui::Text("Hello from another window!"); |
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if (ImGui::Button("Close Me")) |
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show_another_window = false; |
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ImGui::End(); |
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} |
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// Rendering |
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ImGui::Render(); |
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); |
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); |
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glClear(GL_COLOR_BUFFER_BIT); |
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); |
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eglSwapBuffers(g_EglDisplay, g_EglSurface); |
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} |
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void Shutdown() |
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{ |
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if (!g_Initialized) |
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return; |
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// Cleanup |
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ImGui_ImplOpenGL3_Shutdown(); |
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ImGui_ImplAndroid_Shutdown(); |
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ImGui::DestroyContext(); |
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if (g_EglDisplay != EGL_NO_DISPLAY) |
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{ |
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eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); |
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if (g_EglContext != EGL_NO_CONTEXT) |
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eglDestroyContext(g_EglDisplay, g_EglContext); |
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if (g_EglSurface != EGL_NO_SURFACE) |
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eglDestroySurface(g_EglDisplay, g_EglSurface); |
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eglTerminate(g_EglDisplay); |
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} |
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g_EglDisplay = EGL_NO_DISPLAY; |
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g_EglContext = EGL_NO_CONTEXT; |
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g_EglSurface = EGL_NO_SURFACE; |
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ANativeWindow_release(g_App->window); |
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g_Initialized = false; |
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} |
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// Helper functions |
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// Unfortunately, there is no way to show the on-screen input from native code. |
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// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI. |
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static int ShowSoftKeyboardInput() |
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{ |
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JavaVM* java_vm = g_App->activity->vm; |
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JNIEnv* java_env = nullptr; |
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jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); |
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if (jni_return == JNI_ERR) |
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return -1; |
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jni_return = java_vm->AttachCurrentThread(&java_env, nullptr); |
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if (jni_return != JNI_OK) |
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return -2; |
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jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); |
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if (native_activity_clazz == nullptr) |
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return -3; |
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jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V"); |
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if (method_id == nullptr) |
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return -4; |
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java_env->CallVoidMethod(g_App->activity->clazz, method_id); |
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jni_return = java_vm->DetachCurrentThread(); |
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if (jni_return != JNI_OK) |
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return -5; |
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return 0; |
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} |
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// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function. |
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// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll |
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// the resulting Unicode characters here via JNI and send them to Dear ImGui. |
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static int PollUnicodeChars() |
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{ |
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JavaVM* java_vm = g_App->activity->vm; |
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JNIEnv* java_env = nullptr; |
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jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); |
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if (jni_return == JNI_ERR) |
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return -1; |
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jni_return = java_vm->AttachCurrentThread(&java_env, nullptr); |
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if (jni_return != JNI_OK) |
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return -2; |
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jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); |
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if (native_activity_clazz == nullptr) |
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return -3; |
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jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I"); |
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if (method_id == nullptr) |
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return -4; |
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// Send the actual characters to Dear ImGui |
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ImGuiIO& io = ImGui::GetIO(); |
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jint unicode_character; |
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while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0) |
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io.AddInputCharacter(unicode_character); |
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jni_return = java_vm->DetachCurrentThread(); |
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if (jni_return != JNI_OK) |
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return -5; |
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return 0; |
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} |
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// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets) |
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static int GetAssetData(const char* filename, void** outData) |
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{ |
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int num_bytes = 0; |
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AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER); |
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if (asset_descriptor) |
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{ |
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num_bytes = AAsset_getLength(asset_descriptor); |
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*outData = IM_ALLOC(num_bytes); |
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int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes); |
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AAsset_close(asset_descriptor); |
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IM_ASSERT(num_bytes_read == num_bytes); |
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} |
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return num_bytes; |
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}
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