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							369 lines
						
					
					
						
							14 KiB
						
					
					
				| // 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> | |
|  | |
| // 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"; | |
| 
 | |
| // Forward declarations of helper functions | |
| static int ShowSoftKeyboardInput(); | |
| static int PollUnicodeChars(); | |
| static int GetAssetData(const char* filename, void** out_data); | |
| 
 | |
| void init(struct android_app* app) | |
| { | |
|     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(); | |
| 
 | |
|     // Disable loading/saving of .ini file from disk. | |
|     // FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android. | |
|     io.IniFilename = NULL; | |
| 
 | |
|     // Setup Dear ImGui style | |
|     ImGui::StyleColorsDark(); | |
|     //ImGui::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("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("DroidSans.ttf", &font_data); | |
|     //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); | |
|     //IM_ASSERT(font != NULL); | |
|     //font_data_size = GetAssetData("ProggyTiny.ttf", &font_data); | |
|     //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f); | |
|     //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 tick() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     if (g_EglDisplay == EGL_NO_DISPLAY) | |
|         return; | |
| 
 | |
|     // Our state | |
|     static bool show_demo_window = true; | |
|     static bool show_another_window = false; | |
|     static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
| 
 | |
|     // Poll Unicode characters via JNI | |
|     // FIXME: do not call this every frame because of JNI overhead | |
|     PollUnicodeChars(); | |
| 
 | |
|     // Open on-screen (soft) input if requested by Dear ImGui | |
|     static bool WantTextInputLast = false; | |
|     if (io.WantTextInput && !WantTextInputLast) | |
|         ShowSoftKeyboardInput(); | |
|     WantTextInputLast = io.WantTextInput; | |
| 
 | |
|     // Start the Dear ImGui frame | |
|     ImGui_ImplOpenGL3_NewFrame(); | |
|     ImGui_ImplAndroid_NewFrame(); | |
|     ImGui::NewFrame(); | |
| 
 | |
|     // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). | |
|     if (show_demo_window) | |
|         ImGui::ShowDemoWindow(&show_demo_window); | |
| 
 | |
|     // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. | |
|     { | |
|         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; | |
| } | |
| 
 | |
| 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(); | |
|     } | |
| } | |
| 
 | |
| // 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; | |
| }
 | |
| 
 |