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- // 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::StyleColorsClassic();
- // 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;
- }
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