Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_widgets.cppdocking
commit
80533ea5e1
@ -0,0 +1,187 @@
|
|||||||
|
// 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).
|
||||||
|
// Missing features:
|
||||||
|
// [ ] 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.
|
||||||
|
// Important:
|
||||||
|
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||||
|
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
// 2021-03-04: Initial version.
|
||||||
|
|
||||||
|
#include "imgui.h"
|
||||||
|
#include "imgui_impl_android.h"
|
||||||
|
#include <time.h>
|
||||||
|
#include <map>
|
||||||
|
#include <queue>
|
||||||
|
#include <android/native_window.h>
|
||||||
|
#include <android/input.h>
|
||||||
|
#include <android/keycodes.h>
|
||||||
|
#include <android/log.h>
|
||||||
|
|
||||||
|
// Android data
|
||||||
|
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* input_event)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
int32_t event_type = AInputEvent_getType(input_event);
|
||||||
|
switch (event_type)
|
||||||
|
{
|
||||||
|
case AINPUT_EVENT_TYPE_KEY:
|
||||||
|
{
|
||||||
|
int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
|
||||||
|
int32_t event_action = AKeyEvent_getAction(input_event);
|
||||||
|
int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
|
||||||
|
|
||||||
|
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 frame in
|
||||||
|
// ImGui_ImplAndroid_NewFrame()...or consider using 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(input_event);
|
||||||
|
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(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
|
||||||
|
|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
|
||||||
|
{
|
||||||
|
io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false;
|
||||||
|
io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
|
||||||
|
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
|
||||||
|
{
|
||||||
|
int32_t button_state = AMotionEvent_getButtonState(input_event);
|
||||||
|
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(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||||
|
break;
|
||||||
|
case AMOTION_EVENT_ACTION_SCROLL:
|
||||||
|
io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
|
||||||
|
io.MouseWheelH = AMotionEvent_getAxisValue(input_event, 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 backend capabilities flags
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.BackendPlatformName = "imgui_impl_android";
|
||||||
|
|
||||||
|
// Keyboard mapping. Dear 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 backend. 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 occurring 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 +1,26 @@
|
|||||||
|
// 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).
|
||||||
|
// Missing features:
|
||||||
|
// [ ] 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.
|
||||||
|
// Important:
|
||||||
|
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||||
|
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||||
|
|
||||||
|
// 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 bool ImGui_ImplAndroid_Init(ANativeWindow* window);
|
||||||
|
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
|
||||||
|
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 +1,369 @@
|
|||||||
|
// 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;
|
||||||
|
}
|
Loading…
Reference in New Issue