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			383 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			383 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// dear imgui: standalone example application for Android + OpenGL ES 3
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// Learn about Dear ImGui:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more 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_pollOnce(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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    // - 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 transferred 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);
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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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