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			370 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			370 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // dear imgui: standalone example application for Android + OpenGL ES 3
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| // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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| 
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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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| 
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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 = NULL;
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| static bool                 g_Initialized = false;
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| static char                 g_LogTag[] = "ImGuiExample";
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| 
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| // Forward declarations of helper functions
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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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| 
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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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| 
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|     g_App = app;
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|     ANativeWindow_acquire(g_App->window);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
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|         eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
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|     }
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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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| 
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|     // Disable loading/saving of .ini file from disk.
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|     // FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android.
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|     io.IniFilename = NULL;
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| 
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|     // Setup Dear ImGui style
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|     ImGui::StyleColorsDark();
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|     //ImGui::StyleColorsClassic();
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| 
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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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| 
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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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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|     // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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|     // - Read 'docs/FONTS.md' for more instructions and details.
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|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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|     // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
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| 
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|     // We load the default font with increased size to improve readability on many devices with "high" DPI.
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|     // FIXME: Put some effort into DPI awareness.
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|     // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
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|     ImFontConfig font_cfg;
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|     font_cfg.SizePixels = 22.0f;
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|     io.Fonts->AddFontDefault(&font_cfg);
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|     //void* font_data;
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|     //int font_data_size;
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|     //ImFont* font;
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|     //font_data_size = GetAssetData("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 != NULL);
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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 != NULL);
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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 != NULL);
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|     //font_data_size = GetAssetData("ProggyTiny.ttf", &font_data);
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|     //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f);
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|     //IM_ASSERT(font != NULL);
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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, NULL, io.Fonts->GetGlyphRangesJapanese());
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|     //IM_ASSERT(font != NULL);
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| 
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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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| 
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|     g_Initialized = true;
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| }
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| 
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| void tick()
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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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| 
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|     // Our state
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created 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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| 
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|         ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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| 
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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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| 
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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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| 
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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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| 
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|         ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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|         ImGui::End();
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|     }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         if (g_EglContext != EGL_NO_CONTEXT)
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|             eglDestroyContext(g_EglDisplay, g_EglContext);
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| 
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|         if (g_EglSurface != EGL_NO_SURFACE)
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|             eglDestroySurface(g_EglDisplay, g_EglSurface);
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| 
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|         eglTerminate(g_EglDisplay);
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|     }
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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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| 
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|     g_Initialized = false;
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| }
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| 
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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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|         break;
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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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| 
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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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| 
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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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| 
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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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| 
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|         // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
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|         while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0)
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|         {
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|             // Process one event
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|             if (out_data != NULL)
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|                 out_data->process(app, out_data);
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| 
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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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| 
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|                 return;
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|             }
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|         }
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| 
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|         // Initiate a new frame
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|         tick();
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|     }
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| }
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| 
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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 = NULL;
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| 
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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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| 
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|     jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
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|     if (jni_return != JNI_OK)
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|         return -2;
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| 
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|     jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
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|     if (native_activity_clazz == NULL)
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|         return -3;
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| 
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|     jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
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|     if (method_id == NULL)
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|         return -4;
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| 
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|     java_env->CallVoidMethod(g_App->activity->clazz, method_id);
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| 
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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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| 
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|     return 0;
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| }
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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 = NULL;
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| 
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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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| 
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|     jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
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|     if (jni_return != JNI_OK)
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|         return -2;
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| 
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|     jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
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|     if (native_activity_clazz == NULL)
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|         return -3;
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| 
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|     jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
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|     if (method_id == NULL)
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|         return -4;
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| 
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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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| 
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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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| 
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|     return 0;
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| }
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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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