imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
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main.cpp (14164B)


      1 // dear imgui: standalone example application for Android + OpenGL ES 3
      2 // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
      3 
      4 #include "imgui.h"
      5 #include "imgui_impl_android.h"
      6 #include "imgui_impl_opengl3.h"
      7 #include <android/log.h>
      8 #include <android_native_app_glue.h>
      9 #include <android/asset_manager.h>
     10 #include <EGL/egl.h>
     11 #include <GLES3/gl3.h>
     12 
     13 // Data
     14 static EGLDisplay           g_EglDisplay = EGL_NO_DISPLAY;
     15 static EGLSurface           g_EglSurface = EGL_NO_SURFACE;
     16 static EGLContext           g_EglContext = EGL_NO_CONTEXT;
     17 static struct android_app*  g_App = NULL;
     18 static bool                 g_Initialized = false;
     19 static char                 g_LogTag[] = "ImGuiExample";
     20 
     21 // Forward declarations of helper functions
     22 static int ShowSoftKeyboardInput();
     23 static int PollUnicodeChars();
     24 static int GetAssetData(const char* filename, void** out_data);
     25 
     26 void init(struct android_app* app)
     27 {
     28     if (g_Initialized)
     29         return;
     30 
     31     g_App = app;
     32     ANativeWindow_acquire(g_App->window);
     33 
     34     // Initialize EGL
     35     // This is mostly boilerplate code for EGL...
     36     {
     37         g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
     38         if (g_EglDisplay == EGL_NO_DISPLAY)
     39             __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
     40 
     41         if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
     42             __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
     43 
     44         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 };
     45         EGLint num_configs = 0;
     46         if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
     47             __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
     48         if (num_configs == 0)
     49             __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
     50 
     51         // Get the first matching config
     52         EGLConfig egl_config;
     53         eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
     54         EGLint egl_format;
     55         eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
     56         ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
     57 
     58         const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
     59         g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
     60 
     61         if (g_EglContext == EGL_NO_CONTEXT)
     62             __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
     63 
     64         g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
     65         eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
     66     }
     67 
     68     // Setup Dear ImGui context
     69     IMGUI_CHECKVERSION();
     70     ImGui::CreateContext();
     71     ImGuiIO& io = ImGui::GetIO();
     72 
     73     // Disable loading/saving of .ini file from disk.
     74     // FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android.
     75     io.IniFilename = NULL;
     76 
     77     // Setup Dear ImGui style
     78     ImGui::StyleColorsDark();
     79     //ImGui::StyleColorsClassic();
     80 
     81     // Setup Platform/Renderer backends
     82     ImGui_ImplAndroid_Init(g_App->window);
     83     ImGui_ImplOpenGL3_Init("#version 300 es");
     84 
     85     // Load Fonts
     86     // - 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.
     87     // - 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).
     88     // - 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.
     89     // - Read 'docs/FONTS.md' for more instructions and details.
     90     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     91     // - 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.
     92 
     93     // We load the default font with increased size to improve readability on many devices with "high" DPI.
     94     // FIXME: Put some effort into DPI awareness.
     95     // 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
     96     ImFontConfig font_cfg;
     97     font_cfg.SizePixels = 22.0f;
     98     io.Fonts->AddFontDefault(&font_cfg);
     99     //void* font_data;
    100     //int font_data_size;
    101     //ImFont* font;
    102     //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
    103     //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
    104     //IM_ASSERT(font != NULL);
    105     //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
    106     //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
    107     //IM_ASSERT(font != NULL);
    108     //font_data_size = GetAssetData("DroidSans.ttf", &font_data);
    109     //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
    110     //IM_ASSERT(font != NULL);
    111     //font_data_size = GetAssetData("ProggyTiny.ttf", &font_data);
    112     //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f);
    113     //IM_ASSERT(font != NULL);
    114     //font_data_size = GetAssetData("ArialUni.ttf", &font_data);
    115     //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    116     //IM_ASSERT(font != NULL);
    117 
    118     // Arbitrary scale-up
    119     // FIXME: Put some effort into DPI awareness
    120     ImGui::GetStyle().ScaleAllSizes(3.0f);
    121 
    122     g_Initialized = true;
    123 }
    124 
    125 void tick()
    126 {
    127     ImGuiIO& io = ImGui::GetIO();
    128     if (g_EglDisplay == EGL_NO_DISPLAY)
    129         return;
    130 
    131     // Our state
    132     static bool show_demo_window = true;
    133     static bool show_another_window = false;
    134     static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
    135 
    136     // Poll Unicode characters via JNI
    137     // FIXME: do not call this every frame because of JNI overhead
    138     PollUnicodeChars();
    139 
    140     // Open on-screen (soft) input if requested by Dear ImGui
    141     static bool WantTextInputLast = false;
    142     if (io.WantTextInput && !WantTextInputLast)
    143         ShowSoftKeyboardInput();
    144     WantTextInputLast = io.WantTextInput;
    145 
    146     // Start the Dear ImGui frame
    147     ImGui_ImplOpenGL3_NewFrame();
    148     ImGui_ImplAndroid_NewFrame();
    149     ImGui::NewFrame();
    150 
    151     // 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!).
    152     if (show_demo_window)
    153         ImGui::ShowDemoWindow(&show_demo_window);
    154 
    155     // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
    156     {
    157         static float f = 0.0f;
    158         static int counter = 0;
    159 
    160         ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
    161 
    162         ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
    163         ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
    164         ImGui::Checkbox("Another Window", &show_another_window);
    165 
    166         ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
    167         ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
    168 
    169         if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
    170             counter++;
    171         ImGui::SameLine();
    172         ImGui::Text("counter = %d", counter);
    173 
    174         ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
    175         ImGui::End();
    176     }
    177 
    178     // 3. Show another simple window.
    179     if (show_another_window)
    180     {
    181         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)
    182         ImGui::Text("Hello from another window!");
    183         if (ImGui::Button("Close Me"))
    184             show_another_window = false;
    185         ImGui::End();
    186     }
    187 
    188     // Rendering
    189     ImGui::Render();
    190     glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
    191     glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
    192     glClear(GL_COLOR_BUFFER_BIT);
    193     ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
    194     eglSwapBuffers(g_EglDisplay, g_EglSurface);
    195 }
    196 
    197 void shutdown()
    198 {
    199     if (!g_Initialized)
    200         return;
    201 
    202     // Cleanup
    203     ImGui_ImplOpenGL3_Shutdown();
    204     ImGui_ImplAndroid_Shutdown();
    205     ImGui::DestroyContext();
    206 
    207     if (g_EglDisplay != EGL_NO_DISPLAY)
    208     {
    209         eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    210 
    211         if (g_EglContext != EGL_NO_CONTEXT)
    212             eglDestroyContext(g_EglDisplay, g_EglContext);
    213 
    214         if (g_EglSurface != EGL_NO_SURFACE)
    215             eglDestroySurface(g_EglDisplay, g_EglSurface);
    216 
    217         eglTerminate(g_EglDisplay);
    218     }
    219 
    220     g_EglDisplay = EGL_NO_DISPLAY;
    221     g_EglContext = EGL_NO_CONTEXT;
    222     g_EglSurface = EGL_NO_SURFACE;
    223     ANativeWindow_release(g_App->window);
    224 
    225     g_Initialized = false;
    226 }
    227 
    228 static void handleAppCmd(struct android_app* app, int32_t appCmd)
    229 {
    230     switch (appCmd)
    231     {
    232     case APP_CMD_SAVE_STATE:
    233         break;
    234     case APP_CMD_INIT_WINDOW:
    235         init(app);
    236         break;
    237     case APP_CMD_TERM_WINDOW:
    238         shutdown();
    239         break;
    240     case APP_CMD_GAINED_FOCUS:
    241         break;
    242     case APP_CMD_LOST_FOCUS:
    243         break;
    244     }
    245 }
    246 
    247 static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
    248 {
    249     return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
    250 }
    251 
    252 void android_main(struct android_app* app)
    253 {
    254     app->onAppCmd = handleAppCmd;
    255     app->onInputEvent = handleInputEvent;
    256 
    257     while (true)
    258     {
    259         int out_events;
    260         struct android_poll_source* out_data;
    261 
    262         // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
    263         while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0)
    264         {
    265             // Process one event
    266             if (out_data != NULL)
    267                 out_data->process(app, out_data);
    268 
    269             // Exit the app by returning from within the infinite loop
    270             if (app->destroyRequested != 0)
    271             {
    272                 // shutdown() should have been called already while processing the
    273                 // app command APP_CMD_TERM_WINDOW. But we play save here
    274                 if (!g_Initialized)
    275                     shutdown();
    276 
    277                 return;
    278             }
    279         }
    280 
    281         // Initiate a new frame
    282         tick();
    283     }
    284 }
    285 
    286 // Unfortunately, there is no way to show the on-screen input from native code.
    287 // Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
    288 static int ShowSoftKeyboardInput()
    289 {
    290     JavaVM* java_vm = g_App->activity->vm;
    291     JNIEnv* java_env = NULL;
    292 
    293     jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
    294     if (jni_return == JNI_ERR)
    295         return -1;
    296 
    297     jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
    298     if (jni_return != JNI_OK)
    299         return -2;
    300 
    301     jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
    302     if (native_activity_clazz == NULL)
    303         return -3;
    304 
    305     jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
    306     if (method_id == NULL)
    307         return -4;
    308 
    309     java_env->CallVoidMethod(g_App->activity->clazz, method_id);
    310 
    311     jni_return = java_vm->DetachCurrentThread();
    312     if (jni_return != JNI_OK)
    313         return -5;
    314 
    315     return 0;
    316 }
    317 
    318 // Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
    319 // Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
    320 // the resulting Unicode characters here via JNI and send them to Dear ImGui.
    321 static int PollUnicodeChars()
    322 {
    323     JavaVM* java_vm = g_App->activity->vm;
    324     JNIEnv* java_env = NULL;
    325 
    326     jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
    327     if (jni_return == JNI_ERR)
    328         return -1;
    329 
    330     jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
    331     if (jni_return != JNI_OK)
    332         return -2;
    333 
    334     jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
    335     if (native_activity_clazz == NULL)
    336         return -3;
    337 
    338     jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
    339     if (method_id == NULL)
    340         return -4;
    341 
    342     // Send the actual characters to Dear ImGui
    343     ImGuiIO& io = ImGui::GetIO();
    344     jint unicode_character;
    345     while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
    346         io.AddInputCharacter(unicode_character);
    347 
    348     jni_return = java_vm->DetachCurrentThread();
    349     if (jni_return != JNI_OK)
    350         return -5;
    351 
    352     return 0;
    353 }
    354 
    355 // Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
    356 static int GetAssetData(const char* filename, void** outData)
    357 {
    358     int num_bytes = 0;
    359     AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
    360     if (asset_descriptor)
    361     {
    362         num_bytes = AAsset_getLength(asset_descriptor);
    363         *outData = IM_ALLOC(num_bytes);
    364         int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
    365         AAsset_close(asset_descriptor);
    366         IM_ASSERT(num_bytes_read == num_bytes);
    367     }
    368     return num_bytes;
    369 }