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+// dear imgui: standalone example application for Android + OpenGL ES 3
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more 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>
+#include <string>
+
+// 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 = nullptr;
+static bool g_Initialized = false;
+static char g_LogTag[] = "ImGuiExample";
+static std::string g_IniFilename = "";
+
+// Forward declarations of helper functions
+static void Init(struct android_app* app);
+static void Shutdown();
+static void MainLoopStep();
+static int ShowSoftKeyboardInput();
+static int PollUnicodeChars();
+static int GetAssetData(const char* filename, void** out_data);
+
+// Main code
+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:
+ 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, nullptr, &out_events, (void**)&out_data) >= 0)
+ {
+ // Process one event
+ if (out_data != nullptr)
+ 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
+ MainLoopStep();
+ }
+}
+
+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, nullptr);
+ eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
+ }
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Redirect loading/saving of .ini file to our location.
+ // Make sure 'g_IniFilename' persists while we use Dear ImGui.
+ g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini";
+ io.IniFilename = g_IniFilename.c_str();;
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // 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 a nullptr. 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 transferred 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("segoeui.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("DroidSans.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("ArialUni.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != nullptr);
+
+ // Arbitrary scale-up
+ // FIXME: Put some effort into DPI awareness
+ ImGui::GetStyle().ScaleAllSizes(3.0f);
+
+ g_Initialized = true;
+}
+
+void MainLoopStep()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (g_EglDisplay == EGL_NO_DISPLAY)
+ return;
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ 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 create 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 / io.Framerate, io.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;
+}
+
+// Helper functions
+
+// 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 = nullptr;
+
+ 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, nullptr);
+ if (jni_return != JNI_OK)
+ return -2;
+
+ jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
+ if (native_activity_clazz == nullptr)
+ return -3;
+
+ jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
+ if (method_id == nullptr)
+ 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 = nullptr;
+
+ 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, nullptr);
+ if (jni_return != JNI_OK)
+ return -2;
+
+ jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
+ if (native_activity_clazz == nullptr)
+ return -3;
+
+ jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
+ if (method_id == nullptr)
+ 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;
+}