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@@ -10,98 +10,18 @@
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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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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+static char g_LogTag[] = "ImGuiExample";
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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 showSoftInput() of the main activity implemented in MainActivity.kt via JNI.
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-static int showSoftInput()
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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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- {
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- io.AddInputCharacter(unicode_character);
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- }
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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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-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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+// 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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void init(struct android_app* app)
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{
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@@ -113,65 +33,66 @@ void init(struct android_app* app)
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// Initialize EGL
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// This is mostly boilerplate code for EGL...
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- g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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-
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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[] = {
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- EGL_BLUE_SIZE, 8,
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- EGL_GREEN_SIZE, 8,
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- EGL_RED_SIZE, 8,
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- EGL_DEPTH_SIZE, 24,
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- EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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- EGL_NONE};
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-
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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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-
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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 configs");
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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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+ 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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- // Dear Imgui
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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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// 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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- // - add_font_from_assets_ttf() will return the ImFont* so you can store it if you need to select the font among multiple.
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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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- // - The TTF files have to be placed into the assets/ directory (android/app/src/main/assets).
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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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+ // 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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@@ -179,19 +100,19 @@ void init(struct android_app* app)
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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); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
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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); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
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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); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
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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); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
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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()); // Ownership of font_data is transfered to ImGui. Deletion is handled by ImGui.
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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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// Arbitrary scale-up
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@@ -203,75 +124,74 @@ void init(struct android_app* app)
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void tick()
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{
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- // Our state (Dear Imgui)
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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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- if (g_EglDisplay != EGL_NO_DISPLAY)
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- {
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- ImGuiIO& io = ImGui::GetIO();
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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 demanded by Dear ImGui
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- static bool WantTextInputLast = false;
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- if (io.WantTextInput && !WantTextInputLast)
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- showSoftInput();
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- WantTextInputLast = io.WantTextInput;
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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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- // 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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+ // 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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- // 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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+ // 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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- // 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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+ // 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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- ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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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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- 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::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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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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+ 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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- 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::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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- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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|
- ImGui::End();
|
|
|
- }
|
|
|
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
|
|
+ counter++;
|
|
|
+ ImGui::SameLine();
|
|
|
+ ImGui::Text("counter = %d", counter);
|
|
|
|
|
|
- // 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();
|
|
|
- }
|
|
|
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
|
|
+ ImGui::End();
|
|
|
+ }
|
|
|
|
|
|
- // Rendering
|
|
|
- ImGui::Render();
|
|
|
- glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
|
|
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
|
- glClear(GL_COLOR_BUFFER_BIT);
|
|
|
- ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
|
|
- eglSwapBuffers(g_EglDisplay, g_EglSurface);
|
|
|
+ // 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()
|
|
@@ -279,7 +199,7 @@ void shutdown()
|
|
|
if (!g_Initialized)
|
|
|
return;
|
|
|
|
|
|
- // Cleanup (Dear Imgui)
|
|
|
+ // Cleanup
|
|
|
ImGui_ImplOpenGL3_Shutdown();
|
|
|
ImGui_ImplAndroid_Shutdown();
|
|
|
ImGui::DestroyContext();
|
|
@@ -362,3 +282,88 @@ void android_main(struct android_app* app)
|
|
|
tick();
|
|
|
}
|
|
|
}
|
|
|
+
|
|
|
+// Unfortunately, there is no way to show the on-screen input from native code.
|
|
|
+// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
|
|
|
+static int ShowSoftKeyboardInput()
|
|
|
+{
|
|
|
+ JavaVM* java_vm = g_App->activity->vm;
|
|
|
+ JNIEnv* java_env = NULL;
|
|
|
+
|
|
|
+ jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
|
|
+ if (jni_return == JNI_ERR)
|
|
|
+ return -1;
|
|
|
+
|
|
|
+ jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
|
|
+ if (jni_return != JNI_OK)
|
|
|
+ return -2;
|
|
|
+
|
|
|
+ jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
|
|
+ if (native_activity_clazz == NULL)
|
|
|
+ return -3;
|
|
|
+
|
|
|
+ jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
|
|
|
+ if (method_id == NULL)
|
|
|
+ return -4;
|
|
|
+
|
|
|
+ java_env->CallVoidMethod(g_App->activity->clazz, method_id);
|
|
|
+
|
|
|
+ jni_return = java_vm->DetachCurrentThread();
|
|
|
+ if (jni_return != JNI_OK)
|
|
|
+ return -5;
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
|
|
|
+// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
|
|
|
+// the resulting Unicode characters here via JNI and send them to Dear ImGui.
|
|
|
+static int PollUnicodeChars()
|
|
|
+{
|
|
|
+ JavaVM* java_vm = g_App->activity->vm;
|
|
|
+ JNIEnv* java_env = NULL;
|
|
|
+
|
|
|
+ jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
|
|
+ if (jni_return == JNI_ERR)
|
|
|
+ return -1;
|
|
|
+
|
|
|
+ jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
|
|
+ if (jni_return != JNI_OK)
|
|
|
+ return -2;
|
|
|
+
|
|
|
+ jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
|
|
+ if (native_activity_clazz == NULL)
|
|
|
+ return -3;
|
|
|
+
|
|
|
+ jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
|
|
|
+ if (method_id == NULL)
|
|
|
+ return -4;
|
|
|
+
|
|
|
+ // Send the actual characters to Dear ImGui
|
|
|
+ ImGuiIO& io = ImGui::GetIO();
|
|
|
+ jint unicode_character;
|
|
|
+ while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
|
|
|
+ io.AddInputCharacter(unicode_character);
|
|
|
+
|
|
|
+ jni_return = java_vm->DetachCurrentThread();
|
|
|
+ if (jni_return != JNI_OK)
|
|
|
+ return -5;
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
|
|
|
+static int GetAssetData(const char* filename, void** outData)
|
|
|
+{
|
|
|
+ int num_bytes = 0;
|
|
|
+ AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
|
|
|
+ if (asset_descriptor)
|
|
|
+ {
|
|
|
+ num_bytes = AAsset_getLength(asset_descriptor);
|
|
|
+ *outData = IM_ALLOC(num_bytes);
|
|
|
+ int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
|
|
|
+ AAsset_close(asset_descriptor);
|
|
|
+ IM_ASSERT(num_bytes_read == num_bytes);
|
|
|
+ }
|
|
|
+ return num_bytes;
|
|
|
+}
|