Skip to content

Commit

Permalink
Add Android backend and example
Browse files Browse the repository at this point in the history
  • Loading branch information
duddel committed Feb 22, 2021
1 parent 9b32f7b commit 3a3d642
Show file tree
Hide file tree
Showing 19 changed files with 1,011 additions and 1 deletion.
12 changes: 12 additions & 0 deletions .github/workflows/build.yml
Original file line number Diff line number Diff line change
Expand Up @@ -458,6 +458,18 @@ jobs:
popd
make -C examples/example_emscripten_wgpu
Android:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1

- name: Build example_android_opengl3
run: |
cd examples/example_android_opengl3
./build_android.sh
Discord-CI:
runs-on: ubuntu-18.04
if: always()
Expand Down
166 changes: 166 additions & 0 deletions backends/imgui_impl_android.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,166 @@
// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)

// Implemented features:
// [x] Basic mouse input via touch
// [x] Open soft keyboard if io.WantTextInput and perform proper keyboard input
// [x] Handle Unicode characters
// [ ] Handle physical mouse input

// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-09-13: Support for Unicode characters
// 2020-08-31: On-screen and physical keyboard input (ASCII characters only)
// 2020-03-02: basic draft, touch input

#include "imgui.h"
#include "imgui_impl_android.h"
#include <ctime>
#include <map>
#include <queue>

// Android
#include <android/native_window.h>
#include <android/input.h>
#include <android/keycodes.h>
#include <android/log.h>

static double g_Time = 0.0;
static ANativeWindow* g_Window;
static char g_logTag[] = "ImguiExample";
static std::map<int32_t, std::queue<int32_t>> g_keyEventQueues;

int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent)
{
ImGuiIO &io = ImGui::GetIO();
int32_t evType = AInputEvent_getType(inputEvent);
switch (evType)
{
case AINPUT_EVENT_TYPE_KEY:
{
int32_t evKeyCode = AKeyEvent_getKeyCode(inputEvent);
int32_t evAction = AKeyEvent_getAction(inputEvent);
int32_t evMetaState = AKeyEvent_getMetaState(inputEvent);

io.KeyCtrl = ((evMetaState & AMETA_CTRL_ON) != 0);
io.KeyShift = ((evMetaState & AMETA_SHIFT_ON) != 0);
io.KeyAlt = ((evMetaState & AMETA_ALT_ON) != 0);

switch (evAction)
{
// todo: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once
// as soon as a touch pointer goes up from a key. We use a simple key event queue
// and process one event per key per ImGui frame in ImGui_ImplAndroid_NewFrame().
// ...or consider ImGui IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
case AKEY_EVENT_ACTION_DOWN:
case AKEY_EVENT_ACTION_UP:
g_keyEventQueues[evKeyCode].push(evAction);
break;
default:
break;
}
break;
}
case AINPUT_EVENT_TYPE_MOTION:
{
int32_t evAction = AMotionEvent_getAction(inputEvent);
int32_t evPointerIndex = (evAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
int32_t evPointerId = AMotionEvent_getPointerId(inputEvent, evPointerIndex);
evAction &= AMOTION_EVENT_ACTION_MASK;
switch (evAction)
{
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_UP:
io.MouseDown[0] = (evAction == AMOTION_EVENT_ACTION_DOWN) ? true : false;
// intended fallthrough...
case AMOTION_EVENT_ACTION_MOVE:
io.MousePos = ImVec2(
AMotionEvent_getX(inputEvent, evPointerIndex),
AMotionEvent_getY(inputEvent, evPointerIndex));
break;
default:
break;
}
}
return 1;
default:
break;
}

return 0;
}

bool ImGui_ImplAndroid_Init(ANativeWindow* window)
{
g_Window = window;
g_Time = 0.0;

// Setup back-end capabilities flags
ImGuiIO &io = ImGui::GetIO();
// todo: any reasonable io.BackendFlags?
io.BackendPlatformName = "imgui_impl_android";

// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;

return true;
}

void ImGui_ImplAndroid_Shutdown() {}

void ImGui_ImplAndroid_NewFrame()
{
ImGuiIO &io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");

// Process queued key events
for (auto &keyQueue : g_keyEventQueues)
{
if (keyQueue.second.size() == 0)
continue;
io.KeysDown[keyQueue.first] = (keyQueue.second.front() == AKEY_EVENT_ACTION_DOWN);
keyQueue.second.pop();
}

// Setup display size (every frame to accommodate for window resizing)
int32_t w = ANativeWindow_getWidth(g_Window);
int32_t h = ANativeWindow_getHeight(g_Window);
int display_w = w;
int display_h = h;

io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);

// Setup time step
struct timespec current_timespec;
clock_gettime(CLOCK_MONOTONIC, &current_timespec);
double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
}
22 changes: 22 additions & 0 deletions backends/imgui_impl_android.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,22 @@
// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)

// Implemented features:
// [x] Basic mouse input via touch
// [x] Open soft keyboard if io.WantTextInput and perform proper keyboard input
// [x] Handle Unicode characters
// [ ] Handle physical mouse input

// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui

#pragma once

struct ANativeWindow;
struct AInputEvent;

IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent);
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
1 change: 1 addition & 0 deletions docs/BACKENDS.md
Original file line number Diff line number Diff line change
Expand Up @@ -57,6 +57,7 @@ In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder

List of Platforms Backends:

imgui_impl_android.cpp ; Android native app API
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
Expand Down
4 changes: 4 additions & 0 deletions docs/EXAMPLES.md
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,10 @@ Changelog, so if you want to update them later it will be easier to catch up wit
Allegro 5 example. <BR>
= main.cpp + imgui_impl_allegro5.cpp

[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR>
Android + OpenGL3 (ES) example. <BR>
= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp

[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
OSX & iOS + Metal example. <BR>
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
Expand Down
2 changes: 1 addition & 1 deletion docs/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -117,7 +117,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/

Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, WebGPU.
- Platforms: GLFW, SDL2, Win32, Glut, OSX.
- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
- Frameworks: Emscripten, Allegro5, Marmalade.

[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
Expand Down
40 changes: 40 additions & 0 deletions examples/example_android_opengl3/CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,40 @@
cmake_minimum_required(VERSION 3.6)

project(ImguiExample)

set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)

add_library(${CMAKE_PROJECT_NAME} SHARED
${CMAKE_CURRENT_SOURCE_DIR}/main.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp
${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
)

set(CMAKE_SHARED_LINKER_FLAGS
"${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
)

target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
IMGUI_IMPL_OPENGL_ES3
)

target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/../..
${CMAKE_CURRENT_SOURCE_DIR}/../../backends
${ANDROID_NDK}/sources/android/native_app_glue
)

target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
android
EGL
GLESv3
log
)
12 changes: 12 additions & 0 deletions examples/example_android_opengl3/android/.gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,12 @@
.cxx
.externalNativeBuild
build/
*.iml

.idea
.gradle
local.properties
/captures

.DS_Store
Thumbs.db
35 changes: 35 additions & 0 deletions examples/example_android_opengl3/android/app/build.gradle
Original file line number Diff line number Diff line change
@@ -0,0 +1,35 @@
apply plugin: 'com.android.application'
apply plugin: 'kotlin-android'
apply plugin: 'kotlin-android-extensions'

android {
compileSdkVersion 29
buildToolsVersion "29.0.2"
defaultConfig {
applicationId "imgui.example.android"
minSdkVersion 23
targetSdkVersion 29
versionCode 1
versionName "1.0"
}

buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
}
}

externalNativeBuild {
cmake {
path "../../CMakeLists.txt"
version "3.6.0"
}
}
}
repositories {
mavenCentral()
}
dependencies {
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="imgui.example.android">

<application
android:label="ImguiExample"
android:allowBackup="false"
android:fullBackupContent="false"
android:hasCode="true">

<activity
android:name="imgui.example.android.MainActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation|keyboardHidden|screenSize">
<meta-data android:name="android.app.lib_name"
android:value="ImguiExample" />

<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
Loading

0 comments on commit 3a3d642

Please sign in to comment.