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Add Android backend and example
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duddel committed Mar 3, 2021
1 parent 25679a4 commit 1fbffbe
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10 changes: 10 additions & 0 deletions .github/workflows/build.yml
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Expand Up @@ -458,6 +458,16 @@ jobs:
popd
make -C examples/example_emscripten_wgpu
Android:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v2

- name: Build example_android_opengl3
run: |
cd examples/example_android_opengl3/android
gradle assembleDebug
Discord-CI:
runs-on: ubuntu-18.04
if: always()
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192 changes: 192 additions & 0 deletions backends/imgui_impl_android.cpp
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// 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] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.

// 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)
// 2021-03-02: Support for physical pointer device input (such as physical mouse)
// 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 <time.h>
#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; // FIXME: Remove dependency on map and queue once we use upcoming input queue.

int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* inputEvent)
{
ImGuiIO& io = ImGui::GetIO();
int32_t event_type = AInputEvent_getType(inputEvent);
switch (event_type)
{
case AINPUT_EVENT_TYPE_KEY:
{
int32_t event_key_code = AKeyEvent_getKeyCode(inputEvent);
int32_t event_action = AKeyEvent_getAction(inputEvent);
int32_t event_meta_state = AKeyEvent_getMetaState(inputEvent);

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

switch (event_action)
{
// FIXME: 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[event_key_code].push(event_action);
break;
default:
break;
}
break;
}
case AINPUT_EVENT_TYPE_MOTION:
{
int32_t event_action = AMotionEvent_getAction(inputEvent);
int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
event_action &= AMOTION_EVENT_ACTION_MASK;
switch (event_action)
{
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_UP:
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
// but we have to process them separately to identify the actual button pressed. This is done below via
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
if((AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
|| (AMotionEvent_getToolType(inputEvent, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
{
io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false;
io.MousePos = ImVec2(
AMotionEvent_getX(inputEvent, event_pointer_index),
AMotionEvent_getY(inputEvent, event_pointer_index));
}
break;
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
{
int32_t button_state = AMotionEvent_getButtonState(inputEvent);
io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false;
io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false;
io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false;
}
break;
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
io.MousePos = ImVec2(
AMotionEvent_getX(inputEvent, event_pointer_index),
AMotionEvent_getY(inputEvent, event_pointer_index));
break;
case AMOTION_EVENT_ACTION_SCROLL:
io.MouseWheel = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
io.MouseWheelH = AMotionEvent_getAxisValue(inputEvent, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
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();
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
// FIXME: This is a workaround for multiple key event actions occuring at once (see above) and can be removed once we use upcoming input queue.
for (auto& key_queue : g_KeyEventQueues)
{
if (key_queue.second.empty())
continue;
io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
key_queue.second.pop();
}

// Setup display size (every frame to accommodate for window resizing)
int32_t window_width = ANativeWindow_getWidth(g_Window);
int32_t window_height = ANativeWindow_getHeight(g_Window);
int display_width = window_width;
int display_height = window_height;

io.DisplaySize = ImVec2((float)window_width, (float)window_height);
if (window_width > 0 && window_height > 0)
io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);

// 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
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// 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] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.

// 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
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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
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4 changes: 4 additions & 0 deletions docs/EXAMPLES.md
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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>
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2 changes: 1 addition & 1 deletion docs/README.md
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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/ES/ES2, 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:
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40 changes: 40 additions & 0 deletions examples/example_android_opengl3/CMakeLists.txt
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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
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.cxx
.externalNativeBuild
build/
*.iml

.idea
.gradle
local.properties

# Android Studio puts a Gradle wrapper here, that we don't want:
gradle/
gradlew*
34 changes: 34 additions & 0 deletions examples/example_android_opengl3/android/app/build.gradle
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apply plugin: 'com.android.application'
apply plugin: 'kotlin-android'

android {
compileSdkVersion 29
buildToolsVersion "30.0.3"
ndkVersion "21.4.7075529"
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"
}
}
}
repositories {
mavenCentral()
}
dependencies {
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
}
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<?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>
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