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Add a minimal Egui + Winit + WGPU based example
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*.iml | ||
.gradle | ||
/local.properties | ||
/.idea/caches | ||
/.idea/libraries | ||
/.idea/modules.xml | ||
/.idea/workspace.xml | ||
/.idea/navEditor.xml | ||
/.idea/assetWizardSettings.xml | ||
.DS_Store | ||
/build | ||
/captures | ||
.externalNativeBuild | ||
.cxx | ||
local.properties | ||
*.so | ||
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# Added by cargo | ||
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/target | ||
Cargo.lock |
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[package] | ||
name = "agdk-egui" | ||
version = "0.1.0" | ||
edition = "2021" | ||
resolver = "2" | ||
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html | ||
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[dependencies] | ||
log = "0.4" | ||
winit = { git = "https://github.com/rib/winit", branch = "agdk-game-activity" } | ||
#winit = { path="../../../winit" } | ||
wgpu = "0.12.0" | ||
pollster = "0.2" | ||
#egui_winit_platform = "0.14" | ||
egui_winit_platform = { path = "../../../egui_winit_platform" } | ||
egui_wgpu_backend = "0.17" | ||
egui = "0.17" | ||
chrono = "0.4" | ||
epi = "0.17" | ||
egui_demo_lib = "0.17" | ||
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[patch.crates-io] | ||
winit = { git = "https://github.com/rib/winit", branch = "agdk-game-activity" } | ||
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[target.'cfg(not(target_os = "android"))'.dependencies] | ||
env_logger = "0.9" | ||
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[target.'cfg(target_os = "android")'.dependencies] | ||
android_logger = "0.11.0" | ||
game-activity = { path="../../game-activity" } | ||
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[features] | ||
default = [] | ||
desktop = [] | ||
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[lib] | ||
name="main" | ||
crate_type=["cdylib"] | ||
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[[bin]] | ||
path="src/lib.rs" | ||
name="egui-test" | ||
required-features = [ "desktop" ] |
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This tests using the game_activity crate with egui, winit and wgpu. | ||
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This is based on a re-worked winit backend here: | ||
https://github.com/rib/winit/tree/agdk-game-activity | ||
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``` | ||
rustup target add aarch64-linux-android | ||
cargo install cargo-ndk | ||
export ANDROID_NDK_HOME="path/to/ndk" | ||
cargo ndk -t arm64-v8a -o app/src/main/jniLibs/ build | ||
export ANDROID_HOME="path/to/sdk" | ||
./gradlew build | ||
./gradlew installDebug | ||
adb shell am start -n co.realfit.agdkegui/.MainActivity | ||
``` |
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/build |
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plugins { | ||
id 'com.android.application' | ||
} | ||
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android { | ||
compileSdk 31 | ||
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defaultConfig { | ||
applicationId "co.realfit.agdkegui" | ||
minSdk 28 | ||
targetSdk 31 | ||
versionCode 1 | ||
versionName "1.0" | ||
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testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner" | ||
} | ||
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buildTypes { | ||
release { | ||
minifyEnabled false | ||
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro' | ||
} | ||
debug { | ||
minifyEnabled false | ||
//packagingOptions { | ||
// doNotStrip '**/*.so' | ||
//} | ||
//debuggable true | ||
} | ||
} | ||
compileOptions { | ||
sourceCompatibility JavaVersion.VERSION_1_8 | ||
targetCompatibility JavaVersion.VERSION_1_8 | ||
} | ||
} | ||
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dependencies { | ||
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implementation 'androidx.appcompat:appcompat:1.4.1' | ||
implementation 'com.google.android.material:material:1.5.0' | ||
implementation 'androidx.constraintlayout:constraintlayout:2.1.3' | ||
testImplementation 'junit:junit:4.13.2' | ||
androidTestImplementation 'androidx.test.ext:junit:1.1.3' | ||
androidTestImplementation 'androidx.test.espresso:espresso-core:3.4.0' | ||
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// To use the Android Frame Pacing library | ||
//implementation "androidx.games:games-frame-pacing:1.9.1" | ||
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// To use the Android Performance Tuner | ||
//implementation "androidx.games:games-performance-tuner:1.5.0" | ||
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// To use the Games Activity library | ||
implementation "androidx.games:games-activity:1.1.0" | ||
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// To use the Games Controller Library | ||
//implementation "androidx.games:games-controller:1.1.0" | ||
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// To use the Games Text Input Library | ||
//implementation "androidx.games:games-text-input:1.1.0" | ||
} | ||
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# Add project specific ProGuard rules here. | ||
# You can control the set of applied configuration files using the | ||
# proguardFiles setting in build.gradle. | ||
# | ||
# For more details, see | ||
# http://developer.android.com/guide/developing/tools/proguard.html | ||
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# If your project uses WebView with JS, uncomment the following | ||
# and specify the fully qualified class name to the JavaScript interface | ||
# class: | ||
#-keepclassmembers class fqcn.of.javascript.interface.for.webview { | ||
# public *; | ||
#} | ||
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# Uncomment this to preserve the line number information for | ||
# debugging stack traces. | ||
#-keepattributes SourceFile,LineNumberTable | ||
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# If you keep the line number information, uncomment this to | ||
# hide the original source file name. | ||
#-renamesourcefileattribute SourceFile |
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<?xml version="1.0" encoding="utf-8"?> | ||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" | ||
package="co.realfit.agdkegui"> | ||
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<application | ||
android:allowBackup="true" | ||
android:icon="@mipmap/ic_launcher" | ||
android:label="AGDK Egui" | ||
android:roundIcon="@mipmap/ic_launcher_round" | ||
android:supportsRtl="true" | ||
android:theme="@style/Theme.RustTemplate"> | ||
<activity | ||
android:name=".MainActivity" | ||
android:exported="true"> | ||
<intent-filter> | ||
<action android:name="android.intent.action.MAIN" /> | ||
<category android:name="android.intent.category.LAUNCHER" /> | ||
</intent-filter> | ||
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<meta-data android:name="android.app.lib_name" android:value="main" /> | ||
</activity> | ||
</application> | ||
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</manifest> |
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examples/agdk-egui/app/src/main/java/co/realfit/agdkegui/MainActivity.java
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package co.realfit.agdkegui; | ||
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import androidx.appcompat.app.AppCompatActivity; | ||
import androidx.core.view.WindowCompat; | ||
import androidx.core.view.WindowInsetsCompat; | ||
import androidx.core.view.WindowInsetsControllerCompat; | ||
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import com.google.androidgamesdk.GameActivity; | ||
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import android.os.Bundle; | ||
import android.content.pm.PackageManager; | ||
import android.os.Build.VERSION; | ||
import android.os.Build.VERSION_CODES; | ||
import android.os.Bundle; | ||
import android.view.View; | ||
import android.view.WindowManager; | ||
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public class MainActivity extends GameActivity { | ||
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static { | ||
// Load the STL first to workaround issues on old Android versions: | ||
// "if your app targets a version of Android earlier than Android 4.3 | ||
// (Android API level 18), | ||
// and you use libc++_shared.so, you must load the shared library before any other | ||
// library that depends on it." | ||
// See https://developer.android.com/ndk/guides/cpp-support#shared_runtimes | ||
//System.loadLibrary("c++_shared"); | ||
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// Load the native library. | ||
// The name "android-game" depends on your CMake configuration, must be | ||
// consistent here and inside AndroidManifect.xml | ||
System.loadLibrary("main"); | ||
} | ||
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private void hideSystemUI() { | ||
// This will put the game behind any cutouts and waterfalls on devices which have | ||
// them, so the corresponding insets will be non-zero. | ||
if (VERSION.SDK_INT >= VERSION_CODES.P) { | ||
getWindow().getAttributes().layoutInDisplayCutoutMode | ||
= WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS; | ||
} | ||
// From API 30 onwards, this is the recommended way to hide the system UI, rather than | ||
// using View.setSystemUiVisibility. | ||
View decorView = getWindow().getDecorView(); | ||
WindowInsetsControllerCompat controller = new WindowInsetsControllerCompat(getWindow(), | ||
decorView); | ||
controller.hide(WindowInsetsCompat.Type.systemBars()); | ||
controller.hide(WindowInsetsCompat.Type.displayCutout()); | ||
controller.setSystemBarsBehavior( | ||
WindowInsetsControllerCompat.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE); | ||
} | ||
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@Override | ||
protected void onCreate(Bundle savedInstanceState) { | ||
// When true, the app will fit inside any system UI windows. | ||
// When false, we render behind any system UI windows. | ||
WindowCompat.setDecorFitsSystemWindows(getWindow(), false); | ||
hideSystemUI(); | ||
// You can set IME fields here or in native code using GameActivity_setImeEditorInfoFields. | ||
// We set the fields in native_engine.cpp. | ||
// super.setImeEditorInfoFields(InputType.TYPE_CLASS_TEXT, | ||
// IME_ACTION_NONE, IME_FLAG_NO_FULLSCREEN ); | ||
super.onCreate(savedInstanceState); | ||
} | ||
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public boolean isGooglePlayGames() { | ||
PackageManager pm = getPackageManager(); | ||
return pm.hasSystemFeature("com.google.android.play.feature.HPE_EXPERIENCE"); | ||
} | ||
} |
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examples/agdk-egui/app/src/main/res/drawable-v24/ic_launcher_foreground.xml
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<vector xmlns:android="http://schemas.android.com/apk/res/android" | ||
xmlns:aapt="http://schemas.android.com/aapt" | ||
android:width="108dp" | ||
android:height="108dp" | ||
android:viewportWidth="108" | ||
android:viewportHeight="108"> | ||
<path android:pathData="M31,63.928c0,0 6.4,-11 12.1,-13.1c7.2,-2.6 26,-1.4 26,-1.4l38.1,38.1L107,108.928l-32,-1L31,63.928z"> | ||
<aapt:attr name="android:fillColor"> | ||
<gradient | ||
android:endX="85.84757" | ||
android:endY="92.4963" | ||
android:startX="42.9492" | ||
android:startY="49.59793" | ||
android:type="linear"> | ||
<item | ||
android:color="#44000000" | ||
android:offset="0.0" /> | ||
<item | ||
android:color="#00000000" | ||
android:offset="1.0" /> | ||
</gradient> | ||
</aapt:attr> | ||
</path> | ||
<path | ||
android:fillColor="#FFFFFF" | ||
android:fillType="nonZero" | ||
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android:strokeWidth="1" | ||
android:strokeColor="#00000000" /> | ||
</vector> |
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