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mirror of https://github.com/ocornut/imgui.git synced 2024-11-24 07:40:22 +01:00

Add android-related example to existing SDL3 examples

This commit is contained in:
zmertens 2024-11-10 08:20:01 -07:00
parent d62a60aa1b
commit 6eacdfdee7
7 changed files with 179 additions and 197 deletions

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@ -1,188 +0,0 @@
// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// 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
// Important to understand: SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_sdlrenderer3.h"
#include <stdio.h>
#include <SDL3/SDL.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL3/SDL_opengles2.h>
#else
#include <SDL3/SDL_opengl.h>
#endif
#if defined(__ANDROID__)
#include <SDL3/SDL_main.h>
#endif
// Main code
int main(int, char**)
{
// Setup SDL
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
}
// Create window with SDL_Renderer graphics context
Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
SDL_SetRenderVSync(renderer, 1);
if (renderer == nullptr)
{
SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
return -1;
}
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_ShowWindow(window);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer3_Init(renderer);
// 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.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - 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 \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
#ifdef __EMSCRIPTEN__
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = nullptr;
EMSCRIPTEN_MAINLOOP_BEGIN
#else
while (!done)
#endif
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT)
done = true;
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_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();
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer);
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup
ImGui_ImplSDLRenderer3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

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# Makefile to use with SDL+Android
# See https://wiki.libsdl.org/SDL3/README/android
# for details on how SDL interacts with Android.
#
# This Makefile assumes you have wget or curl and Python v3 installed.
#
# Running `make -f Makefile.android` will produce these files or directories:
# - SDL-main.zip
# - SDL-main
# - com.imgui.example
#
# Variables
PACKAGE_NAME := com.imgui.sdl3opengl3
VARIANT := copy
VERSION := 0.1.0
URL := https://github.com/libsdl-org/SDL/archive/refs/heads/main.zip
ARCHIVE_NAME := SDL-main.zip
SDL_ROOT := SDL-main
CREATED_ANDROID_PROJECT := $(CURDIR)/$(PACKAGE_NAME)
ANDROID_SRCS_DIR := $(CREATED_ANDROID_PROJECT)/app/jni/src
SDL_PYTHON_SCRIPT := $(SDL_ROOT)/build-scripts/create-android-project.py
IMGUI_ROOT := $(realpath $(dir $(lastword $(MAKEFILE_LIST)))../..)
SOURCES := \
$(IMGUI_ROOT)/backends/imgui_impl_opengl3.cpp \
$(IMGUI_ROOT)/backends/imgui_impl_sdl3.cpp \
$(IMGUI_ROOT)/imgui.cpp \
$(IMGUI_ROOT)/imgui_draw.cpp \
$(IMGUI_ROOT)/imgui_widgets.cpp \
$(IMGUI_ROOT)/imgui_demo.cpp \
$(IMGUI_ROOT)/imgui_tables.cpp \
main.cpp
HEADERS := $(IMGUI_ROOT)/imstb_rectpack.h \
$(IMGUI_ROOT)/imstb_textedit.h \
$(IMGUI_ROOT)/imstb_truetype.h \
$(IMGUI_ROOT)/imgui.h \
$(IMGUI_ROOT)/imgui_internal.h \
$(IMGUI_ROOT)/imconfig.h \
$(IMGUI_ROOT)/backends/imgui_impl_sdl3.h \
$(IMGUI_ROOT)/backends/imgui_impl_opengl3.h \
$(IMGUI_ROOT)/backends/imgui_impl_opengl3_loader.h
# Targets
.PHONY: all clean setup download extract run
all: setup run
clean:
rm -rf $(SDL_ROOT) $(ARCHIVE_NAME) $(CREATED_ANDROID_PROJECT)
setup: download extract
@echo "Setting up the Android project..."
@which python3 > /dev/null || which python > /dev/null || { echo "Error: Python v3 is not installed."; exit 1;}
download:
@echo "Downloading Android project..."
wget -O $(ARCHIVE_NAME) $(URL) || curl -L -o $(ARCHIVE_NAME) $(URL)
extract:
@echo "Extracting Android project..."
mkdir -p $(SDL_ROOT)
unzip -o $(ARCHIVE_NAME) -d $(CURDIR)
run:
@echo "Creating Android project..."
python3 $(SDL_PYTHON_SCRIPT) --variant $(VARIANT) --output $(CURDIR) $(PACKAGE_NAME) $(SOURCES)
cp -r $(HEADERS) $(ANDROID_SRCS_DIR)

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@ -38,3 +38,65 @@ c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
## Emscripten
As of 2023-05-30 Emscripten doesn't support SDL3 yet.
## Android
- You will need at least Java 9, preferably Java 17, to handle recent Gradle 8.9.x versions.
- You need a way to install Android SDK and NDK and add their PATHS, and have access to a virtual device or real Android device to run the app.
- Android SDK version 21+
- Android NDK version 19+
- Android Studio is an option for handling Java, Android SDK and NDK dependencies altogether: [https://developer.android.com/studio](https://developer.android.com/studio).
- The provided Makefile will download SDL from the main Git branch and create an Android project using SDL's provided `create-android-project.py` script.
- Run the Makefile using `make all`. It downloads and unpacks SDL, runs the included Python script, and generate a folder with the Android project in this directory. The project contains the Dear ImGui sources and SDL3 backends.
- After the project is generated, the Gradle version can be automatically updated in Android Studio, or updated manually via setting the `classpath` and `distributionUrl` values.
In `com.imgui.example/build.gradle`:
```
dependencies {
classpath 'com.android.tools.build:gradle:8.7.2'
...
}
```
In `com.imgui.example/gradle/wrapper/gradle-wrapper.properties`:
```
distributionUrl=https\://services.gradle.org/distributions/gradle-8.9-bin.zip
```
In `com.imgui.example/app/build.grade`, update the min SDK version:
```
minSdkVersion 21
```
For this OpenGL3 example, add the `GLESv3` library links in `com.imgui.example/app/jni/src/Android.mk`
```
LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -lGLESv3 -lOpenSLES -llog -landroid # SDL
```
## How to Run
To run on a local machine using Windows PowerShell:
1. Run `make all` and change into the generated Android project folder, for example: `cd com.imgui.example/`
2. Run `.\gradlew.bat build` to start the Gradle Daemons and build the project. This requires the `JAVA_HOME`, `ANDROID_HOME`, and `ANDROID_NDK_HOME` environment variables if not done in Android Studio.
- Android Studio handles these environment variables itself
3. Run `.\gradlew.bat installDebug` to install the APK package file onto an Android virtual device or a connected real device.
## Some other notes
On Windows, this variable may need to get set in the `com.imgui.sdlrenderer3/app/jni/SDL/Android.mk` file after variables are cleared.
```
include $(CLEAR_VARS)
# Add this if there's Makefile error 87
LOCAL_SHORT_COMMANDS := true
LOCAL_MODULE := SDL3
```

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@ -23,6 +23,10 @@
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
#if defined(__ANDROID__)
#include <SDL3/SDL_main.h>
#endif
// Main code
int main(int, char**)
{

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@ -1,13 +1,25 @@
# Makefile to use with SDL+Android
# See https://wiki.libsdl.org/SDL3/README/android
# for details on how SDL interacts with Android.
#
# This Makefile assumes you have wget or curl and Python v3 installed.
#
# Running `make -f Makefile.android` will produce these files or directories:
# - SDL-main.zip
# - SDL-main
# - com.imgui.example
#
# Variables
PACKAGE_NAME := com.imgui.example
PACKAGE_NAME := com.imgui.sdl3renderer3
VARIANT := copy
VERSION := 0.1.0
URL := https://github.com/libsdl-org/SDL/archive/refs/heads/main.zip
ARCHIVE_NAME := SDL-main.zip
SDL_ROOT := SDL-main
SDL_ANDROID_PROJECT := $(CURDIR)/$(PACKAGE_NAME)
CREATED_ANDROID_PROJECT := $(CURDIR)/$(PACKAGE_NAME)
ANDROID_SRCS_DIR := $(CREATED_ANDROID_PROJECT)/app/jni/src
SDL_PYTHON_SCRIPT := $(SDL_ROOT)/build-scripts/create-android-project.py
SDL_JNI_DIR := $(SDL_ANDROID_PROJECT)/app/jni/src
IMGUI_ROOT := $(realpath $(dir $(lastword $(MAKEFILE_LIST)))../..)
SOURCES := \
@ -35,7 +47,7 @@ HEADERS := $(IMGUI_ROOT)/imstb_rectpack.h \
all: setup run
clean:
rm -rf $(SDL_ROOT) $(ARCHIVE_NAME) $(SDL_ANDROID_PROJECT)
rm -rf $(SDL_ROOT) $(ARCHIVE_NAME) $(CREATED_ANDROID_PROJECT)
setup: download extract
@echo "Setting up the Android project..."
@ -49,9 +61,8 @@ extract:
@echo "Extracting Android project..."
mkdir -p $(SDL_ROOT)
unzip -o $(ARCHIVE_NAME) -d $(CURDIR)
cp -r $(HEADERS) $(SDL_JNI_DIR)
run:
@echo "Creating Android project..."
python3 $(SDL_PYTHON_SCRIPT) --variant $(VARIANT) --output $(CURDIR) $(PACKAGE_NAME) $(SOURCES)
cp -r $(HEADERS) $(ANDROID_SRCS_DIR)

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@ -1,8 +1,8 @@
## How to Build
## How to Build the Android project
- You will need at least Java 9, preferably Java 17, to handle recent Gradle 8.9 versions.
- You will need at least Java 9, preferably Java 17, to handle recent Gradle 8.9.x versions.
- You need a way to install Android SDK and NDK and have access to a virtual device for testing (real Android devices can be used as well).
- You need a way to install Android SDK and NDK and add their PATHS, and have access to a virtual device or real Android device to run the app.
- Android SDK version 21+
- Android NDK version 19+
@ -27,6 +27,12 @@ In `com.imgui.example/gradle/wrapper/gradle-wrapper.properties`:
distributionUrl=https\://services.gradle.org/distributions/gradle-8.9-bin.zip
```
In `com.imgui.example/app/build.grade`, update the min SDK version:
```
minSdkVersion 21
```
## How to Run
To run on a local machine using Windows PowerShell:
@ -35,3 +41,17 @@ To run on a local machine using Windows PowerShell:
2. Run `.\gradlew.bat build` to start the Gradle Daemons and build the project. This requires the `JAVA_HOME`, `ANDROID_HOME`, and `ANDROID_NDK_HOME` environment variables if not done in Android Studio.
- Android Studio handles these environment variables itself
3. Run `.\gradlew.bat installDebug` to install the APK package file onto an Android virtual device or a connected real device.
## Some other notes
On Windows, this variable may need to get set in the `com.imgui.sdlrenderer3/app/jni/SDL/Android.mk` file after variables are cleared.
```
include $(CLEAR_VARS)
# Add this if there's Makefile error 87
LOCAL_SHORT_COMMANDS := true
LOCAL_MODULE := SDL3
```

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@ -21,6 +21,10 @@
#include <SDL3/SDL_opengl.h>
#endif
#if defined(__ANDROID__)
#include <SDL3/SDL_main.h>
#endif
// Main code
int main(int, char**)
{