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Add android-related example to existing SDL3 examples
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// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important to understand: SDL_Renderer is an _optional_ component of SDL3.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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#include "imgui.h"
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#include "imgui_impl_sdl3.h"
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#include "imgui_impl_sdlrenderer3.h"
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#include <stdio.h>
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#include <SDL3/SDL.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL3/SDL_opengles2.h>
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#else
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#include <SDL3/SDL_opengl.h>
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#endif
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#if defined(__ANDROID__)
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#include <SDL3/SDL_main.h>
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#endif
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// Main code
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int main(int, char**)
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{
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// Setup SDL
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
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{
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printf("Error: SDL_Init(): %s\n", SDL_GetError());
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return -1;
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}
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// Create window with SDL_Renderer graphics context
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Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
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if (window == nullptr)
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{
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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return -1;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
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SDL_SetRenderVSync(renderer, 1);
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if (renderer == nullptr)
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{
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SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
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return -1;
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}
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL_ShowWindow(window);
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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(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
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ImGui_ImplSDLRenderer3_Init(renderer);
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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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// - AddFontFromFileTTF() 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 a nullptr. 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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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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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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// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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#ifdef __EMSCRIPTEN__
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = nullptr;
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EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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while (!done)
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#endif
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL3_ProcessEvent(&event);
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if (event.type == SDL_EVENT_QUIT)
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done = true;
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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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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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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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::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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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::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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SDL_RenderClear(renderer);
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ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
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SDL_RenderPresent(renderer);
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}
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_MAINLOOP_END;
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#endif
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// Cleanup
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ImGui_ImplSDLRenderer3_Shutdown();
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ImGui_ImplSDL3_Shutdown();
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ImGui::DestroyContext();
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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69
examples/example_sdl3_opengl3/Makefile.android
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69
examples/example_sdl3_opengl3/Makefile.android
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# Makefile to use with SDL+Android
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# See https://wiki.libsdl.org/SDL3/README/android
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# for details on how SDL interacts with Android.
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#
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# This Makefile assumes you have wget or curl and Python v3 installed.
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#
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# Running `make -f Makefile.android` will produce these files or directories:
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# - SDL-main.zip
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# - SDL-main
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# - com.imgui.example
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#
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# Variables
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PACKAGE_NAME := com.imgui.sdl3opengl3
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VARIANT := copy
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VERSION := 0.1.0
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URL := https://github.com/libsdl-org/SDL/archive/refs/heads/main.zip
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ARCHIVE_NAME := SDL-main.zip
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SDL_ROOT := SDL-main
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CREATED_ANDROID_PROJECT := $(CURDIR)/$(PACKAGE_NAME)
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ANDROID_SRCS_DIR := $(CREATED_ANDROID_PROJECT)/app/jni/src
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SDL_PYTHON_SCRIPT := $(SDL_ROOT)/build-scripts/create-android-project.py
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IMGUI_ROOT := $(realpath $(dir $(lastword $(MAKEFILE_LIST)))../..)
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SOURCES := \
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$(IMGUI_ROOT)/backends/imgui_impl_opengl3.cpp \
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$(IMGUI_ROOT)/backends/imgui_impl_sdl3.cpp \
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$(IMGUI_ROOT)/imgui.cpp \
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$(IMGUI_ROOT)/imgui_draw.cpp \
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$(IMGUI_ROOT)/imgui_widgets.cpp \
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$(IMGUI_ROOT)/imgui_demo.cpp \
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$(IMGUI_ROOT)/imgui_tables.cpp \
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main.cpp
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HEADERS := $(IMGUI_ROOT)/imstb_rectpack.h \
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$(IMGUI_ROOT)/imstb_textedit.h \
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$(IMGUI_ROOT)/imstb_truetype.h \
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$(IMGUI_ROOT)/imgui.h \
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$(IMGUI_ROOT)/imgui_internal.h \
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$(IMGUI_ROOT)/imconfig.h \
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$(IMGUI_ROOT)/backends/imgui_impl_sdl3.h \
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$(IMGUI_ROOT)/backends/imgui_impl_opengl3.h \
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$(IMGUI_ROOT)/backends/imgui_impl_opengl3_loader.h
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# Targets
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.PHONY: all clean setup download extract run
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all: setup run
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clean:
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rm -rf $(SDL_ROOT) $(ARCHIVE_NAME) $(CREATED_ANDROID_PROJECT)
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setup: download extract
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@echo "Setting up the Android project..."
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@which python3 > /dev/null || which python > /dev/null || { echo "Error: Python v3 is not installed."; exit 1;}
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download:
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@echo "Downloading Android project..."
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wget -O $(ARCHIVE_NAME) $(URL) || curl -L -o $(ARCHIVE_NAME) $(URL)
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extract:
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@echo "Extracting Android project..."
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mkdir -p $(SDL_ROOT)
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unzip -o $(ARCHIVE_NAME) -d $(CURDIR)
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run:
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@echo "Creating Android project..."
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python3 $(SDL_PYTHON_SCRIPT) --variant $(VARIANT) --output $(CURDIR) $(PACKAGE_NAME) $(SOURCES)
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cp -r $(HEADERS) $(ANDROID_SRCS_DIR)
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@ -38,3 +38,65 @@ c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
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## Emscripten
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As of 2023-05-30 Emscripten doesn't support SDL3 yet.
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## Android
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- You will need at least Java 9, preferably Java 17, to handle recent Gradle 8.9.x versions.
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- 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.
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- Android SDK version 21+
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- Android NDK version 19+
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- Android Studio is an option for handling Java, Android SDK and NDK dependencies altogether: [https://developer.android.com/studio](https://developer.android.com/studio).
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- 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.
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- 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.
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- 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.
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In `com.imgui.example/build.gradle`:
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```
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dependencies {
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classpath 'com.android.tools.build:gradle:8.7.2'
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...
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}
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```
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In `com.imgui.example/gradle/wrapper/gradle-wrapper.properties`:
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```
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distributionUrl=https\://services.gradle.org/distributions/gradle-8.9-bin.zip
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```
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In `com.imgui.example/app/build.grade`, update the min SDK version:
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```
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minSdkVersion 21
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```
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For this OpenGL3 example, add the `GLESv3` library links in `com.imgui.example/app/jni/src/Android.mk`
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```
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LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -lGLESv3 -lOpenSLES -llog -landroid # SDL
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```
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## How to Run
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To run on a local machine using Windows PowerShell:
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1. Run `make all` and change into the generated Android project folder, for example: `cd com.imgui.example/`
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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.
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- Android Studio handles these environment variables itself
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3. Run `.\gradlew.bat installDebug` to install the APK package file onto an Android virtual device or a connected real device.
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## Some other notes
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On Windows, this variable may need to get set in the `com.imgui.sdlrenderer3/app/jni/SDL/Android.mk` file after variables are cleared.
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```
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include $(CLEAR_VARS)
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# Add this if there's Makefile error 87
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LOCAL_SHORT_COMMANDS := true
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LOCAL_MODULE := SDL3
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```
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@ -23,6 +23,10 @@
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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#if defined(__ANDROID__)
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#include <SDL3/SDL_main.h>
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#endif
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// Main code
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int main(int, char**)
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{
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@ -1,13 +1,25 @@
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# Makefile to use with SDL+Android
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# See https://wiki.libsdl.org/SDL3/README/android
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# for details on how SDL interacts with Android.
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#
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# This Makefile assumes you have wget or curl and Python v3 installed.
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#
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# Running `make -f Makefile.android` will produce these files or directories:
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# - SDL-main.zip
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# - SDL-main
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# - com.imgui.example
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#
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# Variables
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PACKAGE_NAME := com.imgui.example
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PACKAGE_NAME := com.imgui.sdl3renderer3
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VARIANT := copy
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VERSION := 0.1.0
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URL := https://github.com/libsdl-org/SDL/archive/refs/heads/main.zip
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ARCHIVE_NAME := SDL-main.zip
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SDL_ROOT := SDL-main
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SDL_ANDROID_PROJECT := $(CURDIR)/$(PACKAGE_NAME)
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CREATED_ANDROID_PROJECT := $(CURDIR)/$(PACKAGE_NAME)
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ANDROID_SRCS_DIR := $(CREATED_ANDROID_PROJECT)/app/jni/src
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SDL_PYTHON_SCRIPT := $(SDL_ROOT)/build-scripts/create-android-project.py
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SDL_JNI_DIR := $(SDL_ANDROID_PROJECT)/app/jni/src
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IMGUI_ROOT := $(realpath $(dir $(lastword $(MAKEFILE_LIST)))../..)
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SOURCES := \
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@ -35,7 +47,7 @@ HEADERS := $(IMGUI_ROOT)/imstb_rectpack.h \
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all: setup run
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clean:
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rm -rf $(SDL_ROOT) $(ARCHIVE_NAME) $(SDL_ANDROID_PROJECT)
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rm -rf $(SDL_ROOT) $(ARCHIVE_NAME) $(CREATED_ANDROID_PROJECT)
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setup: download extract
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@echo "Setting up the Android project..."
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@ -49,9 +61,8 @@ extract:
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@echo "Extracting Android project..."
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mkdir -p $(SDL_ROOT)
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unzip -o $(ARCHIVE_NAME) -d $(CURDIR)
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cp -r $(HEADERS) $(SDL_JNI_DIR)
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run:
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@echo "Creating Android project..."
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python3 $(SDL_PYTHON_SCRIPT) --variant $(VARIANT) --output $(CURDIR) $(PACKAGE_NAME) $(SOURCES)
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cp -r $(HEADERS) $(ANDROID_SRCS_DIR)
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@ -1,8 +1,8 @@
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## How to Build
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## How to Build the Android project
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- You will need at least Java 9, preferably Java 17, to handle recent Gradle 8.9 versions.
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- You will need at least Java 9, preferably Java 17, to handle recent Gradle 8.9.x versions.
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- 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).
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- 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.
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- Android SDK version 21+
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- Android NDK version 19+
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@ -27,6 +27,12 @@ In `com.imgui.example/gradle/wrapper/gradle-wrapper.properties`:
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distributionUrl=https\://services.gradle.org/distributions/gradle-8.9-bin.zip
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```
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In `com.imgui.example/app/build.grade`, update the min SDK version:
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```
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minSdkVersion 21
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```
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## 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
|
||||
```
|
@ -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**)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user