From d62a60aa1bffa40cd3ca6e603195ee0c0ee8cf2c Mon Sep 17 00:00:00 2001 From: zmertens Date: Sun, 10 Nov 2024 05:12:48 -0700 Subject: [PATCH] Init android sdl3 renderer example --- .../example_android_sdlrenderer3/Makefile | 57 ++++++ .../example_android_sdlrenderer3/README.md | 37 ++++ .../example_android_sdlrenderer3/main.cpp | 188 ++++++++++++++++++ 3 files changed, 282 insertions(+) create mode 100644 examples/example_android_sdlrenderer3/Makefile create mode 100644 examples/example_android_sdlrenderer3/README.md create mode 100644 examples/example_android_sdlrenderer3/main.cpp diff --git a/examples/example_android_sdlrenderer3/Makefile b/examples/example_android_sdlrenderer3/Makefile new file mode 100644 index 000000000..efbbbe277 --- /dev/null +++ b/examples/example_android_sdlrenderer3/Makefile @@ -0,0 +1,57 @@ +# Variables +PACKAGE_NAME := com.imgui.example +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) +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 := \ + $(IMGUI_ROOT)/backends/imgui_impl_sdlrenderer3.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_sdlrenderer3.h + +# Targets +.PHONY: all clean setup download extract run + +all: setup run + +clean: + rm -rf $(SDL_ROOT) $(ARCHIVE_NAME) $(SDL_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) + cp -r $(HEADERS) $(SDL_JNI_DIR) + +run: + @echo "Creating Android project..." + python3 $(SDL_PYTHON_SCRIPT) --variant $(VARIANT) --output $(CURDIR) $(PACKAGE_NAME) $(SOURCES) + diff --git a/examples/example_android_sdlrenderer3/README.md b/examples/example_android_sdlrenderer3/README.md new file mode 100644 index 000000000..b93099f85 --- /dev/null +++ b/examples/example_android_sdlrenderer3/README.md @@ -0,0 +1,37 @@ +## How to Build + +- You will need at least Java 9, preferably Java 17, to handle recent Gradle 8.9 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). + - 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 +``` + +## 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. diff --git a/examples/example_android_sdlrenderer3/main.cpp b/examples/example_android_sdlrenderer3/main.cpp new file mode 100644 index 000000000..d23752495 --- /dev/null +++ b/examples/example_android_sdlrenderer3/main.cpp @@ -0,0 +1,188 @@ +// 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 +#include +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#else +#include +#endif + +#if defined(__ANDROID__) +#include +#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; +}