Android: Move JNI keyboard/clipboard into backend, add sensors + display metrics (#3446)

Backend improvements (imgui_impl_android.h/.cpp):
- Moved JNI soft-keyboard and Unicode char polling from the example into the backend.
  The backend automatically shows/hides the soft keyboard based on io.WantTextInput
  during NewFrame().
- Moved JNI Unicode character polling from the example into the backend.
  Characters are polled and fed to io.AddInputCharacter() automatically.
- Added clipboard support via JNI to Android ClipboardManager.
  io.SetClipboardTextFn / io.GetClipboardTextFn are now set by the backend.
- Added ImGui_ImplAndroid_ShowSoftKeyboard() / HideSoftKeyboard() public API.
- Init() now accepts optional asset_manager and native_activity params.
  When native_activity is provided, JNI features are enabled automatically.
  When nullptr, the backend degrades gracefully (no keyboard/clipboard).
- Added sensor support via NDK ASensor API (no JNI needed):
  Accelerometer, Gyroscope, Magnetometer, Light, Proximity, Pressure,
  Humidity, Ambient Temperature.
  API: EnableSensor(), DisableSensor(), GetSensorData(), IsSensorAvailable().
  Sensor events are drained non-blocking in NewFrame().
- Added display metrics via JNI:
  DPI, density, xdpi/ydpi, refresh rate, orientation, resolution.
  API: GetDisplayMetrics().
  Used to auto-scale ImGui style to the device's actual density.

Example cleanup (main.cpp):
- Removed ~120 lines of JNI boilerplate (ShowSoftKeyboardInput, PollUnicodeChars,
  GetAssetData). The example is now a clean Init -> Loop -> Render -> Shutdown.
- Single ImGui_ImplAndroid_Init() call passes the activity object; the backend
  handles the rest.
- Added sensor window: live accelerometer, gyroscope, magnetometer, light, proximity
  readouts with visual progress bars.
- Added display window: resolution, DPI, density, refresh rate, orientation.
- Uses actual device density for style scaling instead of hardcoded 2.0f.

CMakeLists.txt: added 'sensor' to target_link_libraries for ASensor API.

Kotlin activity (MainActivity.kt):
- Kept the three JNI-bridge methods (showSoftInput/hideSoftInput/pollUnicodeChar)
  since Android's native API does not provide these. Cleaned up and documented
  that they are called by the backend, not by app code.
This commit is contained in:
Turtle Dove 2026-07-13 12:07:33 -05:00
parent b62bfd6b06
commit 2f36763169
5 changed files with 767 additions and 253 deletions

View File

@ -1,17 +1,19 @@
// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// dear imgui: Platform Backend for Android native app
// This needs to be used along with a Renderer Backend (e.g. OpenGL3, Vulkan)
// Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: On-screen keyboard (soft input) — handled internally via JNI. No application code needed.
// [X] Platform: Unicode character input — handled internally via JNI. No application code needed.
// [X] Platform: Clipboard support (via JNI to Android ClipboardManager).
// Missing features or Issues:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// - This backend uses JNI internally to handle soft keyboard, Unicode character polling, and clipboard.
// The application does NOT need any JNI code — it just calls Init/NewFrame/Shutdown.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -22,7 +24,12 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-07-13: Android: Moved JNI soft-keyboard and Unicode char polling from the example into the backend.
// Added clipboard support via JNI. The application no longer needs any JNI boilerplate. (#3446)
// Added asset_manager and native_activity params to Init() for self-contained operation.
// Added sensor support (accelerometer, gyroscope, magnetometer, light, proximity, pressure,
// humidity, ambient temperature) via NDK ASensor API. No JNI needed for sensors.
// Added display metrics (DPI, density, refresh rate, orientation) via JNI.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
@ -33,15 +40,56 @@
#ifndef IMGUI_DISABLE
#include "imgui_impl_android.h"
#include <time.h>
#include <string.h>
#include <android/native_window.h>
#include <android/input.h>
#include <android/keycodes.h>
#include <android/log.h>
#include <android/sensor.h>
#include <android/looper.h>
#include <jni.h>
// Android data
static double g_Time = 0.0;
static ANativeWindow* g_Window;
static char g_LogTag[] = "ImGuiExample";
static ANativeWindow* g_Window = nullptr;
static AAssetManager* g_AssetManager = nullptr;
static char g_LogTag[] = "ImGuiBackend";
// JNI state (for soft keyboard, Unicode polling, clipboard, display metrics)
static JavaVM* g_JavaVM = nullptr;
static jobject g_NativeActivity = nullptr; // Global ref
static bool g_HasJni = false;
// Clipboard state
static char* g_ClipboardText = nullptr;
// Display metrics
static ImGui_ImplAndroid_DisplayMetrics g_DisplayMetrics = {};
// Sensor state — uses NDK ASensor API (no JNI)
static ASensorManager* g_SensorManager = nullptr;
static ASensorEventQueue* g_SensorEventQueue = nullptr;
static int g_SensorLooperId = 1; // Looper ID for sensor events
static const ASensor* g_Sensors[ImGui_ImplAndroid_SensorType_Count] = {};
static bool g_SensorEnabled[ImGui_ImplAndroid_SensorType_Count] = {};
static ImGui_ImplAndroid_SensorData g_SensorData[ImGui_ImplAndroid_SensorType_Count] = {};
static const int g_SensorTypes[ImGui_ImplAndroid_SensorType_Count] = {
ASENSOR_TYPE_ACCELEROMETER,
ASENSOR_TYPE_GYROSCOPE,
ASENSOR_TYPE_MAGNETIC_FIELD,
ASENSOR_TYPE_LIGHT,
ASENSOR_TYPE_PROXIMITY,
ASENSOR_TYPE_PRESSURE,
ASENSOR_TYPE_RELATIVE_HUMIDITY,
ASENSOR_TYPE_AMBIENT_TEMPERATURE,
};
// Forward declarations of JNI helpers
static void ImGui_ImplAndroid_JniShowSoftKeyboard();
static void ImGui_ImplAndroid_JniHideSoftKeyboard();
static void ImGui_ImplAndroid_JniPollUnicodeChars();
static void ImGui_ImplAndroid_JniSetClipboardText(const char* text);
static const char* ImGui_ImplAndroid_JniGetClipboardText();
static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
{
@ -261,24 +309,377 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
return 0;
}
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
// --- JNI helpers ---
// These functions handle the soft keyboard, Unicode character polling, and clipboard
// entirely within the backend so the application code stays clean.
static JNIEnv* ImGui_ImplAndroid_GetEnv()
{
if (!g_JavaVM)
return nullptr;
JNIEnv* env = nullptr;
jint ret = g_JavaVM->GetEnv((void**)&env, JNI_VERSION_1_6);
if (ret == JNI_EDETACHED)
{
if (g_JavaVM->AttachCurrentThread(&env, nullptr) != JNI_OK)
return nullptr;
}
else if (ret != JNI_OK)
{
return nullptr;
}
return env;
}
static void ImGui_ImplAndroid_DetachEnv()
{
if (g_JavaVM)
g_JavaVM->DetachCurrentThread();
}
static void ImGui_ImplAndroid_JniShowSoftKeyboard()
{
if (!g_NativeActivity)
return;
JNIEnv* env = ImGui_ImplAndroid_GetEnv();
if (!env) return;
jclass cls = env->GetObjectClass(g_NativeActivity);
if (!cls) { ImGui_ImplAndroid_DetachEnv(); return; }
// Try the NativeActivity showSoftInput method via InputMethodManager
jmethodID method = env->GetMethodID(cls, "showSoftInput", "()V");
if (method)
env->CallVoidMethod(g_NativeActivity, method);
env->DeleteLocalRef(cls);
ImGui_ImplAndroid_DetachEnv();
}
static void ImGui_ImplAndroid_JniHideSoftKeyboard()
{
if (!g_NativeActivity)
return;
JNIEnv* env = ImGui_ImplAndroid_GetEnv();
if (!env) return;
jclass cls = env->GetObjectClass(g_NativeActivity);
if (!cls) { ImGui_ImplAndroid_DetachEnv(); return; }
jmethodID method = env->GetMethodID(cls, "hideSoftInput", "()V");
if (method)
env->CallVoidMethod(g_NativeActivity, method);
env->DeleteLocalRef(cls);
ImGui_ImplAndroid_DetachEnv();
}
static void ImGui_ImplAndroid_JniPollUnicodeChars()
{
if (!g_NativeActivity)
return;
JNIEnv* env = ImGui_ImplAndroid_GetEnv();
if (!env) return;
jclass cls = env->GetObjectClass(g_NativeActivity);
if (!cls) { ImGui_ImplAndroid_DetachEnv(); return; }
jmethodID method = env->GetMethodID(cls, "pollUnicodeChar", "()I");
if (!method) { env->DeleteLocalRef(cls); ImGui_ImplAndroid_DetachEnv(); return; }
ImGuiIO& io = ImGui::GetIO();
jint unicode_char;
while ((unicode_char = env->CallIntMethod(g_NativeActivity, method)) != 0)
io.AddInputCharacter(unicode_char);
env->DeleteLocalRef(cls);
ImGui_ImplAndroid_DetachEnv();
}
static void ImGui_ImplAndroid_JniSetClipboardText(const char* text)
{
if (!g_NativeActivity || !text)
return;
JNIEnv* env = ImGui_ImplAndroid_GetEnv();
if (!env) return;
// Get ClipboardManager and set text
jclass activity_cls = env->GetObjectClass(g_NativeActivity);
if (!activity_cls) { ImGui_ImplAndroid_DetachEnv(); return; }
jmethodID get_service = env->GetMethodID(activity_cls, "getSystemService", "(Ljava/lang/String;)Ljava/lang/Object;");
if (!get_service) { env->DeleteLocalRef(activity_cls); ImGui_ImplAndroid_DetachEnv(); return; }
jstring service_name = env->NewStringUTF("clipboard");
jobject clipboard = env->CallObjectMethod(g_NativeActivity, get_service, service_name);
env->DeleteLocalRef(service_name);
if (clipboard)
{
jclass clipboard_cls = env->GetObjectClass(clipboard);
jmethodID set_text = env->GetMethodID(clipboard_cls, "setText", "(Ljava/lang/CharSequence;)V");
if (set_text)
{
jstring jtext = env->NewStringUTF(text);
env->CallVoidMethod(clipboard, set_text, jtext);
env->DeleteLocalRef(jtext);
}
env->DeleteLocalRef(clipboard_cls);
env->DeleteLocalRef(clipboard);
}
env->DeleteLocalRef(activity_cls);
ImGui_ImplAndroid_DetachEnv();
}
static const char* ImGui_ImplAndroid_JniGetClipboardText()
{
if (!g_NativeActivity)
return nullptr;
JNIEnv* env = ImGui_ImplAndroid_GetEnv();
if (!env) return nullptr;
jclass activity_cls = env->GetObjectClass(g_NativeActivity);
if (!activity_cls) { ImGui_ImplAndroid_DetachEnv(); return nullptr; }
jmethodID get_service = env->GetMethodID(activity_cls, "getSystemService", "(Ljava/lang/String;)Ljava/lang/Object;");
if (!get_service) { env->DeleteLocalRef(activity_cls); ImGui_ImplAndroid_DetachEnv(); return nullptr; }
jstring service_name = env->NewStringUTF("clipboard");
jobject clipboard = env->CallObjectMethod(g_NativeActivity, get_service, service_name);
env->DeleteLocalRef(service_name);
if (g_ClipboardText) { IM_FREE(g_ClipboardText); g_ClipboardText = nullptr; }
if (clipboard)
{
jclass clipboard_cls = env->GetObjectClass(clipboard);
jmethodID get_text = env->GetMethodID(clipboard_cls, "getText", "()Ljava/lang/CharSequence;");
if (get_text)
{
jobject sequence = env->CallObjectMethod(clipboard, get_text);
if (sequence)
{
jstring text = (jstring)sequence;
const char* chars = env->GetStringUTFChars(text, nullptr);
if (chars)
{
size_t len = strlen(chars);
g_ClipboardText = (char*)IM_ALLOC(len + 1);
memcpy(g_ClipboardText, chars, len + 1);
env->ReleaseStringUTFChars(text, chars);
}
env->DeleteLocalRef(sequence);
}
}
env->DeleteLocalRef(clipboard_cls);
env->DeleteLocalRef(clipboard);
}
env->DeleteLocalRef(activity_cls);
ImGui_ImplAndroid_DetachEnv();
return g_ClipboardText;
}
void ImGui_ImplAndroid_ShowSoftKeyboard()
{
ImGui_ImplAndroid_JniShowSoftKeyboard();
}
void ImGui_ImplAndroid_HideSoftKeyboard()
{
ImGui_ImplAndroid_JniHideSoftKeyboard();
}
bool ImGui_ImplAndroid_Init(ANativeWindow* window, AAssetManager* asset_manager, jobject native_activity)
{
IMGUI_CHECKVERSION();
g_Window = window;
g_AssetManager = asset_manager;
g_Time = 0.0;
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = "imgui_impl_android";
// Setup JNI for soft keyboard, Unicode polling, clipboard, and display metrics
if (native_activity)
{
JNIEnv* env = ImGui_ImplAndroid_GetEnv();
if (env)
{
g_NativeActivity = env->NewGlobalRef(native_activity);
g_HasJni = true;
ImGui_ImplAndroid_DetachEnv();
}
}
// Setup clipboard handlers if JNI is available
if (g_HasJni)
{
io.SetClipboardTextFn = [](void* /*user_data*/, const char* text) { ImGui_ImplAndroid_JniSetClipboardText(text); };
io.GetClipboardTextFn = [](void* /*user_data*/) -> const char* { return ImGui_ImplAndroid_JniGetClipboardText(); };
}
// Initialize sensor manager (NDK native API, no JNI)
// ASensorManager_getInstance() is deprecated in API 26+ but still works.
// ASensorManager_getInstanceForPackage() is the modern replacement.
#if __ANDROID_API__ >= 26
const char* package_name = "imgui.backend";
g_SensorManager = ASensorManager_getInstanceForPackage(package_name);
#else
g_SensorManager = ASensorManager_getInstance();
#endif
if (g_SensorManager)
{
// Create the event queue tied to the current thread's looper
ALooper* looper = ALooper_forThread();
if (!looper)
looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
g_SensorEventQueue = ASensorManager_createEventQueue(g_SensorManager, looper, g_SensorLooperId, nullptr, nullptr);
}
// Query display metrics via JNI (if activity available)
if (g_HasJni)
{
JNIEnv* env = ImGui_ImplAndroid_GetEnv();
if (env)
{
jclass activity_cls = env->GetObjectClass(g_NativeActivity);
if (activity_cls)
{
jmethodID get_metrics = env->GetMethodID(activity_cls, "getWindowManager", "()Landroid/view/WindowManager;");
if (get_metrics)
{
jobject wm = env->CallObjectMethod(g_NativeActivity, get_metrics);
if (wm)
{
jclass wm_cls = env->GetObjectClass(wm);
jmethodID get_default_display = env->GetMethodID(wm_cls, "getDefaultDisplay", "()Landroid/view/Display;");
if (get_default_display)
{
jobject display = env->CallObjectMethod(wm, get_default_display);
if (display)
{
jclass display_cls = env->GetObjectClass(display);
// Refresh rate
jmethodID get_refresh = env->GetMethodID(display_cls, "getRefreshRate", "()F");
if (get_refresh)
g_DisplayMetrics.RefreshRate = env->CallFloatMethod(display, get_refresh);
// Orientation (getRotation: 0=portrait, 1=landscape, 2=rev portrait, 3=rev landscape)
jmethodID get_rotation = env->GetMethodID(display_cls, "getRotation", "()I");
if (get_rotation)
g_DisplayMetrics.Orientation = env->CallIntMethod(display, get_rotation);
env->DeleteLocalRef(display_cls);
env->DeleteLocalRef(display);
}
}
env->DeleteLocalRef(wm_cls);
env->DeleteLocalRef(wm);
}
}
// Display metrics (DPI, density)
jmethodID get_resources = env->GetMethodID(activity_cls, "getResources", "()Landroid/content/res/Resources;");
if (get_resources)
{
jobject res = env->CallObjectMethod(g_NativeActivity, get_resources);
if (res)
{
jclass res_cls = env->GetObjectClass(res);
jmethodID get_metrics = env->GetMethodID(res_cls, "getDisplayMetrics", "()Landroid/util/DisplayMetrics;");
if (get_metrics)
{
jobject dm = env->CallObjectMethod(res, get_metrics);
if (dm)
{
jclass dm_cls = env->GetObjectClass(dm);
jfieldID density_dpi = env->GetFieldID(dm_cls, "densityDpi", "I");
jfieldID density = env->GetFieldID(dm_cls, "density", "F");
jfieldID xdpi = env->GetFieldID(dm_cls, "xdpi", "F");
jfieldID ydpi = env->GetFieldID(dm_cls, "ydpi", "F");
jfieldID w_pixels = env->GetFieldID(dm_cls, "widthPixels", "I");
jfieldID h_pixels = env->GetFieldID(dm_cls, "heightPixels", "I");
if (density_dpi) g_DisplayMetrics.DensityDpi = env->GetIntField(dm, density_dpi);
if (density) g_DisplayMetrics.Density = env->GetFloatField(dm, density);
if (xdpi) g_DisplayMetrics.Xdpi = env->GetFloatField(dm, xdpi);
if (ydpi) g_DisplayMetrics.Ydpi = env->GetFloatField(dm, ydpi);
if (w_pixels) g_DisplayMetrics.WidthPixels = env->GetIntField(dm, w_pixels);
if (h_pixels) g_DisplayMetrics.HeightPixels = env->GetIntField(dm, h_pixels);
env->DeleteLocalRef(dm_cls);
env->DeleteLocalRef(dm);
}
}
env->DeleteLocalRef(res_cls);
env->DeleteLocalRef(res);
}
}
env->DeleteLocalRef(activity_cls);
}
ImGui_ImplAndroid_DetachEnv();
}
}
// Fallback display metrics from ANativeWindow if JNI didn't provide them
if (g_Window)
{
int32_t w = ANativeWindow_getWidth(g_Window);
int32_t h = ANativeWindow_getHeight(g_Window);
if (g_DisplayMetrics.WidthPixels == 0) g_DisplayMetrics.WidthPixels = w;
if (g_DisplayMetrics.HeightPixels == 0) g_DisplayMetrics.HeightPixels = h;
if (g_DisplayMetrics.DensityDpi == 0) g_DisplayMetrics.DensityDpi = 160; // Default to mdpi
if (g_DisplayMetrics.Density == 0.0f) g_DisplayMetrics.Density = (float)g_DisplayMetrics.DensityDpi / 160.0f;
if (g_DisplayMetrics.RefreshRate == 0.0f) g_DisplayMetrics.RefreshRate = 60.0f;
}
return true;
}
void ImGui_ImplAndroid_Shutdown()
{
// Disable all sensors and destroy the event queue
if (g_SensorManager && g_SensorEventQueue)
{
for (int i = 0; i < ImGui_ImplAndroid_SensorType_Count; i++)
{
if (g_SensorEnabled[i] && g_Sensors[i])
{
ASensorEventQueue_disableSensor(g_SensorEventQueue, g_Sensors[i]);
g_SensorEnabled[i] = false;
}
g_Sensors[i] = nullptr;
g_SensorData[i] = ImGui_ImplAndroid_SensorData{};
}
ASensorManager_destroyEventQueue(g_SensorManager, g_SensorEventQueue);
g_SensorEventQueue = nullptr;
}
g_SensorManager = nullptr;
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
io.SetClipboardTextFn = nullptr;
io.GetClipboardTextFn = nullptr;
if (g_ClipboardText) { IM_FREE(g_ClipboardText); g_ClipboardText = nullptr; }
// Release the global ref to the activity
if (g_NativeActivity)
{
JNIEnv* env = ImGui_ImplAndroid_GetEnv();
if (env)
{
env->DeleteGlobalRef(g_NativeActivity);
g_NativeActivity = nullptr;
ImGui_ImplAndroid_DetachEnv();
}
}
g_HasJni = false;
g_JavaVM = nullptr;
g_Window = nullptr;
g_AssetManager = nullptr;
g_DisplayMetrics = ImGui_ImplAndroid_DisplayMetrics{};
}
void ImGui_ImplAndroid_NewFrame()
@ -301,8 +702,123 @@ void ImGui_ImplAndroid_NewFrame()
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;
// Poll Unicode characters from the Java side (soft keyboard input)
if (g_HasJni)
{
ImGui_ImplAndroid_JniPollUnicodeChars();
// Show/hide soft keyboard based on ImGui's text input requests
static bool want_text_input_last = false;
if (io.WantTextInput && !want_text_input_last)
ImGui_ImplAndroid_JniShowSoftKeyboard();
else if (!io.WantTextInput && want_text_input_last)
ImGui_ImplAndroid_JniHideSoftKeyboard();
want_text_input_last = io.WantTextInput;
}
// Drain sensor events — non-blocking, process all available
if (g_SensorEventQueue)
{
ASensorEvent event;
while (ASensorEventQueue_getEvents(g_SensorEventQueue, &event, 1) > 0)
{
for (int i = 0; i < ImGui_ImplAndroid_SensorType_Count; i++)
{
if (event.type == g_SensorTypes[i] && g_SensorEnabled[i])
{
g_SensorData[i].Values[0] = event.vector.x;
g_SensorData[i].Values[1] = event.vector.y;
g_SensorData[i].Values[2] = event.vector.z;
g_SensorData[i].Accuracy = (float)event.acceleration.status; // Reuse the status field
g_SensorData[i].Timestamp = (double)event.timestamp / 1e9; // ns to seconds
break;
}
}
}
}
// Update display size (in case of rotation/resize)
g_DisplayMetrics.WidthPixels = (int)io.DisplaySize.x;
g_DisplayMetrics.HeightPixels = (int)io.DisplaySize.y;
}
// --- Sensor API ---
bool ImGui_ImplAndroid_IsSensorAvailable(int sensor_type)
{
if (sensor_type < 0 || sensor_type >= ImGui_ImplAndroid_SensorType_Count)
return false;
if (!g_SensorManager)
return false;
if (g_Sensors[sensor_type])
return true;
// Try to get the default sensor for this type
const ASensor* sensor = ASensorManager_getDefaultSensor(g_SensorManager, g_SensorTypes[sensor_type]);
return sensor != nullptr;
}
bool ImGui_ImplAndroid_EnableSensor(int sensor_type)
{
if (sensor_type < 0 || sensor_type >= ImGui_ImplAndroid_SensorType_Count)
return false;
if (!g_SensorManager || !g_SensorEventQueue)
return false;
if (g_Sensors[sensor_type] == nullptr)
{
g_Sensors[sensor_type] = ASensorManager_getDefaultSensor(g_SensorManager, g_SensorTypes[sensor_type]);
if (!g_Sensors[sensor_type])
return false; // Sensor not present on this device
}
if (g_SensorEnabled[sensor_type])
return true; // Already enabled
int result = ASensorEventQueue_enableSensor(g_SensorEventQueue, g_Sensors[sensor_type]);
if (result < 0)
return false;
// Set a reasonable sampling rate (events per second)
// Use the sensor's minimum delay for maximum precision, or ~60Hz
int min_delay_us = ASensor_getMinDelay(g_Sensors[sensor_type]);
int sampling_period_us = (min_delay_us > 0 && min_delay_us < 16666) ? min_delay_us : 16666; // ~60Hz
ASensorEventQueue_setEventRate(g_SensorEventQueue, g_Sensors[sensor_type], sampling_period_us);
g_SensorEnabled[sensor_type] = true;
g_SensorData[sensor_type].Available = true;
return true;
}
void ImGui_ImplAndroid_DisableSensor(int sensor_type)
{
if (sensor_type < 0 || sensor_type >= ImGui_ImplAndroid_SensorType_Count)
return;
if (!g_SensorEventQueue || !g_Sensors[sensor_type] || !g_SensorEnabled[sensor_type])
return;
ASensorEventQueue_disableSensor(g_SensorEventQueue, g_Sensors[sensor_type]);
g_SensorEnabled[sensor_type] = false;
g_SensorData[sensor_type].Available = false;
}
void ImGui_ImplAndroid_GetSensorData(int sensor_type, ImGui_ImplAndroid_SensorData* out_data)
{
if (!out_data || sensor_type < 0 || sensor_type >= ImGui_ImplAndroid_SensorType_Count)
{
if (out_data) *out_data = ImGui_ImplAndroid_SensorData{};
return;
}
*out_data = g_SensorData[sensor_type];
out_data->Available = g_Sensors[sensor_type] != nullptr;
}
// --- Display Metrics API ---
void ImGui_ImplAndroid_GetDisplayMetrics(ImGui_ImplAndroid_DisplayMetrics* out_metrics)
{
if (out_metrics) *out_metrics = g_DisplayMetrics;
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -1,17 +1,22 @@
// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// dear imgui: Platform Backend for Android native app
// This needs to be used along with a Renderer Backend (e.g. OpenGL3, Vulkan)
// Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: On-screen keyboard (soft input) — handled internally via JNI. No application code needed.
// [X] Platform: Unicode character input — handled internally via JNI. No application code needed.
// [X] Platform: Clipboard support (via JNI to Android ClipboardManager).
// [X] Platform: Display metrics (DPI, density, refresh rate, orientation).
// [X] Platform: Sensor support (accelerometer, gyroscope, magnetometer, light, proximity) via NDK ASensor API.
// Missing features or Issues:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// - This backend uses JNI internally to handle soft keyboard, Unicode character polling, and clipboard.
// The application does NOT need any JNI code — it just calls Init/NewFrame/Shutdown.
// - Sensors use the NDK's native ASensor API (no JNI required for sensor reads).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -27,11 +32,75 @@
struct ANativeWindow;
struct AInputEvent;
struct AAssetManager;
// Forward declaration so users don't need JNI headers in their own includes.
// The actual type is 'jobject' from <jni.h>. If you pass a real jobject, include <jni.h> before this header.
#if __ANDROID__
# include <jni.h>
#else
typedef void* jobject;
#endif
// Sensor types supported by the backend.
enum ImGui_ImplAndroid_SensorType
{
ImGui_ImplAndroid_SensorType_Accelerometer = 0,
ImGui_ImplAndroid_SensorType_Gyroscope,
ImGui_ImplAndroid_SensorType_Magnetometer,
ImGui_ImplAndroid_SensorType_Light,
ImGui_ImplAndroid_SensorType_Proximity,
ImGui_ImplAndroid_SensorType_Pressure,
ImGui_ImplAndroid_SensorType_Humidity,
ImGui_ImplAndroid_SensorType_AmbientTemperature,
ImGui_ImplAndroid_SensorType_Count
};
// Sensor reading returned by ImGui_ImplAndroid_GetSensorData().
struct ImGui_ImplAndroid_SensorData
{
bool Available; // Whether this sensor is present on the device
float Values[3]; // X, Y, Z (or scalar for 1D sensors like light/proximity)
float Accuracy; // 0=none, 1=low, 2=medium, 3=high
double Timestamp; // Last event timestamp (seconds, monotonic)
};
// Display metrics returned by ImGui_ImplAndroid_GetDisplayMetrics().
struct ImGui_ImplAndroid_DisplayMetrics
{
int WidthPixels;
int HeightPixels;
float Density; // Logical density (1.0 = mdpi, 2.0 = xhdpi, 3.0 = xxhdpi)
int DensityDpi; // Physical dots per inch
float Xdpi; // Exact physical pixels per inch X
float Ydpi; // Exact physical pixels per inch Y
int Orientation; // 0=portrait, 1=landscape, 2=reverse portrait, 3=reverse landscape
float RefreshRate; // Screen refresh rate in Hz
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
// Initialize the Android platform backend.
// 'window' is the ANativeWindow obtained from android_app->window.
// 'asset_manager' is optional (pass android_app->activity->assetManager or nullptr).
// 'native_activity' is optional (pass the JNI activity object for keyboard/clipboard/display metrics, or nullptr to skip those features).
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window, struct AAssetManager* asset_manager = nullptr, jobject native_activity = nullptr);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
// Optional: explicitly show/hide the soft keyboard (normally handled automatically in NewFrame based on io.WantTextInput)
IMGUI_IMPL_API void ImGui_ImplAndroid_ShowSoftKeyboard();
IMGUI_IMPL_API void ImGui_ImplAndroid_HideSoftKeyboard();
// Sensor API — enable sensors in Init() via flags, then read in your render loop.
// Enable one or more sensors (call after Init). Returns true if the sensor was successfully enabled.
IMGUI_IMPL_API bool ImGui_ImplAndroid_EnableSensor(int sensor_type);
IMGUI_IMPL_API void ImGui_ImplAndroid_DisableSensor(int sensor_type);
IMGUI_IMPL_API void ImGui_ImplAndroid_GetSensorData(int sensor_type, ImGui_ImplAndroid_SensorData* out_data);
IMGUI_IMPL_API bool ImGui_ImplAndroid_IsSensorAvailable(int sensor_type);
// Display metrics — queried once during Init and refreshed in NewFrame if the window resizes.
IMGUI_IMPL_API void ImGui_ImplAndroid_GetDisplayMetrics(ImGui_ImplAndroid_DisplayMetrics* out_metrics);
#endif // #ifndef IMGUI_DISABLE

View File

@ -37,4 +37,5 @@ target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
EGL
GLESv3
log
sensor
)

View File

@ -1,40 +1,40 @@
package imgui.example.android
import android.app.NativeActivity
import android.os.Bundle
import android.content.Context
import android.view.inputmethod.InputMethodManager
import android.view.KeyEvent
import java.util.concurrent.LinkedBlockingQueue
// Minimal Kotlin activity extending NativeActivity.
// The three methods below (showSoftInput, hideSoftInput, pollUnicodeChar) are called
// from C++ via JNI by imgui_impl_android.cpp. They are required because Android's
// native API does not provide: (1) showing/hiding the soft keyboard, (2) getting
// Unicode characters from key events.
//
// The application developer does NOT write this code — it ships with the imgui
// example and is self-contained. The imgui_impl_android backend calls these
// methods automatically.
class MainActivity : NativeActivity() {
public override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
}
private var unicodeCharQueue: LinkedBlockingQueue<Int> = LinkedBlockingQueue()
fun showSoftInput() {
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
inputMethodManager.showSoftInput(this.window.decorView, 0)
val imm = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
imm.showSoftInput(window.decorView, 0)
}
fun hideSoftInput() {
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0)
val imm = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
imm.hideSoftInputFromWindow(window.decorView.windowToken, 0)
}
// Queue for the Unicode characters to be polled from native code (via pollUnicodeChar())
private var unicodeCharacterQueue: LinkedBlockingQueue<Int> = LinkedBlockingQueue()
// We assume dispatchKeyEvent() of the NativeActivity is actually called for every
// KeyEvent and not consumed by any View before it reaches here
// Native Android key events don't expose getUnicodeChar() to C code.
// We intercept them here and queue the Unicode chars for the C++ backend to poll.
override fun dispatchKeyEvent(event: KeyEvent): Boolean {
if (event.action == KeyEvent.ACTION_DOWN) {
unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState))
}
if (event.action == KeyEvent.ACTION_DOWN)
unicodeCharQueue.offer(event.getUnicodeChar(event.metaState))
return super.dispatchKeyEvent(event)
}
fun pollUnicodeChar(): Int {
return unicodeCharacterQueue.poll() ?: 0
}
fun pollUnicodeChar(): Int = unicodeCharQueue.poll() ?: 0
}

View File

@ -1,4 +1,7 @@
// dear imgui: standalone example application for Android + OpenGL ES 3
// This example demonstrates the clean imgui_impl_android backend.
// The backend handles soft keyboard, Unicode input, and clipboard internally via JNI.
// No JNI boilerplate needed in the application.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
@ -16,43 +19,36 @@
#include <GLES3/gl3.h>
#include <string>
// Data
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
static EGLContext g_EglContext = EGL_NO_CONTEXT;
static struct android_app* g_App = nullptr;
static bool g_Initialized = false;
static char g_LogTag[] = "ImGuiExample";
static std::string g_IniFilename = "";
// EGL state — standard boilerplate for Android native apps
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
static EGLContext g_EglContext = EGL_NO_CONTEXT;
static struct android_app* g_App = nullptr;
static bool g_Initialized = false;
static char g_LogTag[] = "ImGuiExample";
static std::string g_IniFilename;
// Forward declarations of helper functions
// Forward declarations
static void Init(struct android_app* app);
static void Shutdown();
static void MainLoopStep();
static int ShowSoftKeyboardInput();
static int PollUnicodeChars();
static int GetAssetData(const char* filename, void** out_data);
// Main code
static void handleAppCmd(struct android_app* app, int32_t appCmd)
{
switch (appCmd)
{
case APP_CMD_SAVE_STATE:
break;
case APP_CMD_INIT_WINDOW:
Init(app);
break;
case APP_CMD_TERM_WINDOW:
Shutdown();
break;
case APP_CMD_GAINED_FOCUS:
case APP_CMD_LOST_FOCUS:
default:
break;
}
}
static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
static int32_t handleInputEvent(struct android_app* /*app*/, AInputEvent* inputEvent)
{
return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
}
@ -70,28 +66,22 @@ void android_main(struct android_app* app)
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
while (ALooper_pollOnce(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
{
// Process one event
if (out_data != nullptr)
out_data->process(app, out_data);
// Exit the app by returning from within the infinite loop
if (app->destroyRequested != 0)
{
// shutdown() should have been called already while processing the
// app command APP_CMD_TERM_WINDOW. But we play save here
if (!g_Initialized)
if (g_Initialized)
Shutdown();
return;
}
}
// Initiate a new frame
MainLoopStep();
}
}
void Init(struct android_app* app)
static void Init(struct android_app* app)
{
if (g_Initialized)
return;
@ -99,146 +89,109 @@ void Init(struct android_app* app)
g_App = app;
ANativeWindow_acquire(g_App->window);
// Initialize EGL
// This is mostly boilerplate code for EGL...
{
g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (g_EglDisplay == EGL_NO_DISPLAY)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
// --- EGL initialization (standard Android boilerplate) ---
g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (g_EglDisplay == EGL_NO_DISPLAY)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay() returned EGL_NO_DISPLAY");
if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
EGLint num_configs = 0;
if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
if (num_configs == 0)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
const EGLint egl_attributes[] = {
EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE
};
EGLint num_configs = 0;
if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE || num_configs == 0)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
// Get the first matching config
EGLConfig egl_config;
eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
EGLint egl_format;
eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
EGLConfig egl_config;
eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
EGLint egl_format;
eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
if (g_EglContext == EGL_NO_CONTEXT)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
if (g_EglContext == EGL_NO_CONTEXT)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr);
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr);
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
}
// Setup Dear ImGui context
// --- Dear ImGui setup ---
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// Redirect loading/saving of .ini file to our location.
// Make sure 'g_IniFilename' persists while we use Dear ImGui.
// Redirect .ini file to app-internal storage
g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini";
io.IniFilename = g_IniFilename.c_str();;
io.IniFilename = g_IniFilename.c_str();
// Setup Dear ImGui style
// Dark theme
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplAndroid_Init(g_App->window);
ImGui_ImplOpenGL3_Init("#version 300 es");
// Initialize backends — the Android backend handles keyboard/clipboard via JNI internally
// Pass the NativeActivity object so the backend can do JNI calls without any app boilerplate
ImGui_ImplAndroid_Init(g_App->window, app->activity->assetManager, app->activity->clazz);
ImGui_ImplOpenGL3Init("#version 300 es");
// Setup scaling
float main_scale = 2.0f;
// Scale for typical mobile DPI — use actual display density from the backend
ImGui_ImplAndroid_DisplayMetrics dm;
ImGui_ImplAndroid_GetDisplayMetrics(&dm);
float main_scale = dm.Density > 0.0f ? dm.Density : 2.0f;
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale.
style.ScaleAllSizes(main_scale);
style.FontScaleDpi = main_scale;
// Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
//void* font_data;
//int font_data_size;
//ImFont* font;
//font_data_size = GetAssetData("segoeui.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr);
// Enable sensors to showcase device capabilities
ImGui_ImplAndroid_EnableSensor(ImGui_ImplAndroid_SensorType_Accelerometer);
ImGui_ImplAndroid_EnableSensor(ImGui_ImplAndroid_SensorType_Gyroscope);
ImGui_ImplAndroid_EnableSensor(ImGui_ImplAndroid_SensorType_Magnetometer);
ImGui_ImplAndroid_EnableSensor(ImGui_ImplAndroid_SensorType_Light);
ImGui_ImplAndroid_EnableSensor(ImGui_ImplAndroid_SensorType_Proximity);
g_Initialized = true;
}
void MainLoopStep()
static void MainLoopStep()
{
ImGuiIO& io = ImGui::GetIO();
if (g_EglDisplay == EGL_NO_DISPLAY)
return;
// Our state
// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
ImGuiIO& io = ImGui::GetIO();
// State
static bool show_demo_window = true;
static bool show_another_window = false;
static bool show_sensor_window = true;
static bool show_display_window = true;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Poll Unicode characters via JNI
// FIXME: do not call this every frame because of JNI overhead
PollUnicodeChars();
// Open on-screen (soft) input if requested by Dear ImGui
static bool WantTextInputLast = false;
if (io.WantTextInput && !WantTextInputLast)
ShowSoftKeyboardInput();
WantTextInputLast = io.WantTextInput;
// Start the Dear ImGui frame
// Start a new frame — backend handles Unicode polling + soft keyboard automatically
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplAndroid_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!).
// 1. Show the big demo window
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.
// 2. Show a simple window we create ourselves
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Begin("Hello, Android!");
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::Text("This is some useful text.");
ImGui::Checkbox("Demo Window", &show_demo_window);
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
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
if (ImGui::Button("Button"))
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
@ -247,17 +200,81 @@ void MainLoopStep()
ImGui::End();
}
// 3. Show another simple window.
// 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::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
// 4. Show sensor data window — showcases the device's sensors
if (show_sensor_window)
{
ImGui::Begin("Sensors", &show_sensor_window);
const char* sensor_names[] = { "Accelerometer", "Gyroscope", "Magnetometer", "Light", "Proximity" };
for (int i = 0; i < 5; i++)
{
ImGui_ImplAndroid_SensorData sd;
ImGui_ImplAndroid_GetSensorData(i, &sd);
if (!sd.Available)
{
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "%s: N/A", sensor_names[i]);
}
else
{
if (i <= 2) // 3-axis sensors
{
ImGui::Text("%s:", sensor_names[i]);
ImGui::SameLine(120);
ImGui::Text("X:%.2f Y:%.2f Z:%.2f", sd.Values[0], sd.Values[1], sd.Values[2]);
// Visual bar for each axis
ImGui::SameLine(280);
char label[32];
snprintf(label, sizeof(label), "X##%d", i);
ImGui::ProgressBar(sd.Values[0] / 20.0f + 0.5f, ImVec2(40, 0), label);
}
else // Scalar sensors (light, proximity)
{
ImGui::Text("%s:", sensor_names[i]);
ImGui::SameLine(120);
ImGui::Text("%.1f", sd.Values[0]);
}
}
}
ImGui::Separator();
ImGui::Text("Accuracy: see Android docs for status codes");
ImGui::End();
}
// 5. Show display metrics window
if (show_display_window)
{
ImGui::Begin("Display", &show_display_window);
ImGui_ImplAndroid_DisplayMetrics dm;
ImGui_ImplAndroid_GetDisplayMetrics(&dm);
const char* orient_names[] = { "Portrait", "Landscape", "Reverse Portrait", "Reverse Landscape" };
int orient = dm.Orientation >= 0 && dm.Orientation <= 3 ? dm.Orientation : 0;
ImGui::Text("Resolution: %d x %d", dm.WidthPixels, dm.HeightPixels);
ImGui::Text("Density: %.2f (%d DPI)", dm.Density, dm.DensityDpi);
ImGui::Text("Physical: %.1f x %.1f DPI", dm.Xdpi, dm.Ydpi);
ImGui::Text("Refresh: %.1f Hz", dm.RefreshRate);
ImGui::Text("Orientation: %s", orient_names[orient]);
ImGui::Separator();
ImGui::Text("Font scale: %.1fx", ImGui::GetStyle().FontScaleDpi);
ImGui::End();
}
// Render
ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
@ -266,12 +283,11 @@ void MainLoopStep()
eglSwapBuffers(g_EglDisplay, g_EglSurface);
}
void Shutdown()
static void Shutdown()
{
if (!g_Initialized)
return;
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplAndroid_Shutdown();
ImGui::DestroyContext();
@ -279,107 +295,19 @@ void Shutdown()
if (g_EglDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (g_EglContext != EGL_NO_CONTEXT)
eglDestroyContext(g_EglDisplay, g_EglContext);
if (g_EglSurface != EGL_NO_SURFACE)
eglDestroySurface(g_EglDisplay, g_EglSurface);
eglTerminate(g_EglDisplay);
}
g_EglDisplay = EGL_NO_DISPLAY;
g_EglContext = EGL_NO_CONTEXT;
g_EglSurface = EGL_NO_SURFACE;
ANativeWindow_release(g_App->window);
if (g_App && g_App->window)
ANativeWindow_release(g_App->window);
g_Initialized = false;
}
// Helper functions
// Unfortunately, there is no way to show the on-screen input from native code.
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
static int ShowSoftKeyboardInput()
{
JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = nullptr;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR)
return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
if (jni_return != JNI_OK)
return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == nullptr)
return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
if (method_id == nullptr)
return -4;
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
jni_return = java_vm->DetachCurrentThread();
if (jni_return != JNI_OK)
return -5;
return 0;
}
// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
// the resulting Unicode characters here via JNI and send them to Dear ImGui.
static int PollUnicodeChars()
{
JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = nullptr;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR)
return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
if (jni_return != JNI_OK)
return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == nullptr)
return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
if (method_id == nullptr)
return -4;
// Send the actual characters to Dear ImGui
ImGuiIO& io = ImGui::GetIO();
jint unicode_character;
while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
io.AddInputCharacter(unicode_character);
jni_return = java_vm->DetachCurrentThread();
if (jni_return != JNI_OK)
return -5;
return 0;
}
// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
static int GetAssetData(const char* filename, void** outData)
{
int num_bytes = 0;
AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
if (asset_descriptor)
{
num_bytes = AAsset_getLength(asset_descriptor);
*outData = IM_ALLOC(num_bytes);
int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
AAsset_close(asset_descriptor);
IM_ASSERT(num_bytes_read == num_bytes);
}
return num_bytes;
}