rev |
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nuclear@0
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1 #include <stdio.h>
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nuclear@0
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2 #include <stdlib.h>
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nuclear@5
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3 #include <assert.h>
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nuclear@0
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4 #include <EGL/egl.h>
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nuclear@1
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5 #include <jni.h>
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nuclear@16
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6 #include "amain.h"
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nuclear@1
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7 #include "native_glue.h"
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nuclear@24
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8 #include <android/sensor.h>
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nuclear@24
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9 #include "sensordef.h"
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nuclear@0
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10 #include "logger.h"
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nuclear@0
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11 #include "game.h"
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nuclear@6
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12 #include "camera.h"
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nuclear@0
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13 #include "timer.h"
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nuclear@0
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14
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nuclear@24
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15 #define EVID_SENS_ACCEL (LOOPER_ID_USER + 0)
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nuclear@24
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16 #define EVID_SENS_ROT (LOOPER_ID_USER + 1)
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nuclear@0
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17
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nuclear@0
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18 static void handle_command(struct android_app *app, int32_t cmd);
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nuclear@0
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19 static int handle_input(struct android_app *app, AInputEvent *ev);
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nuclear@0
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20 static int handle_touch_input(struct android_app *app, AInputEvent *ev);
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nuclear@0
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21 static int init_gl(void);
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nuclear@0
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22 static void destroy_gl(void);
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nuclear@0
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23
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nuclear@0
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24 static EGLDisplay dpy;
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nuclear@0
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25 static EGLSurface surf;
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nuclear@0
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26 static EGLContext ctx;
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nuclear@0
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27
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nuclear@24
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28 static int redisp_pending = 1; /* TODO stop busy-looping */
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nuclear@24
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29
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nuclear@23
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30 static int width, height;
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nuclear@0
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31 static int init_done;
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nuclear@0
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32
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nuclear@1
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33 static JavaVM *jvm;
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nuclear@1
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34 static JNIEnv *jni;
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nuclear@1
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35 static jclass activity_class;
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nuclear@1
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36
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nuclear@24
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37 static ASensorManager *sensorman;
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nuclear@24
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38 static ASensor const *sens_accel;
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nuclear@24
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39 static ASensor const *sens_rot;
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nuclear@24
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40 static ASensorEventQueue *sens_evq_accel;
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nuclear@24
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41 static ASensorEventQueue *sens_evq_rot;
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nuclear@1
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42
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nuclear@0
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43 void android_main(struct android_app *app_ptr)
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nuclear@0
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44 {
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nuclear@0
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45 app_dummy();
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nuclear@0
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46 app = app_ptr;
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nuclear@0
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47
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nuclear@0
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48 app->onAppCmd = handle_command;
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nuclear@0
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49 app->onInputEvent = handle_input;
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nuclear@0
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50
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nuclear@0
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51 start_logger();
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nuclear@0
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52
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nuclear@1
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53 jvm = app->activity->vm;
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nuclear@1
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54 if((*jvm)->AttachCurrentThread(jvm, &jni, 0) != 0) {
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nuclear@1
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55 fprintf(stderr, "failed to attach native thread to Java VM\n");
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nuclear@1
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56 exit(1);
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nuclear@1
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57 }
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nuclear@2
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58 activity_class = (*jni)->GetObjectClass(jni, app->activity->clazz);
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nuclear@1
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59
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nuclear@24
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60 {
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nuclear@24
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61 int i, num_sensors;
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nuclear@24
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62 ASensorList sensors;
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nuclear@24
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63
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nuclear@24
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64 sensorman = ASensorManager_getInstance();
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nuclear@24
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65 num_sensors = ASensorManager_getSensorList(sensorman, &sensors);
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nuclear@24
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66 printf("found %d sensors:\n", num_sensors);
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nuclear@24
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67
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nuclear@24
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68 for(i=0; i<num_sensors; i++) {
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nuclear@24
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69 ASensor const *sens = sensors[i];
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nuclear@24
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70 int type = ASensor_getType(sens);
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nuclear@24
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71 float res = ASensor_getResolution(sens);
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nuclear@24
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72 int mindel = ASensor_getMinDelay(sens);
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nuclear@24
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73
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nuclear@24
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74 printf(" %d) [%d:%s] %s - %s (res: %g, min-delay: %d)\n", i,
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nuclear@24
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75 type, sensor_typestr(type), ASensor_getName(sens),
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nuclear@24
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76 ASensor_getVendor(sens), res, mindel);
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nuclear@24
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77 }
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nuclear@24
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78
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nuclear@24
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79 // try to get a linear acceleration sensor
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nuclear@24
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80 printf("Requesting \"linear acceleration\" sensor ...\n");
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nuclear@24
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81 if(!(sens_accel = ASensorManager_getDefaultSensor(sensorman, SENSOR_TYPE_LINEAR_ACCELERATION))) {
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nuclear@24
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82 fprintf(stderr, "No linear acceleration sensor found, aborting!\n");
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nuclear@24
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83 return;
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nuclear@24
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84 }
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nuclear@24
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85
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nuclear@24
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86 // try to get a game rotation vector sensor
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nuclear@24
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87 printf("Requesting \"game rotation vector\" sensor ...\n");
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nuclear@24
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88 if(!(sens_rot = ASensorManager_getDefaultSensor(sensorman, SENSOR_TYPE_GAME_ROTATION_VECTOR))) {
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nuclear@24
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89 printf("Requesting \"rotation vector\" sensor ...\n");
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nuclear@24
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90 if(!(sens_rot = ASensorManager_getDefaultSensor(sensorman, SENSOR_TYPE_ROTATION_VECTOR))) {
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nuclear@24
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91 fprintf(stderr, "No rotation sensor found, aborting!\n");
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nuclear@24
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92 return;
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nuclear@24
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93 }
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nuclear@24
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94 }
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nuclear@24
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95
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nuclear@24
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96 if(!(sens_evq_accel = ASensorManager_createEventQueue(sensorman, app->looper,
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nuclear@24
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97 EVID_SENS_ACCEL, 0, 0))) {
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nuclear@24
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98 fprintf(stderr, "failed to create acceleration sensor event queue\n");
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nuclear@24
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99 return;
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nuclear@24
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100 }
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nuclear@24
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101
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nuclear@24
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102 if(!(sens_evq_rot = ASensorManager_createEventQueue(sensorman, app->looper,
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nuclear@24
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103 EVID_SENS_ROT, 0, 0))) {
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nuclear@24
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104 fprintf(stderr, "failed to create rotation sensor event queue\n");
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nuclear@24
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105 return;
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nuclear@24
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106 }
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nuclear@24
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107 }
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nuclear@24
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108
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nuclear@24
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109
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nuclear@0
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110 for(;;) {
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nuclear@24
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111 int num_events, evid;
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nuclear@0
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112 struct android_poll_source *pollsrc;
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nuclear@24
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113 ASensorEvent sens_ev;
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nuclear@0
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114
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nuclear@24
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115 while((evid = ALooper_pollAll(redisp_pending ? 0 : -1, 0, &num_events, (void**)&pollsrc)) >= 0) {
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nuclear@24
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116
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nuclear@24
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117 switch(evid) {
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nuclear@24
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118 case EVID_SENS_ACCEL:
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nuclear@24
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119 if(sens_accel) {
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nuclear@24
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120 float accel[3];
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nuclear@24
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121 while(ASensorEventQueue_getEvents(sens_evq_accel, &sens_ev, 1) > 0) {
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nuclear@24
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122 accel[0] = sens_ev.acceleration.x;
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nuclear@24
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123 accel[1] = sens_ev.acceleration.y;
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nuclear@24
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124 accel[2] = sens_ev.acceleration.z;
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nuclear@24
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125 }
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nuclear@24
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126
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nuclear@24
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127 // TODO: integrate over time
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nuclear@24
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128 game_6dof_translation(accel[0], accel[1], accel[2]);
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nuclear@24
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129 }
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nuclear@24
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130 break;
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nuclear@24
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131
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nuclear@24
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132 case EVID_SENS_ROT:
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nuclear@24
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133 if(sens_rot) {
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nuclear@24
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134 float qrot[4];
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nuclear@24
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135 while(ASensorEventQueue_getEvents(sens_evq_rot, &sens_ev, 1) > 0) {
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nuclear@24
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136 int i;
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nuclear@24
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137 for(i=0; i<4; i++) {
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nuclear@24
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138 qrot[i] = sens_ev.data[i];
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nuclear@24
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139 }
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nuclear@24
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140 }
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nuclear@24
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141
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nuclear@24
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142 game_6dof_rotation(qrot[0], qrot[1], qrot[2], qrot[3]);
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nuclear@24
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143 }
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nuclear@24
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144 break;
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nuclear@24
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145
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nuclear@24
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146 default:
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nuclear@24
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147 if(pollsrc) {
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nuclear@24
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148 pollsrc->process(app, pollsrc);
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nuclear@24
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149 }
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nuclear@0
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150 }
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nuclear@0
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151 }
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nuclear@0
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152
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nuclear@0
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153 if(app->destroyRequested) {
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nuclear@1
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154 (*jvm)->DetachCurrentThread(jvm);
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nuclear@0
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155 return;
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nuclear@0
|
156 }
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nuclear@0
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157
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nuclear@24
|
158 if(init_done && redisp_pending) {
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nuclear@0
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159 game_display(get_time_msec());
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nuclear@0
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160 eglSwapBuffers(dpy, surf);
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nuclear@0
|
161 }
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nuclear@0
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162 }
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nuclear@0
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163 }
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nuclear@0
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164
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nuclear@0
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165 void set_mouse_pos(int x, int y)
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nuclear@0
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166 {
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nuclear@0
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167 }
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nuclear@0
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168
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nuclear@0
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169 void set_mouse_cursor(int enable)
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nuclear@0
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170 {
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nuclear@0
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171 }
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nuclear@0
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172
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nuclear@0
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173 static void handle_command(struct android_app *app, int32_t cmd)
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nuclear@0
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174 {
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nuclear@6
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175 struct cam_android_platform_data cam_data;
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nuclear@6
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176
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nuclear@0
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177 switch(cmd) {
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nuclear@0
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178 case APP_CMD_SAVE_STATE:
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nuclear@0
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179 /* save the application state to be reloaded on restart if needed */
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nuclear@0
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180 break;
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nuclear@0
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181
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nuclear@0
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182 case APP_CMD_INIT_WINDOW:
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nuclear@0
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183 if(init_gl() == -1) {
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nuclear@0
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184 exit(1);
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nuclear@0
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185 }
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nuclear@5
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186
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nuclear@6
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187 cam_data.vm = jvm;
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nuclear@6
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188 cam_data.jni = jni;
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nuclear@6
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189 cam_data.activity_class = activity_class;
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nuclear@6
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190
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nuclear@6
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191 if(cam_init(&cam_data) == -1) {
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nuclear@6
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192 exit(1);
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nuclear@6
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193 }
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nuclear@5
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194
|
nuclear@0
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195 /* initialize the application */
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nuclear@0
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196 if(game_init() == -1) {
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nuclear@0
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197 exit(1); /* initialization failed, quit */
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nuclear@0
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198 }
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nuclear@0
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199 init_done = 1;
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nuclear@0
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200 break;
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nuclear@0
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201
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nuclear@0
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202 case APP_CMD_TERM_WINDOW:
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nuclear@0
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203 /* cleanup */
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nuclear@0
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204 init_done = 0;
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nuclear@0
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205 game_shutdown();
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nuclear@0
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206 destroy_gl();
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nuclear@0
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207 break;
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nuclear@0
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208
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nuclear@0
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209 case APP_CMD_GAINED_FOCUS:
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nuclear@0
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210 /* app focused */
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nuclear@24
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211 printf("Command: APP_CMD_GAINED_FOCUS\n");
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nuclear@24
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212 if(sens_accel) {
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nuclear@24
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213 ASensorEventQueue_enableSensor(sens_evq_accel, sens_accel);
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nuclear@24
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214 ASensorEventQueue_setEventRate(sens_evq_accel, sens_accel, 1000000 / 60);
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nuclear@24
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215 }
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nuclear@24
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216 if(sens_rot) {
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nuclear@24
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217 ASensorEventQueue_enableSensor(sens_evq_rot, sens_rot);
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nuclear@24
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218 ASensorEventQueue_setEventRate(sens_evq_rot, sens_rot, 1000000 / 60);
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nuclear@24
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219 }
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nuclear@8
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220 //cam_start_video();
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nuclear@0
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221 break;
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nuclear@0
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222
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nuclear@0
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223 case APP_CMD_LOST_FOCUS:
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nuclear@0
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224 /* app lost focus */
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nuclear@24
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225 printf("Command: APP_CMD_LOST_FOCUS\n");
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nuclear@24
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226 if(sens_accel) {
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nuclear@24
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227 ASensorEventQueue_disableSensor(sens_evq_accel, sens_accel);
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nuclear@24
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228 }
|
nuclear@24
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229 if(sens_rot) {
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nuclear@24
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230 ASensorEventQueue_disableSensor(sens_evq_rot, sens_rot);
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nuclear@24
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231 }
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nuclear@8
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232 //cam_stop_video();
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nuclear@0
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233 break;
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nuclear@0
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234
|
nuclear@0
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235 case APP_CMD_WINDOW_RESIZED:
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nuclear@0
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236 case APP_CMD_CONFIG_CHANGED:
|
nuclear@0
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237 {
|
nuclear@0
|
238 int nx = ANativeWindow_getWidth(app->window);
|
nuclear@0
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239 int ny = ANativeWindow_getHeight(app->window);
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nuclear@23
|
240 if(nx != width || ny != height) {
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nuclear@0
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241 game_reshape(nx, ny);
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nuclear@23
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242 width = nx;
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nuclear@23
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243 height = ny;
|
nuclear@0
|
244 }
|
nuclear@0
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245 }
|
nuclear@0
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246 break;
|
nuclear@0
|
247
|
nuclear@0
|
248 default:
|
nuclear@0
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249 break;
|
nuclear@0
|
250 }
|
nuclear@0
|
251 }
|
nuclear@0
|
252
|
nuclear@0
|
253 static int handle_input(struct android_app *app, AInputEvent *ev)
|
nuclear@0
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254 {
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nuclear@0
|
255 int evtype = AInputEvent_getType(ev);
|
nuclear@0
|
256
|
nuclear@0
|
257 switch(evtype) {
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nuclear@0
|
258 case AINPUT_EVENT_TYPE_MOTION:
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nuclear@0
|
259 return handle_touch_input(app, ev);
|
nuclear@0
|
260
|
nuclear@0
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261 default:
|
nuclear@0
|
262 break;
|
nuclear@0
|
263 }
|
nuclear@0
|
264 return 0;
|
nuclear@0
|
265 }
|
nuclear@0
|
266
|
nuclear@0
|
267 #define MAX_TOUCH_IDS 32
|
nuclear@0
|
268
|
nuclear@0
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269 static int handle_touch_input(struct android_app *app, AInputEvent *ev)
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nuclear@0
|
270 {
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nuclear@0
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271 int x, y, idx, touch_id;
|
nuclear@0
|
272 unsigned int action;
|
nuclear@0
|
273 static int prev_pos[MAX_TOUCH_IDS][2];
|
nuclear@0
|
274
|
nuclear@0
|
275 action = AMotionEvent_getAction(ev);
|
nuclear@0
|
276
|
nuclear@0
|
277 idx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >>
|
nuclear@0
|
278 AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
|
nuclear@0
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279 touch_id = AMotionEvent_getPointerId(ev, idx);
|
nuclear@0
|
280
|
nuclear@0
|
281 x = AMotionEvent_getX(ev, idx);
|
nuclear@0
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282 y = AMotionEvent_getY(ev, idx);
|
nuclear@0
|
283
|
nuclear@0
|
284 switch(action & AMOTION_EVENT_ACTION_MASK) {
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nuclear@0
|
285 case AMOTION_EVENT_ACTION_DOWN:
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nuclear@0
|
286 case AMOTION_EVENT_ACTION_POINTER_DOWN:
|
nuclear@0
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287 game_mouse_button(touch_id, 0, 1, x, y);
|
nuclear@0
|
288 if(touch_id < MAX_TOUCH_IDS) {
|
nuclear@0
|
289 prev_pos[touch_id][0] = x;
|
nuclear@0
|
290 prev_pos[touch_id][1] = y;
|
nuclear@0
|
291 }
|
nuclear@0
|
292 break;
|
nuclear@0
|
293
|
nuclear@0
|
294 case AMOTION_EVENT_ACTION_UP:
|
nuclear@0
|
295 case AMOTION_EVENT_ACTION_POINTER_UP:
|
nuclear@0
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296 game_mouse_button(touch_id, 0, 0, x, y);
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nuclear@0
|
297 if(touch_id < MAX_TOUCH_IDS) {
|
nuclear@0
|
298 prev_pos[touch_id][0] = x;
|
nuclear@0
|
299 prev_pos[touch_id][1] = y;
|
nuclear@0
|
300 }
|
nuclear@0
|
301 break;
|
nuclear@0
|
302
|
nuclear@0
|
303 case AMOTION_EVENT_ACTION_MOVE:
|
nuclear@0
|
304 {
|
nuclear@0
|
305 int i, pcount = AMotionEvent_getPointerCount(ev);
|
nuclear@0
|
306 for(i=0; i<pcount; i++) {
|
nuclear@0
|
307 int id = AMotionEvent_getPointerId(ev, i);
|
nuclear@0
|
308 if(id < MAX_TOUCH_IDS && x != prev_pos[id][0] && y != prev_pos[id][1]) {
|
nuclear@0
|
309 game_mouse_motion(id, x, y);
|
nuclear@0
|
310 prev_pos[id][0] = x;
|
nuclear@0
|
311 prev_pos[id][1] = y;
|
nuclear@0
|
312 }
|
nuclear@0
|
313 }
|
nuclear@0
|
314 }
|
nuclear@0
|
315 break;
|
nuclear@0
|
316
|
nuclear@0
|
317 default:
|
nuclear@0
|
318 break;
|
nuclear@0
|
319 }
|
nuclear@0
|
320
|
nuclear@0
|
321 return 1;
|
nuclear@0
|
322 }
|
nuclear@0
|
323
|
nuclear@0
|
324
|
nuclear@0
|
325 static int init_gl(void)
|
nuclear@0
|
326 {
|
nuclear@0
|
327 static const int eglattr[] = {
|
nuclear@0
|
328 EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
|
nuclear@10
|
329 EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
|
nuclear@0
|
330 EGL_RED_SIZE, 5,
|
nuclear@0
|
331 EGL_GREEN_SIZE, 5,
|
nuclear@0
|
332 EGL_BLUE_SIZE, 5,
|
nuclear@0
|
333 EGL_DEPTH_SIZE, 16,
|
nuclear@0
|
334 EGL_NONE
|
nuclear@0
|
335 };
|
nuclear@10
|
336 static const int ctxattr[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
|
nuclear@0
|
337
|
nuclear@0
|
338 EGLConfig eglcfg;
|
nuclear@0
|
339 int count, vis;
|
nuclear@0
|
340
|
nuclear@0
|
341 dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
nuclear@0
|
342 if(!dpy || !eglInitialize(dpy, 0, 0)) {
|
nuclear@0
|
343 fprintf(stderr, "failed to initialize EGL\n");
|
nuclear@0
|
344 destroy_gl();
|
nuclear@0
|
345 return -1;
|
nuclear@0
|
346 }
|
nuclear@0
|
347
|
nuclear@0
|
348 if(!eglChooseConfig(dpy, eglattr, &eglcfg, 1, &count)) {
|
nuclear@0
|
349 fprintf(stderr, "no matching EGL config found\n");
|
nuclear@0
|
350 destroy_gl();
|
nuclear@0
|
351 return -1;
|
nuclear@0
|
352 }
|
nuclear@0
|
353
|
nuclear@0
|
354 /* configure the native window visual according to the chosen EGL config */
|
nuclear@0
|
355 eglGetConfigAttrib(dpy, &eglcfg, EGL_NATIVE_VISUAL_ID, &vis);
|
nuclear@0
|
356 ANativeWindow_setBuffersGeometry(app->window, 0, 0, vis);
|
nuclear@0
|
357
|
nuclear@0
|
358 if(!(surf = eglCreateWindowSurface(dpy, eglcfg, app->window, 0))) {
|
nuclear@0
|
359 fprintf(stderr, "failed to create window\n");
|
nuclear@0
|
360 destroy_gl();
|
nuclear@0
|
361 return -1;
|
nuclear@0
|
362 }
|
nuclear@0
|
363
|
nuclear@0
|
364 if(!(ctx = eglCreateContext(dpy, eglcfg, EGL_NO_CONTEXT, ctxattr))) {
|
nuclear@0
|
365 fprintf(stderr, "failed to create OpenGL ES context\n");
|
nuclear@0
|
366 destroy_gl();
|
nuclear@0
|
367 return -1;
|
nuclear@0
|
368 }
|
nuclear@0
|
369 eglMakeCurrent(dpy, surf, surf, ctx);
|
nuclear@0
|
370
|
nuclear@23
|
371 eglQuerySurface(dpy, surf, EGL_WIDTH, &width);
|
nuclear@23
|
372 eglQuerySurface(dpy, surf, EGL_HEIGHT, &height);
|
nuclear@23
|
373 game_reshape(width, height);
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nuclear@0
|
374
|
nuclear@0
|
375 return 0;
|
nuclear@0
|
376 }
|
nuclear@0
|
377
|
nuclear@0
|
378 static void destroy_gl(void)
|
nuclear@0
|
379 {
|
nuclear@0
|
380 if(!dpy) return;
|
nuclear@0
|
381
|
nuclear@0
|
382 eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
nuclear@0
|
383
|
nuclear@0
|
384 if(ctx) {
|
nuclear@0
|
385 eglDestroyContext(dpy, ctx);
|
nuclear@0
|
386 ctx = 0;
|
nuclear@0
|
387 }
|
nuclear@0
|
388 if(surf) {
|
nuclear@0
|
389 eglDestroySurface(dpy, surf);
|
nuclear@0
|
390 surf = 0;
|
nuclear@0
|
391 }
|
nuclear@0
|
392
|
nuclear@0
|
393 eglTerminate(dpy);
|
nuclear@0
|
394 dpy = 0;
|
nuclear@0
|
395 }
|