3dphotoshoot

annotate src/android/amain.c @ 5:31cc6615428d

foo
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 21 May 2015 13:47:04 +0300
parents 38377f54527a
children e31e23ead56f
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@5 3 #include <assert.h>
nuclear@0 4 #include <EGL/egl.h>
nuclear@1 5 #include <jni.h>
nuclear@1 6 #include "native_glue.h"
nuclear@0 7 #include "logger.h"
nuclear@0 8 #include "game.h"
nuclear@0 9 #include "timer.h"
nuclear@0 10
nuclear@0 11
nuclear@0 12 static void handle_command(struct android_app *app, int32_t cmd);
nuclear@0 13 static int handle_input(struct android_app *app, AInputEvent *ev);
nuclear@0 14 static int handle_touch_input(struct android_app *app, AInputEvent *ev);
nuclear@0 15 static int init_gl(void);
nuclear@0 16 static void destroy_gl(void);
nuclear@0 17
nuclear@0 18 static EGLDisplay dpy;
nuclear@0 19 static EGLSurface surf;
nuclear@0 20 static EGLContext ctx;
nuclear@0 21
nuclear@0 22 static struct android_app *app;
nuclear@0 23 static int win_width, win_height;
nuclear@0 24 static int init_done;
nuclear@0 25
nuclear@1 26 static JavaVM *jvm;
nuclear@1 27 static JNIEnv *jni;
nuclear@1 28 static jclass activity_class;
nuclear@1 29
nuclear@5 30 static unsigned int camtex;
nuclear@5 31
nuclear@4 32 static int call_foo()
nuclear@1 33 {
nuclear@1 34 jmethodID foo_id;
nuclear@1 35
nuclear@2 36 printf("call_foo() [activity_class=%p]\n", (void*)activity_class);
nuclear@2 37
nuclear@4 38 if(!(foo_id = (*jni)->GetStaticMethodID(jni, activity_class, "foo", "()V"))) {
nuclear@1 39 fprintf(stderr, "static method foo not found\n");
nuclear@1 40 return -1;
nuclear@1 41 }
nuclear@1 42
nuclear@4 43 (*jni)->CallStaticIntMethod(jni, activity_class, foo_id);
nuclear@1 44
nuclear@4 45 return 0;
nuclear@1 46 }
nuclear@1 47
nuclear@0 48 void android_main(struct android_app *app_ptr)
nuclear@0 49 {
nuclear@0 50 app_dummy();
nuclear@0 51 app = app_ptr;
nuclear@0 52
nuclear@0 53 app->onAppCmd = handle_command;
nuclear@0 54 app->onInputEvent = handle_input;
nuclear@0 55
nuclear@0 56 start_logger();
nuclear@0 57
nuclear@1 58 jvm = app->activity->vm;
nuclear@1 59 if((*jvm)->AttachCurrentThread(jvm, &jni, 0) != 0) {
nuclear@1 60 fprintf(stderr, "failed to attach native thread to Java VM\n");
nuclear@1 61 exit(1);
nuclear@1 62 }
nuclear@2 63 activity_class = (*jni)->GetObjectClass(jni, app->activity->clazz);
nuclear@1 64
nuclear@0 65 for(;;) {
nuclear@0 66 int num_events;
nuclear@0 67 struct android_poll_source *pollsrc;
nuclear@0 68
nuclear@0 69 while(ALooper_pollAll(0, 0, &num_events, (void**)&pollsrc) >= 0) {
nuclear@0 70 if(pollsrc) {
nuclear@0 71 pollsrc->process(app, pollsrc);
nuclear@0 72 }
nuclear@0 73 }
nuclear@0 74
nuclear@0 75 if(app->destroyRequested) {
nuclear@1 76 (*jvm)->DetachCurrentThread(jvm);
nuclear@0 77 return;
nuclear@0 78 }
nuclear@0 79
nuclear@0 80 if(init_done) {
nuclear@4 81 call_foo();
nuclear@0 82 game_display(get_time_msec());
nuclear@0 83 eglSwapBuffers(dpy, surf);
nuclear@0 84 }
nuclear@0 85 }
nuclear@0 86 }
nuclear@0 87
nuclear@0 88 void set_mouse_pos(int x, int y)
nuclear@0 89 {
nuclear@0 90 }
nuclear@0 91
nuclear@0 92 void set_mouse_cursor(int enable)
nuclear@0 93 {
nuclear@0 94 }
nuclear@0 95
nuclear@0 96 static void handle_command(struct android_app *app, int32_t cmd)
nuclear@0 97 {
nuclear@0 98 switch(cmd) {
nuclear@0 99 case APP_CMD_SAVE_STATE:
nuclear@0 100 /* save the application state to be reloaded on restart if needed */
nuclear@0 101 break;
nuclear@0 102
nuclear@0 103 case APP_CMD_INIT_WINDOW:
nuclear@0 104 if(init_gl() == -1) {
nuclear@0 105 exit(1);
nuclear@0 106 }
nuclear@5 107
nuclear@5 108 // create the camera texture
nuclear@5 109 glGenTextures(1, &camtex);
nuclear@5 110 glBindTexture(GL_TEXTURE_EXTERNAL_OES, camtex);
nuclear@5 111 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@5 112 glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@5 113 assert(glGetError() == GL_NO_ERROR);
nuclear@5 114
nuclear@0 115 /* initialize the application */
nuclear@0 116 if(game_init() == -1) {
nuclear@0 117 exit(1); /* initialization failed, quit */
nuclear@0 118 }
nuclear@0 119 init_done = 1;
nuclear@0 120 break;
nuclear@0 121
nuclear@0 122 case APP_CMD_TERM_WINDOW:
nuclear@0 123 /* cleanup */
nuclear@0 124 init_done = 0;
nuclear@0 125 game_shutdown();
nuclear@0 126 destroy_gl();
nuclear@0 127 break;
nuclear@0 128
nuclear@0 129 case APP_CMD_GAINED_FOCUS:
nuclear@0 130 /* app focused */
nuclear@0 131 break;
nuclear@0 132
nuclear@0 133 case APP_CMD_LOST_FOCUS:
nuclear@0 134 /* app lost focus */
nuclear@0 135 break;
nuclear@0 136
nuclear@0 137 case APP_CMD_WINDOW_RESIZED:
nuclear@0 138 case APP_CMD_CONFIG_CHANGED:
nuclear@0 139 {
nuclear@0 140 int nx = ANativeWindow_getWidth(app->window);
nuclear@0 141 int ny = ANativeWindow_getHeight(app->window);
nuclear@0 142 if(nx != win_width || ny != win_height) {
nuclear@0 143 game_reshape(nx, ny);
nuclear@0 144 win_width = nx;
nuclear@0 145 win_height = ny;
nuclear@0 146 }
nuclear@0 147 }
nuclear@0 148 break;
nuclear@0 149
nuclear@0 150 default:
nuclear@0 151 break;
nuclear@0 152 }
nuclear@0 153 }
nuclear@0 154
nuclear@0 155 static int handle_input(struct android_app *app, AInputEvent *ev)
nuclear@0 156 {
nuclear@0 157 int evtype = AInputEvent_getType(ev);
nuclear@0 158
nuclear@0 159 switch(evtype) {
nuclear@0 160 case AINPUT_EVENT_TYPE_MOTION:
nuclear@0 161 return handle_touch_input(app, ev);
nuclear@0 162
nuclear@0 163 default:
nuclear@0 164 break;
nuclear@0 165 }
nuclear@0 166 return 0;
nuclear@0 167 }
nuclear@0 168
nuclear@0 169 #define MAX_TOUCH_IDS 32
nuclear@0 170
nuclear@0 171 static int handle_touch_input(struct android_app *app, AInputEvent *ev)
nuclear@0 172 {
nuclear@0 173 int x, y, idx, touch_id;
nuclear@0 174 unsigned int action;
nuclear@0 175 static int prev_pos[MAX_TOUCH_IDS][2];
nuclear@0 176
nuclear@0 177 action = AMotionEvent_getAction(ev);
nuclear@0 178
nuclear@0 179 idx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >>
nuclear@0 180 AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
nuclear@0 181 touch_id = AMotionEvent_getPointerId(ev, idx);
nuclear@0 182
nuclear@0 183 x = AMotionEvent_getX(ev, idx);
nuclear@0 184 y = AMotionEvent_getY(ev, idx);
nuclear@0 185
nuclear@0 186 switch(action & AMOTION_EVENT_ACTION_MASK) {
nuclear@0 187 case AMOTION_EVENT_ACTION_DOWN:
nuclear@0 188 case AMOTION_EVENT_ACTION_POINTER_DOWN:
nuclear@0 189 game_mouse_button(touch_id, 0, 1, x, y);
nuclear@0 190 if(touch_id < MAX_TOUCH_IDS) {
nuclear@0 191 prev_pos[touch_id][0] = x;
nuclear@0 192 prev_pos[touch_id][1] = y;
nuclear@0 193 }
nuclear@0 194 break;
nuclear@0 195
nuclear@0 196 case AMOTION_EVENT_ACTION_UP:
nuclear@0 197 case AMOTION_EVENT_ACTION_POINTER_UP:
nuclear@0 198 game_mouse_button(touch_id, 0, 0, x, y);
nuclear@0 199 if(touch_id < MAX_TOUCH_IDS) {
nuclear@0 200 prev_pos[touch_id][0] = x;
nuclear@0 201 prev_pos[touch_id][1] = y;
nuclear@0 202 }
nuclear@0 203 break;
nuclear@0 204
nuclear@0 205 case AMOTION_EVENT_ACTION_MOVE:
nuclear@0 206 {
nuclear@0 207 int i, pcount = AMotionEvent_getPointerCount(ev);
nuclear@0 208 for(i=0; i<pcount; i++) {
nuclear@0 209 int id = AMotionEvent_getPointerId(ev, i);
nuclear@0 210 if(id < MAX_TOUCH_IDS && x != prev_pos[id][0] && y != prev_pos[id][1]) {
nuclear@0 211 game_mouse_motion(id, x, y);
nuclear@0 212 prev_pos[id][0] = x;
nuclear@0 213 prev_pos[id][1] = y;
nuclear@0 214 }
nuclear@0 215 }
nuclear@0 216 }
nuclear@0 217 break;
nuclear@0 218
nuclear@0 219 default:
nuclear@0 220 break;
nuclear@0 221 }
nuclear@0 222
nuclear@0 223 return 1;
nuclear@0 224 }
nuclear@0 225
nuclear@0 226
nuclear@0 227 static int init_gl(void)
nuclear@0 228 {
nuclear@0 229 static const int eglattr[] = {
nuclear@0 230 EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
nuclear@0 231 EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
nuclear@0 232 EGL_RED_SIZE, 5,
nuclear@0 233 EGL_GREEN_SIZE, 5,
nuclear@0 234 EGL_BLUE_SIZE, 5,
nuclear@0 235 EGL_DEPTH_SIZE, 16,
nuclear@0 236 EGL_NONE
nuclear@0 237 };
nuclear@0 238 static const int ctxattr[] = { EGL_CONTEXT_CLIENT_VERSION, 1, EGL_NONE };
nuclear@0 239
nuclear@0 240 EGLConfig eglcfg;
nuclear@0 241 int count, vis;
nuclear@0 242
nuclear@0 243 dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
nuclear@0 244 if(!dpy || !eglInitialize(dpy, 0, 0)) {
nuclear@0 245 fprintf(stderr, "failed to initialize EGL\n");
nuclear@0 246 destroy_gl();
nuclear@0 247 return -1;
nuclear@0 248 }
nuclear@0 249
nuclear@0 250 if(!eglChooseConfig(dpy, eglattr, &eglcfg, 1, &count)) {
nuclear@0 251 fprintf(stderr, "no matching EGL config found\n");
nuclear@0 252 destroy_gl();
nuclear@0 253 return -1;
nuclear@0 254 }
nuclear@0 255
nuclear@0 256 /* configure the native window visual according to the chosen EGL config */
nuclear@0 257 eglGetConfigAttrib(dpy, &eglcfg, EGL_NATIVE_VISUAL_ID, &vis);
nuclear@0 258 ANativeWindow_setBuffersGeometry(app->window, 0, 0, vis);
nuclear@0 259
nuclear@0 260 if(!(surf = eglCreateWindowSurface(dpy, eglcfg, app->window, 0))) {
nuclear@0 261 fprintf(stderr, "failed to create window\n");
nuclear@0 262 destroy_gl();
nuclear@0 263 return -1;
nuclear@0 264 }
nuclear@0 265
nuclear@0 266 if(!(ctx = eglCreateContext(dpy, eglcfg, EGL_NO_CONTEXT, ctxattr))) {
nuclear@0 267 fprintf(stderr, "failed to create OpenGL ES context\n");
nuclear@0 268 destroy_gl();
nuclear@0 269 return -1;
nuclear@0 270 }
nuclear@0 271 eglMakeCurrent(dpy, surf, surf, ctx);
nuclear@0 272
nuclear@0 273 eglQuerySurface(dpy, surf, EGL_WIDTH, &win_width);
nuclear@0 274 eglQuerySurface(dpy, surf, EGL_HEIGHT, &win_height);
nuclear@0 275 game_reshape(win_width, win_height);
nuclear@0 276
nuclear@0 277 return 0;
nuclear@0 278 }
nuclear@0 279
nuclear@0 280 static void destroy_gl(void)
nuclear@0 281 {
nuclear@0 282 if(!dpy) return;
nuclear@0 283
nuclear@0 284 eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
nuclear@0 285
nuclear@0 286 if(ctx) {
nuclear@0 287 eglDestroyContext(dpy, ctx);
nuclear@0 288 ctx = 0;
nuclear@0 289 }
nuclear@0 290 if(surf) {
nuclear@0 291 eglDestroySurface(dpy, surf);
nuclear@0 292 surf = 0;
nuclear@0 293 }
nuclear@0 294
nuclear@0 295 eglTerminate(dpy);
nuclear@0 296 dpy = 0;
nuclear@0 297 }