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