3dphotoshoot

annotate src/android/amain.c @ 4:38377f54527a

having a whack at the camera api... at least the java crap compiles, we'll try calling it later
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 19 May 2015 06:05:51 +0300
parents cf5964db7ff3
children 31cc6615428d
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <EGL/egl.h>
nuclear@1 4 #include <jni.h>
nuclear@1 5 #include "native_glue.h"
nuclear@0 6 #include "logger.h"
nuclear@0 7 #include "game.h"
nuclear@0 8 #include "timer.h"
nuclear@0 9
nuclear@0 10
nuclear@0 11 static void handle_command(struct android_app *app, int32_t cmd);
nuclear@0 12 static int handle_input(struct android_app *app, AInputEvent *ev);
nuclear@0 13 static int handle_touch_input(struct android_app *app, AInputEvent *ev);
nuclear@0 14 static int init_gl(void);
nuclear@0 15 static void destroy_gl(void);
nuclear@0 16
nuclear@0 17 static EGLDisplay dpy;
nuclear@0 18 static EGLSurface surf;
nuclear@0 19 static EGLContext ctx;
nuclear@0 20
nuclear@0 21 static struct android_app *app;
nuclear@0 22 static int win_width, win_height;
nuclear@0 23 static int init_done;
nuclear@0 24
nuclear@1 25 static JavaVM *jvm;
nuclear@1 26 static JNIEnv *jni;
nuclear@1 27 static jclass activity_class;
nuclear@1 28
nuclear@4 29 static int call_foo()
nuclear@1 30 {
nuclear@1 31 jmethodID foo_id;
nuclear@1 32
nuclear@2 33 printf("call_foo() [activity_class=%p]\n", (void*)activity_class);
nuclear@2 34
nuclear@4 35 if(!(foo_id = (*jni)->GetStaticMethodID(jni, activity_class, "foo", "()V"))) {
nuclear@1 36 fprintf(stderr, "static method foo not found\n");
nuclear@1 37 return -1;
nuclear@1 38 }
nuclear@1 39
nuclear@4 40 (*jni)->CallStaticIntMethod(jni, activity_class, foo_id);
nuclear@1 41
nuclear@4 42 return 0;
nuclear@1 43 }
nuclear@1 44
nuclear@0 45 void android_main(struct android_app *app_ptr)
nuclear@0 46 {
nuclear@0 47 app_dummy();
nuclear@0 48 app = app_ptr;
nuclear@0 49
nuclear@0 50 app->onAppCmd = handle_command;
nuclear@0 51 app->onInputEvent = handle_input;
nuclear@0 52
nuclear@0 53 start_logger();
nuclear@0 54
nuclear@1 55 jvm = app->activity->vm;
nuclear@1 56 if((*jvm)->AttachCurrentThread(jvm, &jni, 0) != 0) {
nuclear@1 57 fprintf(stderr, "failed to attach native thread to Java VM\n");
nuclear@1 58 exit(1);
nuclear@1 59 }
nuclear@2 60 activity_class = (*jni)->GetObjectClass(jni, app->activity->clazz);
nuclear@1 61
nuclear@0 62 for(;;) {
nuclear@0 63 int num_events;
nuclear@0 64 struct android_poll_source *pollsrc;
nuclear@0 65
nuclear@0 66 while(ALooper_pollAll(0, 0, &num_events, (void**)&pollsrc) >= 0) {
nuclear@0 67 if(pollsrc) {
nuclear@0 68 pollsrc->process(app, pollsrc);
nuclear@0 69 }
nuclear@0 70 }
nuclear@0 71
nuclear@0 72 if(app->destroyRequested) {
nuclear@1 73 (*jvm)->DetachCurrentThread(jvm);
nuclear@0 74 return;
nuclear@0 75 }
nuclear@0 76
nuclear@0 77 if(init_done) {
nuclear@4 78 call_foo();
nuclear@0 79 game_display(get_time_msec());
nuclear@0 80 eglSwapBuffers(dpy, surf);
nuclear@0 81 }
nuclear@0 82 }
nuclear@0 83 }
nuclear@0 84
nuclear@0 85 void set_mouse_pos(int x, int y)
nuclear@0 86 {
nuclear@0 87 }
nuclear@0 88
nuclear@0 89 void set_mouse_cursor(int enable)
nuclear@0 90 {
nuclear@0 91 }
nuclear@0 92
nuclear@0 93 static void handle_command(struct android_app *app, int32_t cmd)
nuclear@0 94 {
nuclear@0 95 switch(cmd) {
nuclear@0 96 case APP_CMD_SAVE_STATE:
nuclear@0 97 /* save the application state to be reloaded on restart if needed */
nuclear@0 98 break;
nuclear@0 99
nuclear@0 100 case APP_CMD_INIT_WINDOW:
nuclear@0 101 if(init_gl() == -1) {
nuclear@0 102 exit(1);
nuclear@0 103 }
nuclear@0 104 /* initialize the application */
nuclear@0 105 if(game_init() == -1) {
nuclear@0 106 exit(1); /* initialization failed, quit */
nuclear@0 107 }
nuclear@0 108 init_done = 1;
nuclear@0 109 break;
nuclear@0 110
nuclear@0 111 case APP_CMD_TERM_WINDOW:
nuclear@0 112 /* cleanup */
nuclear@0 113 init_done = 0;
nuclear@0 114 game_shutdown();
nuclear@0 115 destroy_gl();
nuclear@0 116 break;
nuclear@0 117
nuclear@0 118 case APP_CMD_GAINED_FOCUS:
nuclear@0 119 /* app focused */
nuclear@0 120 break;
nuclear@0 121
nuclear@0 122 case APP_CMD_LOST_FOCUS:
nuclear@0 123 /* app lost focus */
nuclear@0 124 break;
nuclear@0 125
nuclear@0 126 case APP_CMD_WINDOW_RESIZED:
nuclear@0 127 case APP_CMD_CONFIG_CHANGED:
nuclear@0 128 {
nuclear@0 129 int nx = ANativeWindow_getWidth(app->window);
nuclear@0 130 int ny = ANativeWindow_getHeight(app->window);
nuclear@0 131 if(nx != win_width || ny != win_height) {
nuclear@0 132 game_reshape(nx, ny);
nuclear@0 133 win_width = nx;
nuclear@0 134 win_height = ny;
nuclear@0 135 }
nuclear@0 136 }
nuclear@0 137 break;
nuclear@0 138
nuclear@0 139 default:
nuclear@0 140 break;
nuclear@0 141 }
nuclear@0 142 }
nuclear@0 143
nuclear@0 144 static int handle_input(struct android_app *app, AInputEvent *ev)
nuclear@0 145 {
nuclear@0 146 int evtype = AInputEvent_getType(ev);
nuclear@0 147
nuclear@0 148 switch(evtype) {
nuclear@0 149 case AINPUT_EVENT_TYPE_MOTION:
nuclear@0 150 return handle_touch_input(app, ev);
nuclear@0 151
nuclear@0 152 default:
nuclear@0 153 break;
nuclear@0 154 }
nuclear@0 155 return 0;
nuclear@0 156 }
nuclear@0 157
nuclear@0 158 #define MAX_TOUCH_IDS 32
nuclear@0 159
nuclear@0 160 static int handle_touch_input(struct android_app *app, AInputEvent *ev)
nuclear@0 161 {
nuclear@0 162 int x, y, idx, touch_id;
nuclear@0 163 unsigned int action;
nuclear@0 164 static int prev_pos[MAX_TOUCH_IDS][2];
nuclear@0 165
nuclear@0 166 action = AMotionEvent_getAction(ev);
nuclear@0 167
nuclear@0 168 idx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >>
nuclear@0 169 AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
nuclear@0 170 touch_id = AMotionEvent_getPointerId(ev, idx);
nuclear@0 171
nuclear@0 172 x = AMotionEvent_getX(ev, idx);
nuclear@0 173 y = AMotionEvent_getY(ev, idx);
nuclear@0 174
nuclear@0 175 switch(action & AMOTION_EVENT_ACTION_MASK) {
nuclear@0 176 case AMOTION_EVENT_ACTION_DOWN:
nuclear@0 177 case AMOTION_EVENT_ACTION_POINTER_DOWN:
nuclear@0 178 game_mouse_button(touch_id, 0, 1, x, y);
nuclear@0 179 if(touch_id < MAX_TOUCH_IDS) {
nuclear@0 180 prev_pos[touch_id][0] = x;
nuclear@0 181 prev_pos[touch_id][1] = y;
nuclear@0 182 }
nuclear@0 183 break;
nuclear@0 184
nuclear@0 185 case AMOTION_EVENT_ACTION_UP:
nuclear@0 186 case AMOTION_EVENT_ACTION_POINTER_UP:
nuclear@0 187 game_mouse_button(touch_id, 0, 0, x, y);
nuclear@0 188 if(touch_id < MAX_TOUCH_IDS) {
nuclear@0 189 prev_pos[touch_id][0] = x;
nuclear@0 190 prev_pos[touch_id][1] = y;
nuclear@0 191 }
nuclear@0 192 break;
nuclear@0 193
nuclear@0 194 case AMOTION_EVENT_ACTION_MOVE:
nuclear@0 195 {
nuclear@0 196 int i, pcount = AMotionEvent_getPointerCount(ev);
nuclear@0 197 for(i=0; i<pcount; i++) {
nuclear@0 198 int id = AMotionEvent_getPointerId(ev, i);
nuclear@0 199 if(id < MAX_TOUCH_IDS && x != prev_pos[id][0] && y != prev_pos[id][1]) {
nuclear@0 200 game_mouse_motion(id, x, y);
nuclear@0 201 prev_pos[id][0] = x;
nuclear@0 202 prev_pos[id][1] = y;
nuclear@0 203 }
nuclear@0 204 }
nuclear@0 205 }
nuclear@0 206 break;
nuclear@0 207
nuclear@0 208 default:
nuclear@0 209 break;
nuclear@0 210 }
nuclear@0 211
nuclear@0 212 return 1;
nuclear@0 213 }
nuclear@0 214
nuclear@0 215
nuclear@0 216 static int init_gl(void)
nuclear@0 217 {
nuclear@0 218 static const int eglattr[] = {
nuclear@0 219 EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
nuclear@0 220 EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
nuclear@0 221 EGL_RED_SIZE, 5,
nuclear@0 222 EGL_GREEN_SIZE, 5,
nuclear@0 223 EGL_BLUE_SIZE, 5,
nuclear@0 224 EGL_DEPTH_SIZE, 16,
nuclear@0 225 EGL_NONE
nuclear@0 226 };
nuclear@0 227 static const int ctxattr[] = { EGL_CONTEXT_CLIENT_VERSION, 1, EGL_NONE };
nuclear@0 228
nuclear@0 229 EGLConfig eglcfg;
nuclear@0 230 int count, vis;
nuclear@0 231
nuclear@0 232 dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
nuclear@0 233 if(!dpy || !eglInitialize(dpy, 0, 0)) {
nuclear@0 234 fprintf(stderr, "failed to initialize EGL\n");
nuclear@0 235 destroy_gl();
nuclear@0 236 return -1;
nuclear@0 237 }
nuclear@0 238
nuclear@0 239 if(!eglChooseConfig(dpy, eglattr, &eglcfg, 1, &count)) {
nuclear@0 240 fprintf(stderr, "no matching EGL config found\n");
nuclear@0 241 destroy_gl();
nuclear@0 242 return -1;
nuclear@0 243 }
nuclear@0 244
nuclear@0 245 /* configure the native window visual according to the chosen EGL config */
nuclear@0 246 eglGetConfigAttrib(dpy, &eglcfg, EGL_NATIVE_VISUAL_ID, &vis);
nuclear@0 247 ANativeWindow_setBuffersGeometry(app->window, 0, 0, vis);
nuclear@0 248
nuclear@0 249 if(!(surf = eglCreateWindowSurface(dpy, eglcfg, app->window, 0))) {
nuclear@0 250 fprintf(stderr, "failed to create window\n");
nuclear@0 251 destroy_gl();
nuclear@0 252 return -1;
nuclear@0 253 }
nuclear@0 254
nuclear@0 255 if(!(ctx = eglCreateContext(dpy, eglcfg, EGL_NO_CONTEXT, ctxattr))) {
nuclear@0 256 fprintf(stderr, "failed to create OpenGL ES context\n");
nuclear@0 257 destroy_gl();
nuclear@0 258 return -1;
nuclear@0 259 }
nuclear@0 260 eglMakeCurrent(dpy, surf, surf, ctx);
nuclear@0 261
nuclear@0 262 eglQuerySurface(dpy, surf, EGL_WIDTH, &win_width);
nuclear@0 263 eglQuerySurface(dpy, surf, EGL_HEIGHT, &win_height);
nuclear@0 264 game_reshape(win_width, win_height);
nuclear@0 265
nuclear@0 266 return 0;
nuclear@0 267 }
nuclear@0 268
nuclear@0 269 static void destroy_gl(void)
nuclear@0 270 {
nuclear@0 271 if(!dpy) return;
nuclear@0 272
nuclear@0 273 eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
nuclear@0 274
nuclear@0 275 if(ctx) {
nuclear@0 276 eglDestroyContext(dpy, ctx);
nuclear@0 277 ctx = 0;
nuclear@0 278 }
nuclear@0 279 if(surf) {
nuclear@0 280 eglDestroySurface(dpy, surf);
nuclear@0 281 surf = 0;
nuclear@0 282 }
nuclear@0 283
nuclear@0 284 eglTerminate(dpy);
nuclear@0 285 dpy = 0;
nuclear@0 286 }
nuclear@0 287
nuclear@2 288
nuclear@2 289 /*
nuclear@2 290 static jclass get_java_class(const char *name)
nuclear@2 291 {
nuclear@2 292 jobject native
nuclear@2 293 }
nuclear@2 294 */