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