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