3dphotoshoot

annotate src/android/amain.c @ 0:a4bf2687e406

3d photoshoot initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 12 May 2015 05:31:21 +0300
parents
children 7eb73ce46dd0
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <EGL/egl.h>
nuclear@0 4 #include "android_native_app_glue.h"
nuclear@0 5 #include "logger.h"
nuclear@0 6 #include "game.h"
nuclear@0 7 #include "timer.h"
nuclear@0 8
nuclear@0 9
nuclear@0 10 static void handle_command(struct android_app *app, int32_t cmd);
nuclear@0 11 static int handle_input(struct android_app *app, AInputEvent *ev);
nuclear@0 12 static int handle_touch_input(struct android_app *app, AInputEvent *ev);
nuclear@0 13 static int init_gl(void);
nuclear@0 14 static void destroy_gl(void);
nuclear@0 15
nuclear@0 16 static EGLDisplay dpy;
nuclear@0 17 static EGLSurface surf;
nuclear@0 18 static EGLContext ctx;
nuclear@0 19
nuclear@0 20 static struct android_app *app;
nuclear@0 21 static int win_width, win_height;
nuclear@0 22 static int init_done;
nuclear@0 23
nuclear@0 24 void android_main(struct android_app *app_ptr)
nuclear@0 25 {
nuclear@0 26 app_dummy();
nuclear@0 27 app = app_ptr;
nuclear@0 28
nuclear@0 29 app->onAppCmd = handle_command;
nuclear@0 30 app->onInputEvent = handle_input;
nuclear@0 31
nuclear@0 32 start_logger();
nuclear@0 33
nuclear@0 34 for(;;) {
nuclear@0 35 int num_events;
nuclear@0 36 struct android_poll_source *pollsrc;
nuclear@0 37
nuclear@0 38 while(ALooper_pollAll(0, 0, &num_events, (void**)&pollsrc) >= 0) {
nuclear@0 39 if(pollsrc) {
nuclear@0 40 pollsrc->process(app, pollsrc);
nuclear@0 41 }
nuclear@0 42 }
nuclear@0 43
nuclear@0 44 if(app->destroyRequested) {
nuclear@0 45 return;
nuclear@0 46 }
nuclear@0 47
nuclear@0 48 if(init_done) {
nuclear@0 49 game_display(get_time_msec());
nuclear@0 50 eglSwapBuffers(dpy, surf);
nuclear@0 51 }
nuclear@0 52 }
nuclear@0 53 }
nuclear@0 54
nuclear@0 55 void set_mouse_pos(int x, int y)
nuclear@0 56 {
nuclear@0 57 }
nuclear@0 58
nuclear@0 59 void set_mouse_cursor(int enable)
nuclear@0 60 {
nuclear@0 61 }
nuclear@0 62
nuclear@0 63 static void handle_command(struct android_app *app, int32_t cmd)
nuclear@0 64 {
nuclear@0 65 switch(cmd) {
nuclear@0 66 case APP_CMD_SAVE_STATE:
nuclear@0 67 /* save the application state to be reloaded on restart if needed */
nuclear@0 68 break;
nuclear@0 69
nuclear@0 70 case APP_CMD_INIT_WINDOW:
nuclear@0 71 if(init_gl() == -1) {
nuclear@0 72 exit(1);
nuclear@0 73 }
nuclear@0 74 /* initialize the application */
nuclear@0 75 if(game_init() == -1) {
nuclear@0 76 exit(1); /* initialization failed, quit */
nuclear@0 77 }
nuclear@0 78 init_done = 1;
nuclear@0 79 break;
nuclear@0 80
nuclear@0 81 case APP_CMD_TERM_WINDOW:
nuclear@0 82 /* cleanup */
nuclear@0 83 init_done = 0;
nuclear@0 84 game_shutdown();
nuclear@0 85 destroy_gl();
nuclear@0 86 break;
nuclear@0 87
nuclear@0 88 case APP_CMD_GAINED_FOCUS:
nuclear@0 89 /* app focused */
nuclear@0 90 break;
nuclear@0 91
nuclear@0 92 case APP_CMD_LOST_FOCUS:
nuclear@0 93 /* app lost focus */
nuclear@0 94 break;
nuclear@0 95
nuclear@0 96 case APP_CMD_WINDOW_RESIZED:
nuclear@0 97 case APP_CMD_CONFIG_CHANGED:
nuclear@0 98 {
nuclear@0 99 int nx = ANativeWindow_getWidth(app->window);
nuclear@0 100 int ny = ANativeWindow_getHeight(app->window);
nuclear@0 101 if(nx != win_width || ny != win_height) {
nuclear@0 102 game_reshape(nx, ny);
nuclear@0 103 win_width = nx;
nuclear@0 104 win_height = ny;
nuclear@0 105 }
nuclear@0 106 }
nuclear@0 107 break;
nuclear@0 108
nuclear@0 109 default:
nuclear@0 110 break;
nuclear@0 111 }
nuclear@0 112 }
nuclear@0 113
nuclear@0 114 static int handle_input(struct android_app *app, AInputEvent *ev)
nuclear@0 115 {
nuclear@0 116 int evtype = AInputEvent_getType(ev);
nuclear@0 117
nuclear@0 118 switch(evtype) {
nuclear@0 119 case AINPUT_EVENT_TYPE_MOTION:
nuclear@0 120 return handle_touch_input(app, ev);
nuclear@0 121
nuclear@0 122 default:
nuclear@0 123 break;
nuclear@0 124 }
nuclear@0 125 return 0;
nuclear@0 126 }
nuclear@0 127
nuclear@0 128 #define MAX_TOUCH_IDS 32
nuclear@0 129
nuclear@0 130 static int handle_touch_input(struct android_app *app, AInputEvent *ev)
nuclear@0 131 {
nuclear@0 132 int x, y, idx, touch_id;
nuclear@0 133 unsigned int action;
nuclear@0 134 static int prev_pos[MAX_TOUCH_IDS][2];
nuclear@0 135
nuclear@0 136 action = AMotionEvent_getAction(ev);
nuclear@0 137
nuclear@0 138 idx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >>
nuclear@0 139 AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
nuclear@0 140 touch_id = AMotionEvent_getPointerId(ev, idx);
nuclear@0 141
nuclear@0 142 x = AMotionEvent_getX(ev, idx);
nuclear@0 143 y = AMotionEvent_getY(ev, idx);
nuclear@0 144
nuclear@0 145 switch(action & AMOTION_EVENT_ACTION_MASK) {
nuclear@0 146 case AMOTION_EVENT_ACTION_DOWN:
nuclear@0 147 case AMOTION_EVENT_ACTION_POINTER_DOWN:
nuclear@0 148 game_mouse_button(touch_id, 0, 1, x, y);
nuclear@0 149 if(touch_id < MAX_TOUCH_IDS) {
nuclear@0 150 prev_pos[touch_id][0] = x;
nuclear@0 151 prev_pos[touch_id][1] = y;
nuclear@0 152 }
nuclear@0 153 break;
nuclear@0 154
nuclear@0 155 case AMOTION_EVENT_ACTION_UP:
nuclear@0 156 case AMOTION_EVENT_ACTION_POINTER_UP:
nuclear@0 157 game_mouse_button(touch_id, 0, 0, x, y);
nuclear@0 158 if(touch_id < MAX_TOUCH_IDS) {
nuclear@0 159 prev_pos[touch_id][0] = x;
nuclear@0 160 prev_pos[touch_id][1] = y;
nuclear@0 161 }
nuclear@0 162 break;
nuclear@0 163
nuclear@0 164 case AMOTION_EVENT_ACTION_MOVE:
nuclear@0 165 {
nuclear@0 166 int i, pcount = AMotionEvent_getPointerCount(ev);
nuclear@0 167 for(i=0; i<pcount; i++) {
nuclear@0 168 int id = AMotionEvent_getPointerId(ev, i);
nuclear@0 169 if(id < MAX_TOUCH_IDS && x != prev_pos[id][0] && y != prev_pos[id][1]) {
nuclear@0 170 game_mouse_motion(id, x, y);
nuclear@0 171 prev_pos[id][0] = x;
nuclear@0 172 prev_pos[id][1] = y;
nuclear@0 173 }
nuclear@0 174 }
nuclear@0 175 }
nuclear@0 176 break;
nuclear@0 177
nuclear@0 178 default:
nuclear@0 179 break;
nuclear@0 180 }
nuclear@0 181
nuclear@0 182 return 1;
nuclear@0 183 }
nuclear@0 184
nuclear@0 185
nuclear@0 186 static int init_gl(void)
nuclear@0 187 {
nuclear@0 188 static const int eglattr[] = {
nuclear@0 189 EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
nuclear@0 190 EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
nuclear@0 191 EGL_RED_SIZE, 5,
nuclear@0 192 EGL_GREEN_SIZE, 5,
nuclear@0 193 EGL_BLUE_SIZE, 5,
nuclear@0 194 EGL_DEPTH_SIZE, 16,
nuclear@0 195 EGL_NONE
nuclear@0 196 };
nuclear@0 197 static const int ctxattr[] = { EGL_CONTEXT_CLIENT_VERSION, 1, EGL_NONE };
nuclear@0 198
nuclear@0 199 EGLConfig eglcfg;
nuclear@0 200 int count, vis;
nuclear@0 201
nuclear@0 202 dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
nuclear@0 203 if(!dpy || !eglInitialize(dpy, 0, 0)) {
nuclear@0 204 fprintf(stderr, "failed to initialize EGL\n");
nuclear@0 205 destroy_gl();
nuclear@0 206 return -1;
nuclear@0 207 }
nuclear@0 208
nuclear@0 209 if(!eglChooseConfig(dpy, eglattr, &eglcfg, 1, &count)) {
nuclear@0 210 fprintf(stderr, "no matching EGL config found\n");
nuclear@0 211 destroy_gl();
nuclear@0 212 return -1;
nuclear@0 213 }
nuclear@0 214
nuclear@0 215 /* configure the native window visual according to the chosen EGL config */
nuclear@0 216 eglGetConfigAttrib(dpy, &eglcfg, EGL_NATIVE_VISUAL_ID, &vis);
nuclear@0 217 ANativeWindow_setBuffersGeometry(app->window, 0, 0, vis);
nuclear@0 218
nuclear@0 219 if(!(surf = eglCreateWindowSurface(dpy, eglcfg, app->window, 0))) {
nuclear@0 220 fprintf(stderr, "failed to create window\n");
nuclear@0 221 destroy_gl();
nuclear@0 222 return -1;
nuclear@0 223 }
nuclear@0 224
nuclear@0 225 if(!(ctx = eglCreateContext(dpy, eglcfg, EGL_NO_CONTEXT, ctxattr))) {
nuclear@0 226 fprintf(stderr, "failed to create OpenGL ES context\n");
nuclear@0 227 destroy_gl();
nuclear@0 228 return -1;
nuclear@0 229 }
nuclear@0 230 eglMakeCurrent(dpy, surf, surf, ctx);
nuclear@0 231
nuclear@0 232 eglQuerySurface(dpy, surf, EGL_WIDTH, &win_width);
nuclear@0 233 eglQuerySurface(dpy, surf, EGL_HEIGHT, &win_height);
nuclear@0 234 game_reshape(win_width, win_height);
nuclear@0 235
nuclear@0 236 return 0;
nuclear@0 237 }
nuclear@0 238
nuclear@0 239 static void destroy_gl(void)
nuclear@0 240 {
nuclear@0 241 if(!dpy) return;
nuclear@0 242
nuclear@0 243 eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
nuclear@0 244
nuclear@0 245 if(ctx) {
nuclear@0 246 eglDestroyContext(dpy, ctx);
nuclear@0 247 ctx = 0;
nuclear@0 248 }
nuclear@0 249 if(surf) {
nuclear@0 250 eglDestroySurface(dpy, surf);
nuclear@0 251 surf = 0;
nuclear@0 252 }
nuclear@0 253
nuclear@0 254 eglTerminate(dpy);
nuclear@0 255 dpy = 0;
nuclear@0 256 }
nuclear@0 257