labyrinth

diff src/android/amain.c @ 3:45b91185b298

android port
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 01 May 2015 04:36:50 +0300
parents
children d3f1f74067b0
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/android/amain.c	Fri May 01 04:36:50 2015 +0300
     1.3 @@ -0,0 +1,251 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <EGL/egl.h>
     1.7 +#include <android_native_app_glue.h>
     1.8 +#include "logger.h"
     1.9 +#include "game.h"
    1.10 +#include "timer.h"
    1.11 +
    1.12 +
    1.13 +static void handle_command(struct android_app *app, int32_t cmd);
    1.14 +static int handle_input(struct android_app *app, AInputEvent *ev);
    1.15 +static int handle_touch_input(struct android_app *app, AInputEvent *ev);
    1.16 +static int init_gl(void);
    1.17 +static void destroy_gl(void);
    1.18 +
    1.19 +static EGLDisplay dpy;
    1.20 +static EGLSurface surf;
    1.21 +static EGLContext ctx;
    1.22 +
    1.23 +static struct android_app *app;
    1.24 +static int win_width, win_height;
    1.25 +
    1.26 +void android_main(struct android_app *app_ptr)
    1.27 +{
    1.28 +	app_dummy();
    1.29 +	app = app_ptr;
    1.30 +
    1.31 +	app->onAppCmd = handle_command;
    1.32 +	app->onInputEvent = handle_input;
    1.33 +
    1.34 +	start_logger();
    1.35 +
    1.36 +	for(;;) {
    1.37 +		int num_events;
    1.38 +		struct android_poll_source *pollsrc;
    1.39 +
    1.40 +		while(ALooper_pollAll(0, 0, &num_events, (void**)&pollsrc) >= 0) {
    1.41 +			if(pollsrc) {
    1.42 +				pollsrc->process(app, pollsrc);
    1.43 +			}
    1.44 +		}
    1.45 +
    1.46 +		if(app->destroyRequested) {
    1.47 +			return;
    1.48 +		}
    1.49 +
    1.50 +		game_display(get_time_msec());
    1.51 +	}
    1.52 +}
    1.53 +
    1.54 +void set_mouse_pos(int x, int y)
    1.55 +{
    1.56 +}
    1.57 +
    1.58 +void set_mouse_cursor(int enable)
    1.59 +{
    1.60 +}
    1.61 +
    1.62 +static void handle_command(struct android_app *app, int32_t cmd)
    1.63 +{
    1.64 +	switch(cmd) {
    1.65 +	case APP_CMD_SAVE_STATE:
    1.66 +		/* save the application state to be reloaded on restart if needed */
    1.67 +		break;
    1.68 +
    1.69 +	case APP_CMD_INIT_WINDOW:
    1.70 +		if(init_gl() == -1) {
    1.71 +			exit(1);
    1.72 +		}
    1.73 +		/* initialize the application */
    1.74 +		if(game_init() == -1) {
    1.75 +			exit(1);	/* initialization failed, quit */
    1.76 +		}
    1.77 +		break;
    1.78 +
    1.79 +	case APP_CMD_TERM_WINDOW:
    1.80 +		/* cleanup */
    1.81 +		game_shutdown();
    1.82 +		destroy_gl();
    1.83 +		break;
    1.84 +
    1.85 +	case APP_CMD_GAINED_FOCUS:
    1.86 +		/* app focused */
    1.87 +		break;
    1.88 +
    1.89 +	case APP_CMD_LOST_FOCUS:
    1.90 +		/* app lost focus */
    1.91 +		break;
    1.92 +
    1.93 +	case APP_CMD_WINDOW_RESIZED:
    1.94 +	case APP_CMD_CONFIG_CHANGED:
    1.95 +		{
    1.96 +			int nx = ANativeWindow_getWidth(app->window);
    1.97 +			int ny = ANativeWindow_getHeight(app->window);
    1.98 +			if(nx != win_width || ny != win_height) {
    1.99 +				game_reshape(nx, ny);
   1.100 +				win_width = nx;
   1.101 +				win_height = ny;
   1.102 +			}
   1.103 +		}
   1.104 +		break;
   1.105 +
   1.106 +	default:
   1.107 +		break;
   1.108 +	}
   1.109 +}
   1.110 +
   1.111 +static int handle_input(struct android_app *app, AInputEvent *ev)
   1.112 +{
   1.113 +	int evtype = AInputEvent_getType(ev);
   1.114 +
   1.115 +	switch(evtype) {
   1.116 +	case AINPUT_EVENT_TYPE_MOTION:
   1.117 +		return handle_touch_input(app, ev);
   1.118 +
   1.119 +	default:
   1.120 +		break;
   1.121 +	}
   1.122 +	return 0;
   1.123 +}
   1.124 +
   1.125 +#define MAX_TOUCH_IDS	32
   1.126 +
   1.127 +static int handle_touch_input(struct android_app *app, AInputEvent *ev)
   1.128 +{
   1.129 +	int x, y, idx, touch_id;
   1.130 +	unsigned int action;
   1.131 +	static int prev_pos[MAX_TOUCH_IDS][2];
   1.132 +
   1.133 +	action = AMotionEvent_getAction(ev);
   1.134 +
   1.135 +	idx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >>
   1.136 +		AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
   1.137 +	touch_id = AMotionEvent_getPointerId(ev, idx);
   1.138 +
   1.139 +	x = AMotionEvent_getX(ev, idx);
   1.140 +	y = AMotionEvent_getY(ev, idx);
   1.141 +
   1.142 +	switch(action & AMOTION_EVENT_ACTION_MASK) {
   1.143 +	case AMOTION_EVENT_ACTION_DOWN:
   1.144 +	case AMOTION_EVENT_ACTION_POINTER_DOWN:
   1.145 +		game_mouse_button(touch_id, 0, 1, x, y);
   1.146 +		if(touch_id < MAX_TOUCH_IDS) {
   1.147 +			prev_pos[touch_id][0] = x;
   1.148 +			prev_pos[touch_id][1] = y;
   1.149 +		}
   1.150 +		break;
   1.151 +
   1.152 +	case AMOTION_EVENT_ACTION_UP:
   1.153 +	case AMOTION_EVENT_ACTION_POINTER_UP:
   1.154 +		game_mouse_button(touch_id, 0, 0, x, y);
   1.155 +		if(touch_id < MAX_TOUCH_IDS) {
   1.156 +			prev_pos[touch_id][0] = x;
   1.157 +			prev_pos[touch_id][1] = y;
   1.158 +		}
   1.159 +		break;
   1.160 +
   1.161 +	case AMOTION_EVENT_ACTION_MOVE:
   1.162 +		{
   1.163 +			int i, pcount = AMotionEvent_getPointerCount(ev);
   1.164 +			for(i=0; i<pcount; i++) {
   1.165 +				int id = AMotionEvent_getPointerId(ev, i);
   1.166 +				if(id < MAX_TOUCH_IDS && x != prev_pos[id][0] && y != prev_pos[id][1]) {
   1.167 +					game_mouse_motion(id, x, y);
   1.168 +					prev_pos[id][0] = x;
   1.169 +					prev_pos[id][1] = y;
   1.170 +				}
   1.171 +			}
   1.172 +		}
   1.173 +		break;
   1.174 +
   1.175 +	default:
   1.176 +		break;
   1.177 +	}
   1.178 +
   1.179 +	return 1;
   1.180 +}
   1.181 +
   1.182 +
   1.183 +static int init_gl(void)
   1.184 +{
   1.185 +	static const int eglattr[] = {
   1.186 +		EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
   1.187 +		EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
   1.188 +		EGL_RED_SIZE, 5,
   1.189 +		EGL_GREEN_SIZE, 5,
   1.190 +		EGL_BLUE_SIZE, 5,
   1.191 +		EGL_DEPTH_SIZE, 16,
   1.192 +		EGL_NONE
   1.193 +	};
   1.194 +	static const int ctxattr[] = { EGL_CONTEXT_CLIENT_VERSION, 1, EGL_NONE };
   1.195 +
   1.196 +	EGLConfig eglcfg;
   1.197 +	int count, vis;
   1.198 +
   1.199 +	dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
   1.200 +	if(!dpy || !eglInitialize(dpy, 0, 0)) {
   1.201 +		fprintf(stderr, "failed to initialize EGL\n");
   1.202 +		destroy_gl();
   1.203 +		return -1;
   1.204 +	}
   1.205 +
   1.206 +	if(!eglChooseConfig(dpy, eglattr, &eglcfg, 1, &count)) {
   1.207 +		fprintf(stderr, "no matching EGL config found\n");
   1.208 +		destroy_gl();
   1.209 +		return -1;
   1.210 +	}
   1.211 +
   1.212 +	/* configure the native window visual according to the chosen EGL config */
   1.213 +	eglGetConfigAttrib(dpy, &eglcfg, EGL_NATIVE_VISUAL_ID, &vis);
   1.214 +	ANativeWindow_setBuffersGeometry(app->window, 0, 0, vis);
   1.215 +
   1.216 +	if(!(surf = eglCreateWindowSurface(dpy, eglcfg, app->window, 0))) {
   1.217 +		fprintf(stderr, "failed to create window\n");
   1.218 +		destroy_gl();
   1.219 +		return -1;
   1.220 +	}
   1.221 +
   1.222 +	if(!(ctx = eglCreateContext(dpy, eglcfg, EGL_NO_CONTEXT, ctxattr))) {
   1.223 +		fprintf(stderr, "failed to create OpenGL ES context\n");
   1.224 +		destroy_gl();
   1.225 +		return -1;
   1.226 +	}
   1.227 +	eglMakeCurrent(dpy, surf, surf, ctx);
   1.228 +
   1.229 +	eglQuerySurface(dpy, surf, EGL_WIDTH, &win_width);
   1.230 +	eglQuerySurface(dpy, surf, EGL_HEIGHT, &win_height);
   1.231 +	game_reshape(win_width, win_height);
   1.232 +
   1.233 +	return 0;
   1.234 +}
   1.235 +
   1.236 +static void destroy_gl(void)
   1.237 +{
   1.238 +	if(!dpy) return;
   1.239 +
   1.240 +	eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
   1.241 +
   1.242 +	if(ctx) {
   1.243 +		eglDestroyContext(dpy, ctx);
   1.244 +		ctx = 0;
   1.245 +	}
   1.246 +	if(surf) {
   1.247 +		eglDestroySurface(dpy, surf);
   1.248 +		surf = 0;
   1.249 +	}
   1.250 +
   1.251 +	eglTerminate(dpy);
   1.252 +	dpy = 0;
   1.253 +}
   1.254 +