| /* |
| * Copyright (C) 2010 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| * |
| */ |
| |
| //BEGIN_INCLUDE(all) |
| #include <jni.h> |
| #include <errno.h> |
| |
| #include <EGL/egl.h> |
| #include <GLES/gl.h> |
| |
| #include <android/sensor.h> |
| #include <android/log.h> |
| #include <android_native_app_glue.h> |
| |
| #define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "native-activity", __VA_ARGS__)) |
| #define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "native-activity", __VA_ARGS__)) |
| |
| /** |
| * Our saved state data. |
| */ |
| struct saved_state { |
| float angle; |
| int32_t x; |
| int32_t y; |
| }; |
| |
| /** |
| * Shared state for our app. |
| */ |
| struct engine { |
| struct android_app* app; |
| |
| ASensorManager* sensorManager; |
| const ASensor* accelerometerSensor; |
| ASensorEventQueue* sensorEventQueue; |
| |
| int animating; |
| EGLDisplay display; |
| EGLSurface surface; |
| EGLContext context; |
| int32_t width; |
| int32_t height; |
| struct saved_state state; |
| }; |
| |
| /** |
| * Initialize an EGL context for the current display. |
| */ |
| static int engine_init_display(struct engine* engine) { |
| // initialize OpenGL ES and EGL |
| |
| /* |
| * Here specify the attributes of the desired configuration. |
| * Below, we select an EGLConfig with at least 8 bits per color |
| * component compatible with on-screen windows |
| */ |
| const EGLint attribs[] = { |
| EGL_SURFACE_TYPE, EGL_WINDOW_BIT, |
| EGL_BLUE_SIZE, 8, |
| EGL_GREEN_SIZE, 8, |
| EGL_RED_SIZE, 8, |
| EGL_NONE |
| }; |
| EGLint w, h, dummy, format; |
| EGLint numConfigs; |
| EGLConfig config; |
| EGLSurface surface; |
| EGLContext context; |
| |
| EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); |
| |
| eglInitialize(display, 0, 0); |
| |
| /* Here, the application chooses the configuration it desires. In this |
| * sample, we have a very simplified selection process, where we pick |
| * the first EGLConfig that matches our criteria */ |
| eglChooseConfig(display, attribs, &config, 1, &numConfigs); |
| |
| /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is |
| * guaranteed to be accepted by ANativeWindow_setBuffersGeometry(). |
| * As soon as we picked a EGLConfig, we can safely reconfigure the |
| * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */ |
| eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format); |
| |
| ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format); |
| |
| surface = eglCreateWindowSurface(display, config, engine->app->window, NULL); |
| context = eglCreateContext(display, config, NULL, NULL); |
| |
| if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { |
| LOGW("Unable to eglMakeCurrent"); |
| return -1; |
| } |
| |
| eglQuerySurface(display, surface, EGL_WIDTH, &w); |
| eglQuerySurface(display, surface, EGL_HEIGHT, &h); |
| |
| engine->display = display; |
| engine->context = context; |
| engine->surface = surface; |
| engine->width = w; |
| engine->height = h; |
| engine->state.angle = 0; |
| |
| // Initialize GL state. |
| glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); |
| glEnable(GL_CULL_FACE); |
| glShadeModel(GL_SMOOTH); |
| glDisable(GL_DEPTH_TEST); |
| |
| return 0; |
| } |
| |
| /** |
| * Just the current frame in the display. |
| */ |
| static void engine_draw_frame(struct engine* engine) { |
| if (engine->display == NULL) { |
| // No display. |
| return; |
| } |
| |
| // Just fill the screen with a color. |
| glClearColor(((float)engine->state.x)/engine->width, engine->state.angle, |
| ((float)engine->state.y)/engine->height, 1); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| eglSwapBuffers(engine->display, engine->surface); |
| } |
| |
| /** |
| * Tear down the EGL context currently associated with the display. |
| */ |
| static void engine_term_display(struct engine* engine) { |
| if (engine->display != EGL_NO_DISPLAY) { |
| eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); |
| if (engine->context != EGL_NO_CONTEXT) { |
| eglDestroyContext(engine->display, engine->context); |
| } |
| if (engine->surface != EGL_NO_SURFACE) { |
| eglDestroySurface(engine->display, engine->surface); |
| } |
| eglTerminate(engine->display); |
| } |
| engine->animating = 0; |
| engine->display = EGL_NO_DISPLAY; |
| engine->context = EGL_NO_CONTEXT; |
| engine->surface = EGL_NO_SURFACE; |
| } |
| |
| /** |
| * Process the next input event. |
| */ |
| static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) { |
| struct engine* engine = (struct engine*)app->userData; |
| if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { |
| engine->animating = 1; |
| engine->state.x = AMotionEvent_getX(event, 0); |
| engine->state.y = AMotionEvent_getY(event, 0); |
| return 1; |
| } |
| return 0; |
| } |
| |
| /** |
| * Process the next main command. |
| */ |
| static void engine_handle_cmd(struct android_app* app, int32_t cmd) { |
| struct engine* engine = (struct engine*)app->userData; |
| switch (cmd) { |
| case APP_CMD_SAVE_STATE: |
| // The system has asked us to save our current state. Do so. |
| engine->app->savedState = malloc(sizeof(struct saved_state)); |
| *((struct saved_state*)engine->app->savedState) = engine->state; |
| engine->app->savedStateSize = sizeof(struct saved_state); |
| break; |
| case APP_CMD_INIT_WINDOW: |
| // The window is being shown, get it ready. |
| if (engine->app->window != NULL) { |
| engine_init_display(engine); |
| engine_draw_frame(engine); |
| } |
| break; |
| case APP_CMD_TERM_WINDOW: |
| // The window is being hidden or closed, clean it up. |
| engine_term_display(engine); |
| break; |
| case APP_CMD_GAINED_FOCUS: |
| // When our app gains focus, we start monitoring the accelerometer. |
| if (engine->accelerometerSensor != NULL) { |
| ASensorEventQueue_enableSensor(engine->sensorEventQueue, |
| engine->accelerometerSensor); |
| // We'd like to get 60 events per second (in us). |
| ASensorEventQueue_setEventRate(engine->sensorEventQueue, |
| engine->accelerometerSensor, (1000L/60)*1000); |
| } |
| break; |
| case APP_CMD_LOST_FOCUS: |
| // When our app loses focus, we stop monitoring the accelerometer. |
| // This is to avoid consuming battery while not being used. |
| if (engine->accelerometerSensor != NULL) { |
| ASensorEventQueue_disableSensor(engine->sensorEventQueue, |
| engine->accelerometerSensor); |
| } |
| // Also stop animating. |
| engine->animating = 0; |
| engine_draw_frame(engine); |
| break; |
| } |
| } |
| |
| /** |
| * This is the main entry point of a native application that is using |
| * android_native_app_glue. It runs in its own thread, with its own |
| * event loop for receiving input events and doing other things. |
| */ |
| void android_main(struct android_app* state) { |
| struct engine engine; |
| |
| // Make sure glue isn't stripped. |
| app_dummy(); |
| |
| memset(&engine, 0, sizeof(engine)); |
| state->userData = &engine; |
| state->onAppCmd = engine_handle_cmd; |
| state->onInputEvent = engine_handle_input; |
| engine.app = state; |
| |
| // Prepare to monitor accelerometer |
| engine.sensorManager = ASensorManager_getInstance(); |
| engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager, |
| ASENSOR_TYPE_ACCELEROMETER); |
| engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager, |
| state->looper, LOOPER_ID_USER, NULL, NULL); |
| |
| if (state->savedState != NULL) { |
| // We are starting with a previous saved state; restore from it. |
| engine.state = *(struct saved_state*)state->savedState; |
| } |
| |
| // loop waiting for stuff to do. |
| |
| while (1) { |
| // Read all pending events. |
| int ident; |
| int events; |
| struct android_poll_source* source; |
| |
| // If not animating, we will block forever waiting for events. |
| // If animating, we loop until all events are read, then continue |
| // to draw the next frame of animation. |
| while ((ident=ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events, |
| (void**)&source)) >= 0) { |
| |
| // Process this event. |
| if (source != NULL) { |
| source->process(state, source); |
| } |
| |
| // If a sensor has data, process it now. |
| if (ident == LOOPER_ID_USER) { |
| if (engine.accelerometerSensor != NULL) { |
| ASensorEvent event; |
| while (ASensorEventQueue_getEvents(engine.sensorEventQueue, |
| &event, 1) > 0) { |
| LOGI("accelerometer: x=%f y=%f z=%f", |
| event.acceleration.x, event.acceleration.y, |
| event.acceleration.z); |
| } |
| } |
| } |
| |
| // Check if we are exiting. |
| if (state->destroyRequested != 0) { |
| engine_term_display(&engine); |
| return; |
| } |
| } |
| |
| if (engine.animating) { |
| // Done with events; draw next animation frame. |
| engine.state.angle += .01f; |
| if (engine.state.angle > 1) { |
| engine.state.angle = 0; |
| } |
| |
| // Drawing is throttled to the screen update rate, so there |
| // is no need to do timing here. |
| engine_draw_frame(&engine); |
| } |
| } |
| } |
| //END_INCLUDE(all) |