2013-03-23 02:41:47 +08:00
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#include <jni.h>
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#include <errno.h>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <android/sensor.h>
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#include <android/log.h>
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#include <android_native_app_glue.h>
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2013-07-04 02:03:56 +08:00
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#include <pthread.h>
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2013-03-26 08:01:30 +08:00
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#include "CCDirector.h"
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2013-07-04 02:03:56 +08:00
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#include "CCApplication.h"
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2013-03-26 08:01:30 +08:00
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#include "CCEventType.h"
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#include "support/CCNotificationCenter.h"
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2013-07-04 02:03:56 +08:00
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#include "CCFileUtilsAndroid.h"
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2013-07-04 02:30:26 +08:00
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#include "jni/JniHelper.h"
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2013-03-26 08:01:30 +08:00
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#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "cocos2dx/nativeactivity.cpp", __VA_ARGS__))
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#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "cocos2dx/nativeactivity.cpp", __VA_ARGS__))
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2013-03-23 02:41:47 +08:00
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2013-03-29 06:26:14 +08:00
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#define LOG_RENDER_DEBUG(...)
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// #define LOG_RENDER_DEBUG(...) ((void)__android_log_print(ANDROID_LOG_WARN, "cocos2dx/nativeactivity.cpp", __VA_ARGS__))
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2013-03-23 02:41:47 +08:00
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/**
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* Our saved state data.
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*/
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struct saved_state {
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float angle;
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int32_t x;
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int32_t y;
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};
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/**
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* Shared state for our app.
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*/
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struct engine {
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struct android_app* app;
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ASensorManager* sensorManager;
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const ASensor* accelerometerSensor;
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ASensorEventQueue* sensorEventQueue;
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int animating;
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EGLDisplay display;
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EGLSurface surface;
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EGLContext context;
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int32_t width;
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int32_t height;
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struct saved_state state;
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};
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2013-03-29 09:09:25 +08:00
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#include "CCEGLView.h"
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#include "draw_nodes/CCDrawingPrimitives.h"
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#include "shaders/CCShaderCache.h"
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#include "textures/CCTextureCache.h"
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extern "C" void cocos_android_app_init(void);
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2013-07-04 02:03:56 +08:00
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typedef struct cocos_dimensions {
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int w;
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int h;
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} cocos_dimensions;
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2013-07-04 02:30:26 +08:00
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static void jnihelper_init(JavaVM* vm) {
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LOGI("jnihelper_init(...)");
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pthread_t thisthread = pthread_self();
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LOGI("pthread_self() = %X", thisthread);
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cocos2d::JniHelper::setJavaVM(vm);
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}
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2013-07-04 02:03:56 +08:00
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static void cocos_init(cocos_dimensions d, AAssetManager* assetmanager) {
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LOGI("cocos_init(...)");
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pthread_t thisthread = pthread_self();
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LOGI("pthread_self() = %X", thisthread);
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cocos2d::FileUtilsAndroid::setassetmanager(assetmanager);
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2013-06-28 05:02:22 +08:00
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if (!cocos2d::Director::sharedDirector()->getOpenGLView())
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2013-03-29 09:09:25 +08:00
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{
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2013-06-28 05:02:22 +08:00
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cocos2d::EGLView *view = cocos2d::EGLView::sharedOpenGLView();
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2013-07-04 02:03:56 +08:00
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view->setFrameSize(d.w, d.h);
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2013-03-29 09:09:25 +08:00
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cocos_android_app_init();
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cocos2d::Application::getInstance()->run();
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}
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else
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{
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cocos2d::GL::invalidateStateCache();
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cocos2d::ShaderCache::getInstance()->reloadDefaultShaders();
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cocos2d::DrawPrimitives::init();
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cocos2d::TextureCache::reloadAllTextures();
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cocos2d::NotificationCenter::getInstance()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
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cocos2d::Director::getInstance()->setGLDefaultValues();
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}
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}
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2013-03-23 02:41:47 +08:00
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/**
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* Initialize an EGL context for the current display.
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*/
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2013-07-04 02:03:56 +08:00
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static cocos_dimensions engine_init_display(struct engine* engine) {
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cocos_dimensions r;
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r.w = -1;
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r.h = -1;
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2013-03-23 02:41:47 +08:00
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// initialize OpenGL ES and EGL
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/*
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* Here specify the attributes of the desired configuration.
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* Below, we select an EGLConfig with at least 8 bits per color
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* component compatible with on-screen windows
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*/
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const EGLint attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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2013-03-23 09:26:53 +08:00
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EGL_BLUE_SIZE, 5,
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EGL_GREEN_SIZE, 6,
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EGL_RED_SIZE, 5,
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EGL_DEPTH_SIZE, 16,
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EGL_STENCIL_SIZE, 8,
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2013-03-23 02:41:47 +08:00
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EGL_NONE
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};
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EGLint w, h, dummy, format;
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EGLint numConfigs;
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EGLConfig config;
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EGLSurface surface;
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EGLContext context;
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(display, 0, 0);
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/* Here, the application chooses the configuration it desires. In this
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* sample, we have a very simplified selection process, where we pick
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* the first EGLConfig that matches our criteria */
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eglChooseConfig(display, attribs, &config, 1, &numConfigs);
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/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
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* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
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* As soon as we picked a EGLConfig, we can safely reconfigure the
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* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
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eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
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ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
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surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
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context = eglCreateContext(display, config, NULL, NULL);
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
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LOGW("Unable to eglMakeCurrent");
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2013-07-04 02:03:56 +08:00
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return r;
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2013-03-23 02:41:47 +08:00
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}
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eglQuerySurface(display, surface, EGL_WIDTH, &w);
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eglQuerySurface(display, surface, EGL_HEIGHT, &h);
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engine->display = display;
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engine->context = context;
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engine->surface = surface;
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engine->width = w;
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engine->height = h;
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engine->state.angle = 0;
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// Initialize GL state.
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glEnable(GL_CULL_FACE);
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glShadeModel(GL_SMOOTH);
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glDisable(GL_DEPTH_TEST);
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2013-07-04 02:03:56 +08:00
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r.w = w;
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r.h = h;
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2013-03-29 09:09:25 +08:00
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2013-07-04 02:03:56 +08:00
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return r;
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2013-03-23 02:41:47 +08:00
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}
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/**
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* Just the current frame in the display.
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*/
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static void engine_draw_frame(struct engine* engine) {
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2013-07-04 02:03:56 +08:00
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LOGI("engine_draw_frame(...)");
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pthread_t thisthread = pthread_self();
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LOGI("pthread_self() = %X", thisthread);
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2013-03-23 02:41:47 +08:00
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if (engine->display == NULL) {
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// No display.
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2013-03-29 06:26:14 +08:00
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LOGW("engine_draw_frame : No display.");
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2013-03-23 02:41:47 +08:00
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return;
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}
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2013-06-28 05:02:22 +08:00
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cocos2d::Director::sharedDirector()->mainLoop();
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2013-03-29 06:26:14 +08:00
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LOG_RENDER_DEBUG("engine_draw_frame : just called cocos' mainLoop()");
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2013-03-26 08:01:30 +08:00
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/* // Just fill the screen with a color. */
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/* glClearColor(((float)engine->state.x)/engine->width, engine->state.angle, */
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/* ((float)engine->state.y)/engine->height, 1); */
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/* glClear(GL_COLOR_BUFFER_BIT); */
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2013-03-23 02:41:47 +08:00
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eglSwapBuffers(engine->display, engine->surface);
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}
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/**
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* Tear down the EGL context currently associated with the display.
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*/
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static void engine_term_display(struct engine* engine) {
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if (engine->display != EGL_NO_DISPLAY) {
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eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (engine->context != EGL_NO_CONTEXT) {
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eglDestroyContext(engine->display, engine->context);
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}
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if (engine->surface != EGL_NO_SURFACE) {
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eglDestroySurface(engine->display, engine->surface);
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}
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eglTerminate(engine->display);
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}
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engine->animating = 0;
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engine->display = EGL_NO_DISPLAY;
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engine->context = EGL_NO_CONTEXT;
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engine->surface = EGL_NO_SURFACE;
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}
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/**
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* Process the next input event.
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*/
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static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
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struct engine* engine = (struct engine*)app->userData;
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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engine->animating = 1;
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engine->state.x = AMotionEvent_getX(event, 0);
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engine->state.y = AMotionEvent_getY(event, 0);
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return 1;
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}
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return 0;
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}
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/**
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* Process the next main command.
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*/
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static void engine_handle_cmd(struct android_app* app, int32_t cmd) {
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struct engine* engine = (struct engine*)app->userData;
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switch (cmd) {
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case APP_CMD_SAVE_STATE:
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// The system has asked us to save our current state. Do so.
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engine->app->savedState = malloc(sizeof(struct saved_state));
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*((struct saved_state*)engine->app->savedState) = engine->state;
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engine->app->savedStateSize = sizeof(struct saved_state);
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break;
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case APP_CMD_INIT_WINDOW:
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// The window is being shown, get it ready.
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if (engine->app->window != NULL) {
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2013-07-04 02:03:56 +08:00
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cocos_dimensions d = engine_init_display(engine);
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if ((d.w > 0) &&
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(d.h > 0)) {
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2013-07-04 02:30:26 +08:00
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jnihelper_init(app->activity->vm);
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2013-07-04 02:03:56 +08:00
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cocos_init(d, app->activity->assetManager);
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}
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2013-03-23 02:41:47 +08:00
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engine_draw_frame(engine);
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}
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break;
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case APP_CMD_TERM_WINDOW:
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// The window is being hidden or closed, clean it up.
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engine_term_display(engine);
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break;
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case APP_CMD_GAINED_FOCUS:
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// When our app gains focus, we start monitoring the accelerometer.
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if (engine->accelerometerSensor != NULL) {
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ASensorEventQueue_enableSensor(engine->sensorEventQueue,
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engine->accelerometerSensor);
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// We'd like to get 60 events per second (in us).
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ASensorEventQueue_setEventRate(engine->sensorEventQueue,
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engine->accelerometerSensor, (1000L/60)*1000);
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}
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2013-03-26 08:01:30 +08:00
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2013-06-28 05:02:22 +08:00
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if (cocos2d::Director::sharedDirector()->getOpenGLView()) {
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cocos2d::Application::sharedApplication()->applicationWillEnterForeground();
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2013-03-26 08:01:30 +08:00
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}
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2013-03-23 02:41:47 +08:00
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break;
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case APP_CMD_LOST_FOCUS:
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// When our app loses focus, we stop monitoring the accelerometer.
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// This is to avoid consuming battery while not being used.
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if (engine->accelerometerSensor != NULL) {
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ASensorEventQueue_disableSensor(engine->sensorEventQueue,
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engine->accelerometerSensor);
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}
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2013-03-26 08:01:30 +08:00
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2013-06-28 05:02:22 +08:00
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cocos2d::Application::sharedApplication()->applicationDidEnterBackground();
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cocos2d::NotificationCenter::sharedNotificationCenter()->postNotification(EVENT_COME_TO_BACKGROUND, NULL);
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2013-03-26 08:01:30 +08:00
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2013-03-23 02:41:47 +08:00
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// Also stop animating.
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engine->animating = 0;
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engine_draw_frame(engine);
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break;
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}
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}
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/**
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* This is the main entry point of a native application that is using
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* android_native_app_glue. It runs in its own thread, with its own
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* event loop for receiving input events and doing other things.
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*/
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void android_main(struct android_app* state) {
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struct engine engine;
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// Make sure glue isn't stripped.
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app_dummy();
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memset(&engine, 0, sizeof(engine));
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state->userData = &engine;
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state->onAppCmd = engine_handle_cmd;
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state->onInputEvent = engine_handle_input;
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engine.app = state;
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// Prepare to monitor accelerometer
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engine.sensorManager = ASensorManager_getInstance();
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engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager,
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ASENSOR_TYPE_ACCELEROMETER);
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engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager,
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state->looper, LOOPER_ID_USER, NULL, NULL);
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if (state->savedState != NULL) {
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// We are starting with a previous saved state; restore from it.
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engine.state = *(struct saved_state*)state->savedState;
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}
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// loop waiting for stuff to do.
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while (1) {
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// Read all pending events.
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int ident;
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int events;
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struct android_poll_source* source;
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|
|
|
|
// 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) {
|
2013-03-29 07:39:44 +08:00
|
|
|
LOG_RENDER_DEBUG("accelerometer: x=%f y=%f z=%f",
|
2013-03-23 02:41:47 +08:00
|
|
|
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.
|
2013-03-29 06:26:14 +08:00
|
|
|
LOG_RENDER_DEBUG("android_main : engine.animating");
|
2013-03-23 02:41:47 +08:00
|
|
|
engine_draw_frame(&engine);
|
2013-03-29 06:26:14 +08:00
|
|
|
} else {
|
|
|
|
LOG_RENDER_DEBUG("android_main : !engine.animating");
|
2013-03-23 02:41:47 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|