#include #include #include #include #include #include #include #include #include "CCDirector.h" #include "CCApplication.h" #include "CCEventType.h" #include "support/CCNotificationCenter.h" #include "CCFileUtilsAndroid.h" #include "jni/JniHelper.h" #define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "cocos2dx/nativeactivity.cpp", __VA_ARGS__)) #define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "cocos2dx/nativeactivity.cpp", __VA_ARGS__)) #define LOG_RENDER_DEBUG(...) // #define LOG_RENDER_DEBUG(...) ((void)__android_log_print(ANDROID_LOG_WARN, "cocos2dx/nativeactivity.cpp", __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; }; #include "CCEGLView.h" #include "draw_nodes/CCDrawingPrimitives.h" #include "shaders/CCShaderCache.h" #include "textures/CCTextureCache.h" extern "C" void cocos_android_app_init(void); typedef struct cocos_dimensions { int w; int h; } cocos_dimensions; static void jnihelper_init(JavaVM* vm) { LOGI("jnihelper_init(...)"); pthread_t thisthread = pthread_self(); LOGI("pthread_self() = %X", thisthread); cocos2d::JniHelper::setJavaVM(vm); } static void cocos_init(cocos_dimensions d, AAssetManager* assetmanager) { LOGI("cocos_init(...)"); pthread_t thisthread = pthread_self(); LOGI("pthread_self() = %X", thisthread); cocos2d::FileUtilsAndroid::setassetmanager(assetmanager); if (!cocos2d::Director::sharedDirector()->getOpenGLView()) { cocos2d::EGLView *view = cocos2d::EGLView::sharedOpenGLView(); view->setFrameSize(d.w, d.h); cocos_android_app_init(); cocos2d::Application::getInstance()->run(); } else { cocos2d::GL::invalidateStateCache(); cocos2d::ShaderCache::getInstance()->reloadDefaultShaders(); cocos2d::DrawPrimitives::init(); cocos2d::TextureCache::reloadAllTextures(); cocos2d::NotificationCenter::getInstance()->postNotification(EVNET_COME_TO_FOREGROUND, NULL); cocos2d::Director::getInstance()->setGLDefaultValues(); } } /** * Initialize an EGL context for the current display. */ static cocos_dimensions engine_init_display(struct engine* engine) { cocos_dimensions r; r.w = -1; r.h = -1; // 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, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_DEPTH_SIZE, 16, EGL_STENCIL_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); const EGLint eglContextAttrs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; context = eglCreateContext(display, config, NULL, eglContextAttrs); if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { LOGW("Unable to eglMakeCurrent"); return r; } 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); r.w = w; r.h = h; return r; } /** * Just the current frame in the display. */ static void engine_draw_frame(struct engine* engine) { LOGI("engine_draw_frame(...)"); pthread_t thisthread = pthread_self(); LOGI("pthread_self() = %X", thisthread); if (engine->display == NULL) { // No display. LOGW("engine_draw_frame : No display."); return; } cocos2d::Director::sharedDirector()->mainLoop(); LOG_RENDER_DEBUG("engine_draw_frame : just called cocos' mainLoop()"); /* // 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) { cocos_dimensions d = engine_init_display(engine); if ((d.w > 0) && (d.h > 0)) { jnihelper_init(app->activity->vm); cocos_init(d, app->activity->assetManager); } 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); } if (cocos2d::Director::sharedDirector()->getOpenGLView()) { cocos2d::Application::sharedApplication()->applicationWillEnterForeground(); } 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); } cocos2d::Application::sharedApplication()->applicationDidEnterBackground(); cocos2d::NotificationCenter::sharedNotificationCenter()->postNotification(EVENT_COME_TO_BACKGROUND, NULL); // 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) { LOG_RENDER_DEBUG("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. LOG_RENDER_DEBUG("android_main : engine.animating"); engine_draw_frame(&engine); } else { LOG_RENDER_DEBUG("android_main : !engine.animating"); } } }