axmol/cocos2dx/platform/android/nativeactivity.cpp

616 lines
21 KiB
C++

#include "nativeactivity.h"
#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>
#include <android/configuration.h>
#include <pthread.h>
#include "CCDirector.h"
#include "CCApplication.h"
#include "CCEventType.h"
#include "support/CCNotificationCenter.h"
#include "CCFileUtilsAndroid.h"
#include "jni/JniHelper.h"
#include "CCEGLView.h"
#include "draw_nodes/CCDrawingPrimitives.h"
#include "shaders/CCShaderCache.h"
#include "textures/CCTextureCache.h"
#include "event_dispatcher/CCEventDispatcher.h"
#include "event_dispatcher/CCAccelerationEvent.h"
#include "jni/Java_org_cocos2dx_lib_Cocos2dxHelper.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_INFO, "cocos2dx/nativeactivity.cpp", __VA_ARGS__))
#define LOG_EVENTS_DEBUG(...)
// #define LOG_EVENTS_DEBUG(...) ((void)__android_log_print(ANDROID_LOG_INFO, "cocos2dx/nativeactivity.cpp", __VA_ARGS__))
void cocos_android_app_init(struct android_app* app);
/**
* 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;
};
static struct engine engine;
static char* editboxText = NULL;
extern EditTextCallback s_pfEditTextCallback;
extern void* s_ctx;
extern "C" {
JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxHelper_nativeSetEditTextDialogResult(JNIEnv * env, jobject obj, jbyteArray text) {
jsize size = env->GetArrayLength(text);
pthread_mutex_lock(&(engine.app->mutex));
if (size > 0) {
jbyte * data = (jbyte*)env->GetByteArrayElements(text, 0);
char* pBuf = (char*)malloc(size+1);
if (pBuf != NULL) {
memcpy(pBuf, data, size);
pBuf[size] = '\0';
editboxText = pBuf;
}
env->ReleaseByteArrayElements(text, data, 0);
} else {
char* pBuf = (char*)malloc(1);
pBuf[0] = '\0';
editboxText = pBuf;
}
pthread_cond_broadcast(&engine.app->cond);
pthread_mutex_unlock(&(engine.app->mutex));
}
}
typedef struct cocos_dimensions {
int w;
int h;
} cocos_dimensions;
static void cocos_init(cocos_dimensions d, struct android_app* app) {
LOGI("cocos_init(...)");
pthread_t thisthread = pthread_self();
LOGI("pthread_self() = %X", thisthread);
cocos2d::FileUtilsAndroid::setassetmanager(app->activity->assetManager);
if (!cocos2d::Director::getInstance()->getOpenGLView())
{
cocos2d::EGLView *view = cocos2d::EGLView::getInstance();
view->setFrameSize(d.w, d.h);
cocos_android_app_init(app);
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;
r.w = w;
r.h = h;
return r;
}
/**
* Just the current frame in the display.
*/
static void engine_draw_frame(struct engine* engine) {
LOG_RENDER_DEBUG("engine_draw_frame(...)");
pthread_t thisthread = pthread_self();
LOG_RENDER_DEBUG("pthread_self() = %X", thisthread);
if (engine->display == NULL) {
// No display.
LOGW("engine_draw_frame : No display.");
return;
}
cocos2d::Director::getInstance()->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); */
if (s_pfEditTextCallback && editboxText)
{
s_pfEditTextCallback(editboxText, s_ctx);
free(editboxText);
editboxText = NULL;
}
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;
}
/*
* Get X, Y positions and ID's for all pointers
*/
static void getTouchPos(AInputEvent *event, int ids[], float xs[], float ys[]) {
int pointerCount = AMotionEvent_getPointerCount(event);
for(int i = 0; i < pointerCount; ++i) {
ids[i] = AMotionEvent_getPointerId(event, i);
xs[i] = AMotionEvent_getX(event, i);
ys[i] = AMotionEvent_getY(event, i);
}
}
/*
* Handle Touch Inputs
*/
static int32_t handle_touch_input(AInputEvent *event) {
pthread_t thisthread = pthread_self();
LOG_EVENTS_DEBUG("handle_touch_input(%X), pthread_self() = %X", event, thisthread);
switch(AMotionEvent_getAction(event) &
AMOTION_EVENT_ACTION_MASK) {
case AMOTION_EVENT_ACTION_DOWN:
{
LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_DOWN");
int pointerId = AMotionEvent_getPointerId(event, 0);
float xP = AMotionEvent_getX(event,0);
float yP = AMotionEvent_getY(event,0);
LOG_EVENTS_DEBUG("Event: Action DOWN x=%f y=%f pointerID=%d\n",
xP, yP, pointerId);
int pId = pointerId;
float x = xP;
float y = yP;
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(1, &pId, &x, &y);
return 1;
}
break;
case AMOTION_EVENT_ACTION_POINTER_DOWN:
{
LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_POINTER_DOWN");
int pointerIndex = AMotionEvent_getAction(event) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
int pointerId = AMotionEvent_getPointerId(event, pointerIndex);
float xP = AMotionEvent_getX(event,pointerIndex);
float yP = AMotionEvent_getY(event,pointerIndex);
LOG_EVENTS_DEBUG("Event: Action POINTER DOWN x=%f y=%f pointerID=%d\n",
xP, yP, pointerId);
int pId = pointerId;
float x = xP;
float y = yP;
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(1, &pId, &x, &y);
return 1;
}
break;
case AMOTION_EVENT_ACTION_MOVE:
{
LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_MOVE");
int pointerCount = AMotionEvent_getPointerCount(event);
int ids[pointerCount];
float xs[pointerCount], ys[pointerCount];
getTouchPos(event, ids, xs, ys);
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesMove(pointerCount, ids, xs, ys);
return 1;
}
break;
case AMOTION_EVENT_ACTION_UP:
{
LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_UP");
int pointerId = AMotionEvent_getPointerId(event, 0);
float xP = AMotionEvent_getX(event,0);
float yP = AMotionEvent_getY(event,0);
LOG_EVENTS_DEBUG("Event: Action UP x=%f y=%f pointerID=%d\n",
xP, yP, pointerId);
int pId = pointerId;
float x = xP;
float y = yP;
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesEnd(1, &pId, &x, &y);
return 1;
}
break;
case AMOTION_EVENT_ACTION_POINTER_UP:
{
LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_POINTER_UP");
int pointerIndex = AMotionEvent_getAction(event) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
int pointerId = AMotionEvent_getPointerId(event, pointerIndex);
float xP = AMotionEvent_getX(event,pointerIndex);
float yP = AMotionEvent_getY(event,pointerIndex);
LOG_EVENTS_DEBUG("Event: Action POINTER UP x=%f y=%f pointerID=%d\n",
xP, yP, pointerIndex);
int pId = pointerId;
float x = xP;
float y = yP;
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesEnd(1, &pId, &x, &y);
return 1;
}
break;
case AMOTION_EVENT_ACTION_CANCEL:
{
LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_CANCEL");
int pointerCount = AMotionEvent_getPointerCount(event);
int ids[pointerCount];
float xs[pointerCount], ys[pointerCount];
getTouchPos(event, ids, xs, ys);
cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesCancel(pointerCount, ids, xs, ys);
return 1;
}
break;
default:
LOG_EVENTS_DEBUG("handle_touch_input() default case.... NOT HANDLE");
return 0;
break;
}
}
/**
* Process the next input event.
*/
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
pthread_t thisthread = pthread_self();
LOG_EVENTS_DEBUG("engine_handle_input(%X, %X), pthread_self() = %X", app, event, thisthread);
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 handle_touch_input(event);
}
return 0;
}
void enableAccelerometer(void) {
LOGI("enableAccelerometer()");
if (engine.accelerometerSensor != NULL) {
ASensorEventQueue_enableSensor(engine.sensorEventQueue,
engine.accelerometerSensor);
// Set a default sample rate
// We'd like to get 60 events per second (in us).
ASensorEventQueue_setEventRate(engine.sensorEventQueue,
engine.accelerometerSensor, (1000L/60)*1000);
}
}
void disableAccelerometer(void) {
LOGI("disableAccelerometer()");
if (engine.accelerometerSensor != NULL) {
ASensorEventQueue_disableSensor(engine.sensorEventQueue,
engine.accelerometerSensor);
}
}
void setAccelerometerInterval(float interval) {
LOGI("setAccelerometerInterval(%f)", interval);
// We'd like to get 60 events per second (in us).
ASensorEventQueue_setEventRate(engine.sensorEventQueue,
engine.accelerometerSensor, interval * 1000000L);
}
/**
* 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)) {
cocos2d::JniHelper::setJavaVM(app->activity->vm);
cocos2d::JniHelper::setClassLoaderFrom(app->activity->clazz);
// call Cocos2dxHelper.init()
cocos2d::JniMethodInfo ccxhelperInit;
if (!cocos2d::JniHelper::getStaticMethodInfo(ccxhelperInit,
"org/cocos2dx/lib/Cocos2dxHelper",
"init",
"(Landroid/app/Activity;)V")) {
LOGI("cocos2d::JniHelper::getStaticMethodInfo(ccxhelperInit) FAILED");
}
ccxhelperInit.env->CallStaticVoidMethod(ccxhelperInit.classID,
ccxhelperInit.methodID,
app->activity->clazz);
cocos_init(d, app);
}
engine->animating = 1;
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:
if (cocos2d::Director::getInstance()->getOpenGLView()) {
cocos2d::Application::getInstance()->applicationWillEnterForeground();
engine->animating = 1;
}
break;
case APP_CMD_LOST_FOCUS:
cocos2d::Application::getInstance()->applicationDidEnterBackground();
cocos2d::NotificationCenter::getInstance()->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) {
// 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_EVENTS_DEBUG("accelerometer: x=%f y=%f z=%f",
event.acceleration.x, event.acceleration.y,
event.acceleration.z);
AConfiguration* _currentconf = AConfiguration_new();
AConfiguration_fromAssetManager(_currentconf,
state->activity->assetManager);
static int32_t _orientation = AConfiguration_getOrientation(_currentconf);
if (ACONFIGURATION_ORIENTATION_LAND != _orientation) {
// ACONFIGURATION_ORIENTATION_ANY
// ACONFIGURATION_ORIENTATION_PORT
// ACONFIGURATION_ORIENTATION_SQUARE
cocos2d::AccelerationEvent accEvent;
accEvent.acc.x = event.acceleration.x;
accEvent.acc.y = -event.acceleration.y;
accEvent.acc.z = event.acceleration.z;
accEvent.acc.timestamp = 0;
cocos2d::EventDispatcher::getInstance()->dispatchEvent(&accEvent);
} else {
// ACONFIGURATION_ORIENTATION_LAND
// swap x and y parameters
cocos2d::AccelerationEvent accEvent;
accEvent.acc.x = -event.acceleration.y;
accEvent.acc.y = event.acceleration.x;
accEvent.acc.z = event.acceleration.z;
accEvent.acc.timestamp = 0;
cocos2d::EventDispatcher::getInstance()->dispatchEvent(&accEvent);
}
}
}
}
// Check if we are exiting.
if (state->destroyRequested != 0) {
engine_term_display(&engine);
memset(&engine, 0, sizeof(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");
}
}
}