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December 17, 2013 07:52
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android-ndk/samples/native-activity/jni/main.c
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/* | |
* 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) |
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