SDL-mirror/android-project/src/org/libsdl/app/SDLActivity.java

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package org.libsdl.app;
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import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;
import android.app.*;
import android.content.*;
import android.view.*;
import android.view.inputmethod.BaseInputConnection;
import android.view.inputmethod.EditorInfo;
import android.view.inputmethod.InputConnection;
import android.view.inputmethod.InputMethodManager;
import android.widget.AbsoluteLayout;
import android.os.*;
import android.util.Log;
import android.graphics.*;
import android.media.*;
import android.hardware.*;
/**
SDL Activity
*/
public class SDLActivity extends Activity {
private static final String TAG = "SDL";
// Keep track of the paused state
public static boolean mIsPaused = false, mIsSurfaceReady = false, mHasFocus = true;
// Main components
protected static SDLActivity mSingleton;
protected static SDLSurface mSurface;
protected static View mTextEdit;
protected static ViewGroup mLayout;
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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// This is what SDL runs in. It invokes SDL_main(), eventually
protected static Thread mSDLThread;
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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// Audio
protected static Thread mAudioThread;
protected static AudioTrack mAudioTrack;
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// EGL objects
protected static EGLContext mEGLContext;
protected static EGLSurface mEGLSurface;
protected static EGLDisplay mEGLDisplay;
protected static EGLConfig mEGLConfig;
protected static int mGLMajor, mGLMinor;
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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// Load the .so
static {
System.loadLibrary("SDL2");
//System.loadLibrary("SDL2_image");
//System.loadLibrary("SDL2_mixer");
//System.loadLibrary("SDL2_net");
//System.loadLibrary("SDL2_ttf");
System.loadLibrary("main");
}
// Setup
@Override
protected void onCreate(Bundle savedInstanceState) {
//Log.v("SDL", "onCreate()");
super.onCreate(savedInstanceState);
// So we can call stuff from static callbacks
mSingleton = this;
// Set up the surface
mEGLSurface = EGL10.EGL_NO_SURFACE;
mSurface = new SDLSurface(getApplication());
mLayout = new AbsoluteLayout(this);
mLayout.addView(mSurface);
setContentView(mLayout);
}
// Events
@Override
protected void onPause() {
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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Log.v("SDL", "onPause()");
super.onPause();
SDLActivity.handlePause();
}
@Override
protected void onResume() {
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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Log.v("SDL", "onResume()");
super.onResume();
SDLActivity.handleResume();
}
@Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
Log.v("SDL", "onWindowFocusChanged(): " + hasFocus);
SDLActivity.mHasFocus = hasFocus;
if (hasFocus) {
SDLActivity.handleResume();
}
}
@Override
public void onLowMemory() {
Log.v("SDL", "onLowMemory()");
super.onLowMemory();
SDLActivity.nativeLowMemory();
}
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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@Override
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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protected void onDestroy() {
super.onDestroy();
Log.v("SDL", "onDestroy()");
// Send a quit message to the application
SDLActivity.nativeQuit();
// Now wait for the SDL thread to quit
if (mSDLThread != null) {
try {
mSDLThread.join();
} catch(Exception e) {
Log.v("SDL", "Problem stopping thread: " + e);
}
mSDLThread = null;
//Log.v("SDL", "Finished waiting for SDL thread");
}
}
/** Called by onPause or surfaceDestroyed. Even if surfaceDestroyed
* is the first to be called, mIsSurfaceReady should still be set
* to 'true' during the call to onPause (in a usual scenario).
*/
public static void handlePause() {
if (!SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady) {
SDLActivity.mIsPaused = true;
SDLActivity.nativePause();
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, false);
}
}
/** Called by onResume or surfaceCreated. An actual resume should be done only when the surface is ready.
* Note: Some Android variants may send multiple surfaceChanged events, so we don't need to resume
* every time we get one of those events, only if it comes after surfaceDestroyed
*/
public static void handleResume() {
if (SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady && SDLActivity.mHasFocus) {
SDLActivity.mIsPaused = false;
SDLActivity.nativeResume();
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true);
}
}
// Messages from the SDLMain thread
static final int COMMAND_CHANGE_TITLE = 1;
static final int COMMAND_UNUSED = 2;
static final int COMMAND_TEXTEDIT_HIDE = 3;
protected static final int COMMAND_USER = 0x8000;
/**
* This method is called by SDL if SDL did not handle a message itself.
* This happens if a received message contains an unsupported command.
* Method can be overwritten to handle Messages in a different class.
* @param command the command of the message.
* @param param the parameter of the message. May be null.
* @return if the message was handled in overridden method.
*/
protected boolean onUnhandledMessage(int command, Object param) {
return false;
}
/**
* A Handler class for Messages from native SDL applications.
* It uses current Activities as target (e.g. for the title).
* static to prevent implicit references to enclosing object.
*/
protected static class SDLCommandHandler extends Handler {
@Override
public void handleMessage(Message msg) {
Context context = getContext();
if (context == null) {
Log.e(TAG, "error handling message, getContext() returned null");
return;
}
switch (msg.arg1) {
case COMMAND_CHANGE_TITLE:
if (context instanceof Activity) {
((Activity) context).setTitle((String)msg.obj);
} else {
Log.e(TAG, "error handling message, getContext() returned no Activity");
}
break;
case COMMAND_TEXTEDIT_HIDE:
if (mTextEdit != null) {
mTextEdit.setVisibility(View.GONE);
InputMethodManager imm = (InputMethodManager) context.getSystemService(Context.INPUT_METHOD_SERVICE);
imm.hideSoftInputFromWindow(mTextEdit.getWindowToken(), 0);
}
break;
default:
if ((context instanceof SDLActivity) && !((SDLActivity) context).onUnhandledMessage(msg.arg1, msg.obj)) {
Log.e(TAG, "error handling message, command is " + msg.arg1);
}
}
}
}
// Handler for the messages
Handler commandHandler = new SDLCommandHandler();
// Send a message from the SDLMain thread
boolean sendCommand(int command, Object data) {
Message msg = commandHandler.obtainMessage();
msg.arg1 = command;
msg.obj = data;
return commandHandler.sendMessage(msg);
}
// C functions we call
public static native void nativeInit();
public static native void nativeLowMemory();
public static native void nativeQuit();
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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public static native void nativePause();
public static native void nativeResume();
public static native void onNativeResize(int x, int y, int format);
public static native void onNativeKeyDown(int keycode);
public static native void onNativeKeyUp(int keycode);
public static native void onNativeTouch(int touchDevId, int pointerFingerId,
int action, float x,
float y, float p);
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public static native void onNativeAccel(float x, float y, float z);
public static native void nativeRunAudioThread();
// Java functions called from C
public static boolean createGLContext(int majorVersion, int minorVersion, int[] attribs) {
return initEGL(majorVersion, minorVersion, attribs);
}
public static void flipBuffers() {
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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flipEGL();
}
public static boolean setActivityTitle(String title) {
// Called from SDLMain() thread and can't directly affect the view
return mSingleton.sendCommand(COMMAND_CHANGE_TITLE, title);
}
public static boolean sendMessage(int command, int param) {
return mSingleton.sendCommand(command, Integer.valueOf(param));
}
public static Context getContext() {
return mSingleton;
}
static class ShowTextInputTask implements Runnable {
/*
* This is used to regulate the pan&scan method to have some offset from
* the bottom edge of the input region and the top edge of an input
* method (soft keyboard)
*/
static final int HEIGHT_PADDING = 15;
public int x, y, w, h;
public ShowTextInputTask(int x, int y, int w, int h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
@Override
public void run() {
AbsoluteLayout.LayoutParams params = new AbsoluteLayout.LayoutParams(
w, h + HEIGHT_PADDING, x, y);
if (mTextEdit == null) {
mTextEdit = new DummyEdit(getContext());
mLayout.addView(mTextEdit, params);
} else {
mTextEdit.setLayoutParams(params);
}
mTextEdit.setVisibility(View.VISIBLE);
mTextEdit.requestFocus();
InputMethodManager imm = (InputMethodManager) getContext().getSystemService(Context.INPUT_METHOD_SERVICE);
imm.showSoftInput(mTextEdit, 0);
}
}
public static boolean showTextInput(int x, int y, int w, int h) {
// Transfer the task to the main thread as a Runnable
return mSingleton.commandHandler.post(new ShowTextInputTask(x, y, w, h));
}
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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// EGL functions
public static boolean initEGL(int majorVersion, int minorVersion, int[] attribs) {
try {
if (SDLActivity.mEGLDisplay == null) {
Log.v("SDL", "Starting up OpenGL ES " + majorVersion + "." + minorVersion);
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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EGL10 egl = (EGL10)EGLContext.getEGL();
EGLDisplay dpy = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
int[] version = new int[2];
egl.eglInitialize(dpy, version);
EGLConfig[] configs = new EGLConfig[1];
int[] num_config = new int[1];
if (!egl.eglChooseConfig(dpy, attribs, configs, 1, num_config) || num_config[0] == 0) {
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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Log.e("SDL", "No EGL config available");
return false;
}
EGLConfig config = configs[0];
SDLActivity.mEGLDisplay = dpy;
SDLActivity.mEGLConfig = config;
SDLActivity.mGLMajor = majorVersion;
SDLActivity.mGLMinor = minorVersion;
}
return SDLActivity.createEGLSurface();
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
} catch(Exception e) {
Log.v("SDL", e + "");
for (StackTraceElement s : e.getStackTrace()) {
Log.v("SDL", s.toString());
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
}
return false;
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
}
}
public static boolean createEGLContext() {
EGL10 egl = (EGL10)EGLContext.getEGL();
int EGL_CONTEXT_CLIENT_VERSION=0x3098;
int contextAttrs[] = new int[] { EGL_CONTEXT_CLIENT_VERSION, SDLActivity.mGLMajor, EGL10.EGL_NONE };
SDLActivity.mEGLContext = egl.eglCreateContext(SDLActivity.mEGLDisplay, SDLActivity.mEGLConfig, EGL10.EGL_NO_CONTEXT, contextAttrs);
if (SDLActivity.mEGLContext == EGL10.EGL_NO_CONTEXT) {
Log.e("SDL", "Couldn't create context");
return false;
}
return true;
}
public static boolean createEGLSurface() {
if (SDLActivity.mEGLDisplay != null && SDLActivity.mEGLConfig != null) {
EGL10 egl = (EGL10)EGLContext.getEGL();
if (SDLActivity.mEGLContext == null) createEGLContext();
if (SDLActivity.mEGLSurface == EGL10.EGL_NO_SURFACE) {
Log.v("SDL", "Creating new EGL Surface");
SDLActivity.mEGLSurface = egl.eglCreateWindowSurface(SDLActivity.mEGLDisplay, SDLActivity.mEGLConfig, SDLActivity.mSurface, null);
if (SDLActivity.mEGLSurface == EGL10.EGL_NO_SURFACE) {
Log.e("SDL", "Couldn't create surface");
return false;
}
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
}
else Log.v("SDL", "EGL Surface remains valid");
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
if (egl.eglGetCurrentContext() != SDLActivity.mEGLContext) {
if (!egl.eglMakeCurrent(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface, SDLActivity.mEGLSurface, SDLActivity.mEGLContext)) {
Log.e("SDL", "Old EGL Context doesnt work, trying with a new one");
// TODO: Notify the user via a message that the old context could not be restored, and that textures need to be manually restored.
createEGLContext();
if (!egl.eglMakeCurrent(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface, SDLActivity.mEGLSurface, SDLActivity.mEGLContext)) {
Log.e("SDL", "Failed making EGL Context current");
return false;
}
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
}
else Log.v("SDL", "EGL Context made current");
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
}
else Log.v("SDL", "EGL Context remains current");
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
return true;
} else {
Log.e("SDL", "Surface creation failed, display = " + SDLActivity.mEGLDisplay + ", config = " + SDLActivity.mEGLConfig);
return false;
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
}
}
// EGL buffer flip
public static void flipEGL() {
try {
EGL10 egl = (EGL10)EGLContext.getEGL();
egl.eglWaitNative(EGL10.EGL_CORE_NATIVE_ENGINE, null);
// drawing here
egl.eglWaitGL();
egl.eglSwapBuffers(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface);
} catch(Exception e) {
Log.v("SDL", "flipEGL(): " + e);
for (StackTraceElement s : e.getStackTrace()) {
Log.v("SDL", s.toString());
}
}
}
// Audio
public static void audioInit(int sampleRate, boolean is16Bit, boolean isStereo, int desiredFrames) {
int channelConfig = isStereo ? AudioFormat.CHANNEL_CONFIGURATION_STEREO : AudioFormat.CHANNEL_CONFIGURATION_MONO;
int audioFormat = is16Bit ? AudioFormat.ENCODING_PCM_16BIT : AudioFormat.ENCODING_PCM_8BIT;
int frameSize = (isStereo ? 2 : 1) * (is16Bit ? 2 : 1);
Log.v("SDL", "SDL audio: wanted " + (isStereo ? "stereo" : "mono") + " " + (is16Bit ? "16-bit" : "8-bit") + " " + (sampleRate / 1000f) + "kHz, " + desiredFrames + " frames buffer");
// Let the user pick a larger buffer if they really want -- but ye
// gods they probably shouldn't, the minimums are horrifyingly high
// latency already
desiredFrames = Math.max(desiredFrames, (AudioTrack.getMinBufferSize(sampleRate, channelConfig, audioFormat) + frameSize - 1) / frameSize);
mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, sampleRate,
channelConfig, audioFormat, desiredFrames * frameSize, AudioTrack.MODE_STREAM);
audioStartThread();
Log.v("SDL", "SDL audio: got " + ((mAudioTrack.getChannelCount() >= 2) ? "stereo" : "mono") + " " + ((mAudioTrack.getAudioFormat() == AudioFormat.ENCODING_PCM_16BIT) ? "16-bit" : "8-bit") + " " + (mAudioTrack.getSampleRate() / 1000f) + "kHz, " + desiredFrames + " frames buffer");
}
public static void audioStartThread() {
mAudioThread = new Thread(new Runnable() {
@Override
public void run() {
mAudioTrack.play();
nativeRunAudioThread();
}
});
// I'd take REALTIME if I could get it!
mAudioThread.setPriority(Thread.MAX_PRIORITY);
mAudioThread.start();
}
public static void audioWriteShortBuffer(short[] buffer) {
for (int i = 0; i < buffer.length; ) {
int result = mAudioTrack.write(buffer, i, buffer.length - i);
if (result > 0) {
i += result;
} else if (result == 0) {
try {
Thread.sleep(1);
} catch(InterruptedException e) {
// Nom nom
}
} else {
Log.w("SDL", "SDL audio: error return from write(short)");
return;
}
}
}
public static void audioWriteByteBuffer(byte[] buffer) {
for (int i = 0; i < buffer.length; ) {
int result = mAudioTrack.write(buffer, i, buffer.length - i);
if (result > 0) {
i += result;
} else if (result == 0) {
try {
Thread.sleep(1);
} catch(InterruptedException e) {
// Nom nom
}
} else {
Log.w("SDL", "SDL audio: error return from write(byte)");
return;
}
}
}
public static void audioQuit() {
if (mAudioThread != null) {
try {
mAudioThread.join();
} catch(Exception e) {
Log.v("SDL", "Problem stopping audio thread: " + e);
}
mAudioThread = null;
//Log.v("SDL", "Finished waiting for audio thread");
}
if (mAudioTrack != null) {
mAudioTrack.stop();
mAudioTrack = null;
}
}
}
/**
Simple nativeInit() runnable
*/
class SDLMain implements Runnable {
@Override
public void run() {
// Runs SDL_main()
SDLActivity.nativeInit();
//Log.v("SDL", "SDL thread terminated");
}
}
/**
SDLSurface. This is what we draw on, so we need to know when it's created
in order to do anything useful.
Because of this, that's where we set up the SDL thread
*/
class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
View.OnKeyListener, View.OnTouchListener, SensorEventListener {
// Sensors
protected static SensorManager mSensorManager;
// Keep track of the surface size to normalize touch events
protected static float mWidth, mHeight;
// Startup
public SDLSurface(Context context) {
super(context);
getHolder().addCallback(this);
setFocusable(true);
setFocusableInTouchMode(true);
requestFocus();
setOnKeyListener(this);
2013-04-01 13:20:22 -03:00
setOnTouchListener(this);
mSensorManager = (SensorManager)context.getSystemService(Context.SENSOR_SERVICE);
// Some arbitrary defaults to avoid a potential division by zero
mWidth = 1.0f;
mHeight = 1.0f;
}
// Called when we have a valid drawing surface
@Override
public void surfaceCreated(SurfaceHolder holder) {
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
Log.v("SDL", "surfaceCreated()");
holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
// Set mIsSurfaceReady to 'true' *before* any call to handleResume
SDLActivity.mIsSurfaceReady = true;
}
// Called when we lose the surface
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
Log.v("SDL", "surfaceDestroyed()");
// Call this *before* setting mIsSurfaceReady to 'false'
SDLActivity.handlePause();
SDLActivity.mIsSurfaceReady = false;
/* We have to clear the current context and destroy the egl surface here
* Otherwise there's BAD_NATIVE_WINDOW errors coming from eglCreateWindowSurface on resume
* Ref: http://stackoverflow.com/questions/8762589/eglcreatewindowsurface-on-ics-and-switching-from-2d-to-3d
*/
EGL10 egl = (EGL10)EGLContext.getEGL();
egl.eglMakeCurrent(SDLActivity.mEGLDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
egl.eglDestroySurface(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface);
SDLActivity.mEGLSurface = EGL10.EGL_NO_SURFACE;
}
// Called when the surface is resized
@Override
public void surfaceChanged(SurfaceHolder holder,
int format, int width, int height) {
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
2012-01-08 01:05:25 -05:00
Log.v("SDL", "surfaceChanged()");
int sdlFormat = 0x15151002; // SDL_PIXELFORMAT_RGB565 by default
switch (format) {
case PixelFormat.A_8:
Log.v("SDL", "pixel format A_8");
break;
case PixelFormat.LA_88:
Log.v("SDL", "pixel format LA_88");
break;
case PixelFormat.L_8:
Log.v("SDL", "pixel format L_8");
break;
case PixelFormat.RGBA_4444:
Log.v("SDL", "pixel format RGBA_4444");
sdlFormat = 0x15421002; // SDL_PIXELFORMAT_RGBA4444
break;
case PixelFormat.RGBA_5551:
Log.v("SDL", "pixel format RGBA_5551");
sdlFormat = 0x15441002; // SDL_PIXELFORMAT_RGBA5551
break;
case PixelFormat.RGBA_8888:
Log.v("SDL", "pixel format RGBA_8888");
sdlFormat = 0x16462004; // SDL_PIXELFORMAT_RGBA8888
break;
case PixelFormat.RGBX_8888:
Log.v("SDL", "pixel format RGBX_8888");
sdlFormat = 0x16261804; // SDL_PIXELFORMAT_RGBX8888
break;
case PixelFormat.RGB_332:
Log.v("SDL", "pixel format RGB_332");
sdlFormat = 0x14110801; // SDL_PIXELFORMAT_RGB332
break;
case PixelFormat.RGB_565:
Log.v("SDL", "pixel format RGB_565");
sdlFormat = 0x15151002; // SDL_PIXELFORMAT_RGB565
break;
case PixelFormat.RGB_888:
Log.v("SDL", "pixel format RGB_888");
// Not sure this is right, maybe SDL_PIXELFORMAT_RGB24 instead?
sdlFormat = 0x16161804; // SDL_PIXELFORMAT_RGB888
break;
default:
Log.v("SDL", "pixel format unknown " + format);
break;
}
mWidth = width;
mHeight = height;
SDLActivity.onNativeResize(width, height, sdlFormat);
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
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Log.v("SDL", "Window size:" + width + "x"+height);
// Set mIsSurfaceReady to 'true' *before* making a call to handleResume
SDLActivity.mIsSurfaceReady = true;
if (SDLActivity.mSDLThread == null) {
// This is the entry point to the C app.
// Start up the C app thread and enable sensor input for the first time
SDLActivity.mSDLThread = new Thread(new SDLMain(), "SDLThread");
enableSensor(Sensor.TYPE_ACCELEROMETER, true);
SDLActivity.mSDLThread.start();
} else {
// The app already exists, we resume via handleResume
// Multiple sequential calls to surfaceChanged are handled internally by handleResume
SDLActivity.handleResume();
}
}
// unused
@Override
public void onDraw(Canvas canvas) {}
// Key events
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
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if (event.getAction() == KeyEvent.ACTION_DOWN) {
//Log.v("SDL", "key down: " + keyCode);
SDLActivity.onNativeKeyDown(keyCode);
return true;
}
else if (event.getAction() == KeyEvent.ACTION_UP) {
//Log.v("SDL", "key up: " + keyCode);
SDLActivity.onNativeKeyUp(keyCode);
return true;
}
return false;
}
// Touch events
@Override
public boolean onTouch(View v, MotionEvent event) {
final int touchDevId = event.getDeviceId();
final int pointerCount = event.getPointerCount();
// touchId, pointerId, action, x, y, pressure
int actionPointerIndex = (event.getAction() & MotionEvent.ACTION_POINTER_ID_MASK) >> MotionEvent.ACTION_POINTER_ID_SHIFT; /* API 8: event.getActionIndex(); */
int pointerFingerId = event.getPointerId(actionPointerIndex);
int action = (event.getAction() & MotionEvent.ACTION_MASK); /* API 8: event.getActionMasked(); */
float x = event.getX(actionPointerIndex) / mWidth;
float y = event.getY(actionPointerIndex) / mHeight;
float p = event.getPressure(actionPointerIndex);
if (action == MotionEvent.ACTION_MOVE && pointerCount > 1) {
// TODO send motion to every pointer if its position has
// changed since prev event.
for (int i = 0; i < pointerCount; i++) {
pointerFingerId = event.getPointerId(i);
x = event.getX(i) / mWidth;
y = event.getY(i) / mHeight;
p = event.getPressure(i);
SDLActivity.onNativeTouch(touchDevId, pointerFingerId, action, x, y, p);
}
} else {
SDLActivity.onNativeTouch(touchDevId, pointerFingerId, action, x, y, p);
}
return true;
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}
// Sensor events
public void enableSensor(int sensortype, boolean enabled) {
// TODO: This uses getDefaultSensor - what if we have >1 accels?
if (enabled) {
mSensorManager.registerListener(this,
mSensorManager.getDefaultSensor(sensortype),
SensorManager.SENSOR_DELAY_GAME, null);
} else {
mSensorManager.unregisterListener(this,
mSensorManager.getDefaultSensor(sensortype));
}
}
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
// TODO
}
@Override
public void onSensorChanged(SensorEvent event) {
if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
SDLActivity.onNativeAccel(event.values[0] / SensorManager.GRAVITY_EARTH,
event.values[1] / SensorManager.GRAVITY_EARTH,
event.values[2] / SensorManager.GRAVITY_EARTH);
}
}
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}
/* This is a fake invisible editor view that receives the input and defines the
* pan&scan region
*/
class DummyEdit extends View implements View.OnKeyListener {
InputConnection ic;
public DummyEdit(Context context) {
super(context);
setFocusableInTouchMode(true);
setFocusable(true);
setOnKeyListener(this);
}
@Override
public boolean onCheckIsTextEditor() {
return true;
}
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
// This handles the hardware keyboard input
if (event.isPrintingKey()) {
if (event.getAction() == KeyEvent.ACTION_DOWN) {
ic.commitText(String.valueOf((char) event.getUnicodeChar()), 1);
}
return true;
}
if (event.getAction() == KeyEvent.ACTION_DOWN) {
SDLActivity.onNativeKeyDown(keyCode);
return true;
} else if (event.getAction() == KeyEvent.ACTION_UP) {
SDLActivity.onNativeKeyUp(keyCode);
return true;
}
return false;
}
@Override
public InputConnection onCreateInputConnection(EditorInfo outAttrs) {
ic = new SDLInputConnection(this, true);
outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI
| 33554432 /* API 11: EditorInfo.IME_FLAG_NO_FULLSCREEN */;
return ic;
}
}
class SDLInputConnection extends BaseInputConnection {
public SDLInputConnection(View targetView, boolean fullEditor) {
super(targetView, fullEditor);
}
@Override
public boolean sendKeyEvent(KeyEvent event) {
/*
* This handles the keycodes from soft keyboard (and IME-translated
* input from hardkeyboard)
*/
int keyCode = event.getKeyCode();
if (event.getAction() == KeyEvent.ACTION_DOWN) {
if (event.isPrintingKey()) {
commitText(String.valueOf((char) event.getUnicodeChar()), 1);
}
SDLActivity.onNativeKeyDown(keyCode);
return true;
} else if (event.getAction() == KeyEvent.ACTION_UP) {
SDLActivity.onNativeKeyUp(keyCode);
return true;
}
return super.sendKeyEvent(event);
}
@Override
public boolean commitText(CharSequence text, int newCursorPosition) {
nativeCommitText(text.toString(), newCursorPosition);
return super.commitText(text, newCursorPosition);
}
@Override
public boolean setComposingText(CharSequence text, int newCursorPosition) {
nativeSetComposingText(text.toString(), newCursorPosition);
return super.setComposingText(text, newCursorPosition);
}
public native void nativeCommitText(String text, int newCursorPosition);
public native void nativeSetComposingText(String text, int newCursorPosition);
}