Cleanups.
- Moved to 'project' instead of 'testproject' - Removed extraneous .c files - Removed the android_libs folder (that was against the NDK agreement anyway)
This commit is contained in:
parent
beeccf04c7
commit
ab688d00e3
19 changed files with 1363 additions and 4 deletions
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@ -1,5 +1,5 @@
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==============================================================================
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Building the Simple DirectMedia Layer for Android
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Simple DirectMedia Layer for Android
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==============================================================================
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Requirements: Android NDK r4 or later
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@ -11,6 +11,6 @@ Instructions:
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4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
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4. Run 'ant' in android/testproject. This compiles the .java and eventually
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creates a .apk with the C source embedded
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6. 'ant install' will push the apk to the device
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6. 'ant install' will push the apk to the device or emulator (if connected)
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15
android/project/AndroidManifest.xml
Normal file
15
android/project/AndroidManifest.xml
Normal file
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="org.libsdl.app"
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android:versionCode="1"
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android:versionName="1.0">
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<application android:label="@string/app_name" android:icon="@drawable/icon">
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<activity android:name="SDLActivity"
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android:label="@string/app_name">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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17
android/project/build.properties
Normal file
17
android/project/build.properties
Normal file
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# This file is used to override default values used by the Ant build system.
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#
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# This file must be checked in Version Control Systems, as it is
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# integral to the build system of your project.
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# This file is only used by the Ant script.
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# You can use this to override default values such as
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# 'source.dir' for the location of your java source folder and
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# 'out.dir' for the location of your output folder.
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# You can also use it define how the release builds are signed by declaring
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# the following properties:
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# 'key.store' for the location of your keystore and
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# 'key.alias' for the name of the key to use.
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# The password will be asked during the build when you use the 'release' target.
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67
android/project/build.xml
Normal file
67
android/project/build.xml
Normal file
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<?xml version="1.0" encoding="UTF-8"?>
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<project name="SDLApp" default="help">
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<!-- The local.properties file is created and updated by the 'android' tool.
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It contains the path to the SDK. It should *NOT* be checked in in Version
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Control Systems. -->
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<property file="local.properties" />
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<!-- The build.properties file can be created by you and is never touched
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by the 'android' tool. This is the place to change some of the default property values
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used by the Ant rules.
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Here are some properties you may want to change/update:
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application.package
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the name of your application package as defined in the manifest. Used by the
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'uninstall' rule.
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source.dir
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the name of the source directory. Default is 'src'.
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out.dir
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the name of the output directory. Default is 'bin'.
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Properties related to the SDK location or the project target should be updated
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using the 'android' tool with the 'update' action.
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This file is an integral part of the build system for your application and
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should be checked in in Version Control Systems.
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-->
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<property file="build.properties" />
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<!-- The default.properties file is created and updated by the 'android' tool, as well
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as ADT.
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This file is an integral part of the build system for your application and
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should be checked in in Version Control Systems. -->
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<property file="default.properties" />
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<!-- Custom Android task to deal with the project target, and import the proper rules.
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This requires ant 1.6.0 or above. -->
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<path id="android.antlibs">
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<pathelement path="${sdk.dir}/tools/lib/anttasks.jar" />
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<pathelement path="${sdk.dir}/tools/lib/sdklib.jar" />
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<pathelement path="${sdk.dir}/tools/lib/androidprefs.jar" />
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<pathelement path="${sdk.dir}/tools/lib/apkbuilder.jar" />
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<pathelement path="${sdk.dir}/tools/lib/jarutils.jar" />
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</path>
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<taskdef name="setup"
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classname="com.android.ant.SetupTask"
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classpathref="android.antlibs" />
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<!-- Execute the Android Setup task that will setup some properties specific to the target,
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and import the build rules files.
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The rules file is imported from
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<SDK>/platforms/<target_platform>/templates/android_rules.xml
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To customize some build steps for your project:
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- copy the content of the main node <project> from android_rules.xml
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- paste it in this build.xml below the <setup /> task.
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- disable the import by changing the setup task below to <setup import="false" />
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This will ensure that the properties are setup correctly but that your customized
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build steps are used.
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-->
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<setup />
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</project>
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11
android/project/default.properties
Normal file
11
android/project/default.properties
Normal file
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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#
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# To customize properties used by the Ant build system use,
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# "build.properties", and override values to adapt the script to your
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# project structure.
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# Project target.
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target=android-7
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18
android/project/jni/Android.mk
Normal file
18
android/project/jni/Android.mk
Normal file
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LOCAL_PATH := $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE := sdlapp
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SDL := ../../../
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LOCAL_CFLAGS := -DANDROID_NDK \
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-DDISABLE_IMPORTGL \
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-I$(SDL)/include
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LOCAL_SRC_FILES := \
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android-support.cpp \
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lesson05.c \
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LOCAL_LDLIBS := -lGLESv1_CM -ldl -llog -lSDL -lgcc -L$(SDL)
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include $(BUILD_SHARED_LIBRARY)
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242
android/project/jni/android-support.cpp
Normal file
242
android/project/jni/android-support.cpp
Normal file
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/*******************************************************************************
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This file links the Java side of Android with libsdl
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*******************************************************************************/
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#include <jni.h>
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#include <sys/time.h>
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#include <time.h>
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#include <android/log.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <pthread.h>
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#define DEBUG
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/*******************************************************************************
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Globals
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*******************************************************************************/
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static long _getTime(void){
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struct timeval now;
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gettimeofday(&now, NULL);
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return (long)(now.tv_sec*1000 + now.tv_usec/1000);
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}
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JNIEnv* mEnv = NULL;
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JNIEnv* mAudioThreadEnv = NULL; //See the note below for why this is necessary
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JavaVM* mVM = NULL;
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//Main activity
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jclass mActivityInstance;
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//method signatures
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jmethodID midCreateGLContext;
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jmethodID midFlipBuffers;
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jmethodID midEnableFeature;
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jmethodID midUpdateAudio;
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extern "C" int SDL_main();
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extern "C" int Android_OnKeyDown(int keycode);
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extern "C" int Android_OnKeyUp(int keycode);
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extern "C" void Android_SetScreenResolution(int width, int height);
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extern "C" void Android_OnResize(int width, int height, int format);
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extern "C" int SDL_SendQuit();
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extern "C" void Android_EnableFeature(int featureid, bool enabled);
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//If we're not the active app, don't try to render
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bool bRenderingEnabled = false;
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//Feature IDs
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static const int FEATURE_AUDIO = 1;
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static const int FEATURE_ACCEL = 2;
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//Accelerometer data storage
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float fLastAccelerometer[3];
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/*******************************************************************************
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Functions called by JNI
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*******************************************************************************/
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//Library init
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extern "C" jint JNI_OnLoad(JavaVM* vm, void* reserved){
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JNIEnv* env = NULL;
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jint result = -1;
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if (vm->GetEnv((void**) &env, JNI_VERSION_1_4) != JNI_OK) {
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return result;
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}
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mEnv = env;
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__android_log_print(ANDROID_LOG_INFO, "SDL", "JNI: OnLoad");
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jclass cls = mEnv->FindClass ("org/libsdl/app/SDLActivity");
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mActivityInstance = cls;
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midCreateGLContext = mEnv->GetStaticMethodID(cls,"createGLContext","()V");
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midFlipBuffers = mEnv->GetStaticMethodID(cls,"flipBuffers","()V");
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midEnableFeature = mEnv->GetStaticMethodID(cls,"enableFeature","(II)V");
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midUpdateAudio = mEnv->GetStaticMethodID(cls,"updateAudio","([B)V");
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if(!midCreateGLContext || !midFlipBuffers || !midEnableFeature ||
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!midUpdateAudio){
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__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Bad mids\n");
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}else{
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#ifdef DEBUG
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__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Good mids\n");
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#endif
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}
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return JNI_VERSION_1_4;
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}
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//Start up the SDL app
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extern "C" void Java_org_libsdl_app_SDLActivity_nativeInit( JNIEnv* env,
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jobject obj ){
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__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Native Init");
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mEnv = env;
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bRenderingEnabled = true;
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Android_EnableFeature(FEATURE_ACCEL, true);
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SDL_main();
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}
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//Keydown
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extern "C" void Java_org_libsdl_app_SDLActivity_onNativeKeyDown(JNIEnv* env,
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jobject obj, jint keycode){
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int r = Android_OnKeyDown(keycode);
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#ifdef DEBUG
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__android_log_print(ANDROID_LOG_INFO, "SDL",
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"SDL: native key down %d, %d\n", keycode, r);
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#endif
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}
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//Keyup
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extern "C" void Java_org_libsdl_app_SDLActivity_onNativeKeyUp(JNIEnv* env,
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jobject obj, jint keycode){
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int r = Android_OnKeyUp(keycode);
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#ifdef DEBUG
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__android_log_print(ANDROID_LOG_INFO, "SDL",
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"SDL: native key up %d, %d\n", keycode, r);
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#endif
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}
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//Touch
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extern "C" void Java_org_libsdl_app_SDLActivity_onNativeTouch(JNIEnv* env,
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jobject obj, jint action, jfloat x, jfloat y, jfloat p){
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||||
|
||||
#ifdef DEBUG
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||||
__android_log_print(ANDROID_LOG_INFO, "SDL",
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"SDL: native touch event %d @ %f/%f, pressure %f\n",
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action, x, y, p);
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||||
#endif
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||||
|
||||
//TODO: Pass this off to the SDL multitouch stuff
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||||
|
||||
}
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||||
|
||||
//Quit
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||||
extern "C" void Java_org_libsdl_app_SDLActivity_nativeQuit( JNIEnv* env,
|
||||
jobject obj ){
|
||||
|
||||
//Stop rendering as we're no longer in the foreground
|
||||
bRenderingEnabled = false;
|
||||
|
||||
//Inject a SDL_QUIT event
|
||||
int r = SDL_SendQuit();
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Native quit %d", r);
|
||||
}
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||||
|
||||
//Screen size
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_nativeSetScreenSize(
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JNIEnv* env, jobject obj, jint width, jint height){
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL",
|
||||
"SDL: Set screen size on init: %d/%d\n", width, height);
|
||||
Android_SetScreenResolution(width, height);
|
||||
|
||||
}
|
||||
|
||||
//Resize
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_onNativeResize(
|
||||
JNIEnv* env, jobject obj, jint width,
|
||||
jint height, jint format){
|
||||
Android_OnResize(width, height, format);
|
||||
}
|
||||
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_onNativeAccel(
|
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JNIEnv* env, jobject obj,
|
||||
jfloat x, jfloat y, jfloat z){
|
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fLastAccelerometer[0] = x;
|
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fLastAccelerometer[1] = y;
|
||||
fLastAccelerometer[2] = z;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*******************************************************************************
|
||||
Functions called by SDL into Java
|
||||
*******************************************************************************/
|
||||
extern "C" void Android_CreateContext(){
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: sdl_create_context()\n");
|
||||
|
||||
bRenderingEnabled = true;
|
||||
|
||||
mEnv->CallStaticVoidMethod(mActivityInstance, midCreateGLContext );
|
||||
}
|
||||
|
||||
extern "C" void Android_Render(){
|
||||
|
||||
if(!bRenderingEnabled){
|
||||
return;
|
||||
}
|
||||
|
||||
//When we get here, we've accumulated a full frame
|
||||
mEnv->CallStaticVoidMethod(mActivityInstance, midFlipBuffers );
|
||||
}
|
||||
|
||||
extern "C" void Android_EnableFeature(int featureid, bool enabled){
|
||||
|
||||
mEnv->CallStaticVoidMethod(mActivityInstance, midEnableFeature,
|
||||
featureid, (int)enabled);
|
||||
}
|
||||
|
||||
extern "C" void Android_UpdateAudioBuffer(unsigned char *buf, int len){
|
||||
|
||||
//Annoyingly we can't just call into Java from any thread. Because the audio
|
||||
//callback is dispatched from the SDL audio thread (that wasn't made from
|
||||
//java, we have to do some magic here to let the JVM know about the thread.
|
||||
//Because everything it touches on the Java side is static anyway, it's
|
||||
//not a big deal, just annoying.
|
||||
if(!mAudioThreadEnv){
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Need to set up audio thread env\n");
|
||||
|
||||
mVM->AttachCurrentThread(&mAudioThreadEnv, NULL);
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: ok\n");
|
||||
}
|
||||
|
||||
jbyteArray arr = mAudioThreadEnv->NewByteArray(len);
|
||||
|
||||
//blah. We probably should rework this so we avoid the copy.
|
||||
mAudioThreadEnv->SetByteArrayRegion(arr, 0, len, (jbyte *)buf);
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: copied\n");
|
||||
|
||||
mAudioThreadEnv->CallStaticVoidMethod( mActivityInstance,
|
||||
midUpdateAudio, arr );
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: invoked\n");
|
||||
|
||||
}
|
||||
|
574
android/project/jni/lesson05.c
Normal file
574
android/project/jni/lesson05.c
Normal file
|
@ -0,0 +1,574 @@
|
|||
/*
|
||||
* This code was created by Jeff Molofee '99
|
||||
* (ported to Linux/SDL by Ti Leggett '01)
|
||||
*
|
||||
* If you've found this code useful, please let me know.
|
||||
*
|
||||
* Visit Jeff at http://nehe.gamedev.net/
|
||||
*
|
||||
* or for port-specific comments, questions, bugreports etc.
|
||||
* email to leggett@eecs.tulane.edu
|
||||
*/
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#include <signal.h>
|
||||
|
||||
#include <android/log.h>
|
||||
|
||||
|
||||
#ifdef ANDROID
|
||||
#include <GLES/gl.h>
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glu.h>
|
||||
#endif
|
||||
#include "SDL.h"
|
||||
|
||||
/* screen width, height, and bit depth */
|
||||
#define SCREEN_WIDTH 320
|
||||
#define SCREEN_HEIGHT 430
|
||||
#define SCREEN_BPP 16
|
||||
|
||||
/* Define our booleans */
|
||||
#define TRUE 1
|
||||
#define FALSE 0
|
||||
|
||||
/* This is our SDL surface */
|
||||
SDL_Surface *surface;
|
||||
|
||||
int rotation = 0;
|
||||
|
||||
|
||||
/**************************************
|
||||
gluperspective implementation
|
||||
**************************************/
|
||||
void gluPerspective(double fovy, double aspect, double zNear, double zFar){
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
double xmin, xmax, ymin, ymax;
|
||||
ymax = zNear * tan(fovy * M_PI / 360.0);
|
||||
ymin = -ymax;
|
||||
xmin = ymin * aspect;
|
||||
xmax = ymax * aspect;
|
||||
glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar);
|
||||
}
|
||||
|
||||
|
||||
/**************************************
|
||||
glulookat implementation
|
||||
**************************************/
|
||||
void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,
|
||||
GLfloat centerx, GLfloat centery, GLfloat centerz,
|
||||
GLfloat upx, GLfloat upy, GLfloat upz)
|
||||
{
|
||||
GLfloat m[16];
|
||||
GLfloat x[3], y[3], z[3];
|
||||
GLfloat mag;
|
||||
|
||||
/* Make rotation matrix */
|
||||
|
||||
/* Z vector */
|
||||
z[0] = eyex - centerx;
|
||||
z[1] = eyey - centery;
|
||||
z[2] = eyez - centerz;
|
||||
mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
|
||||
if (mag) { /* mpichler, 19950515 */
|
||||
z[0] /= mag;
|
||||
z[1] /= mag;
|
||||
z[2] /= mag;
|
||||
}
|
||||
|
||||
/* Y vector */
|
||||
y[0] = upx;
|
||||
y[1] = upy;
|
||||
y[2] = upz;
|
||||
|
||||
/* X vector = Y cross Z */
|
||||
x[0] = y[1] * z[2] - y[2] * z[1];
|
||||
x[1] = -y[0] * z[2] + y[2] * z[0];
|
||||
x[2] = y[0] * z[1] - y[1] * z[0];
|
||||
|
||||
/* Recompute Y = Z cross X */
|
||||
y[0] = z[1] * x[2] - z[2] * x[1];
|
||||
y[1] = -z[0] * x[2] + z[2] * x[0];
|
||||
y[2] = z[0] * x[1] - z[1] * x[0];
|
||||
|
||||
/* mpichler, 19950515 */
|
||||
/* cross product gives area of parallelogram, which is < 1.0 for
|
||||
* non-perpendicular unit-length vectors; so normalize x, y here
|
||||
*/
|
||||
|
||||
mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
|
||||
if (mag) {
|
||||
x[0] /= mag;
|
||||
x[1] /= mag;
|
||||
x[2] /= mag;
|
||||
}
|
||||
|
||||
mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
|
||||
if (mag) {
|
||||
y[0] /= mag;
|
||||
y[1] /= mag;
|
||||
y[2] /= mag;
|
||||
}
|
||||
|
||||
#define M(row,col) m[col*4+row]
|
||||
M(0, 0) = x[0];
|
||||
M(0, 1) = x[1];
|
||||
M(0, 2) = x[2];
|
||||
M(0, 3) = 0.0;
|
||||
M(1, 0) = y[0];
|
||||
M(1, 1) = y[1];
|
||||
M(1, 2) = y[2];
|
||||
M(1, 3) = 0.0;
|
||||
M(2, 0) = z[0];
|
||||
M(2, 1) = z[1];
|
||||
M(2, 2) = z[2];
|
||||
M(2, 3) = 0.0;
|
||||
M(3, 0) = 0.0;
|
||||
M(3, 1) = 0.0;
|
||||
M(3, 2) = 0.0;
|
||||
M(3, 3) = 1.0;
|
||||
#undef M
|
||||
glMultMatrixf(m);
|
||||
|
||||
/* Translate Eye to Origin */
|
||||
glTranslatef(-eyex, -eyey, -eyez);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/* function to release/destroy our resources and restoring the old desktop */
|
||||
void Quit( int returnCode )
|
||||
{
|
||||
/* clean up the window */
|
||||
SDL_Quit( );
|
||||
|
||||
/* and exit appropriately */
|
||||
exit( returnCode );
|
||||
}
|
||||
|
||||
/* function to reset our viewport after a window resize */
|
||||
int resizeWindow( int width, int height )
|
||||
{
|
||||
/* Height / width ration */
|
||||
GLfloat ratio;
|
||||
|
||||
/* Protect against a divide by zero */
|
||||
if ( height == 0 )
|
||||
height = 1;
|
||||
|
||||
ratio = ( GLfloat )width / ( GLfloat )height;
|
||||
|
||||
/* Setup our viewport. */
|
||||
glViewport( 0, 0, ( GLsizei )width, ( GLsizei )height );
|
||||
|
||||
/* change to the projection matrix and set our viewing volume. */
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glLoadIdentity( );
|
||||
|
||||
/* Set our perspective */
|
||||
gluPerspective( 45.0f, ratio, 0.1f, 100.0f );
|
||||
|
||||
/* Make sure we're chaning the model view and not the projection */
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
|
||||
/* Reset The View */
|
||||
glLoadIdentity( );
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
/* function to handle key press events */
|
||||
void handleKeyPress( SDL_keysym *keysym )
|
||||
{
|
||||
switch ( keysym->sym )
|
||||
{
|
||||
case SDLK_ESCAPE:
|
||||
/* ESC key was pressed */
|
||||
Quit( 0 );
|
||||
break;
|
||||
case SDLK_F1:
|
||||
/* F1 key was pressed
|
||||
* this toggles fullscreen mode
|
||||
*/
|
||||
SDL_WM_ToggleFullScreen( surface );
|
||||
break;
|
||||
case SDLK_LEFT:
|
||||
rotation -= 30;
|
||||
break;
|
||||
|
||||
case SDLK_RIGHT:
|
||||
rotation += 30;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Keycode: %d, %d, %d\n", keysym->sym, SDLK_LEFT, SDLK_RIGHT);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/* general OpenGL initialization function */
|
||||
int initGL( GLvoid )
|
||||
{
|
||||
|
||||
/* Enable smooth shading */
|
||||
glShadeModel( GL_SMOOTH );
|
||||
|
||||
/* Set the background black */
|
||||
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
|
||||
|
||||
/* Depth buffer setup */
|
||||
//glClearDepth( 1.0f );
|
||||
|
||||
/* Enables Depth Testing */
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
|
||||
/* The Type Of Depth Test To Do */
|
||||
glDepthFunc( GL_LEQUAL );
|
||||
|
||||
/* Really Nice Perspective Calculations */
|
||||
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
/* Here goes our drawing code */
|
||||
int drawGLScene( GLvoid )
|
||||
{
|
||||
|
||||
static int Frames = 0;
|
||||
static int T0 = 0;
|
||||
|
||||
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
|
||||
glClearColorx(0,0,0,255);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(45, (float)SCREEN_WIDTH / SCREEN_HEIGHT, 0.5f, 150);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
glLoadIdentity();
|
||||
|
||||
//Camera
|
||||
gluLookAt(0,0,5, 0,0,0, 0,1,0);
|
||||
|
||||
//Draw a triangle
|
||||
//glRotatef(iRot, 0, 1, 0);
|
||||
|
||||
glRotatef( rotation, 0.0f, 1.0f, 0.0f );
|
||||
|
||||
|
||||
glEnableClientState (GL_VERTEX_ARRAY);
|
||||
glEnableClientState (GL_COLOR_ARRAY);
|
||||
|
||||
/* Rotate The Triangle On The Y axis ( NEW ) */
|
||||
//glRotatef( Frames % 360, 0.0f, 1.0f, 0.0f );
|
||||
|
||||
/* GLES variant of drawing a triangle */
|
||||
const GLfloat triVertices[][9] = {
|
||||
{ /* Front Triangle */
|
||||
0.0f, 1.0f, 0.0f, /* Top Of Triangle */
|
||||
-1.0f, -1.0f, 1.0f, /* Left Of Triangle */
|
||||
1.0f, -1.0f, 1.0f /* Right Of Triangle */
|
||||
}, { /* Right Triangle */
|
||||
0.0f, 1.0f, 0.0f, /* Top Of Triangle */
|
||||
1.0f, -1.0f, 1.0f, /* Left Of Triangle */
|
||||
1.0f, -1.0f, -1.0f /* Right Of Triangle */
|
||||
}, { /* Back Triangle */
|
||||
0.0f, 1.0f, 0.0f, /* Top Of Triangle */
|
||||
1.0f, -1.0f, -1.0f, /* Left Of Triangle */
|
||||
-1.0f, -1.0f, -1.0f /* Right Of Triangle */
|
||||
}, { /* Left Triangle */
|
||||
0.0f, 1.0f, 0.0f, /* Top Of Triangle */
|
||||
-1.0f, -1.0f, -1.0f, /* Left Of Triangle */
|
||||
-1.0f, -1.0f, 1.0f /* Right Of Triangle */
|
||||
}
|
||||
};
|
||||
|
||||
/* unlike GL, GLES does not support RGB. We have to use RGBA instead */
|
||||
const GLfloat triColors[][12] = {
|
||||
{ /* Front triangle */
|
||||
1.0f, 0.0f, 0.0f, 1.0f, /* Red */
|
||||
0.0f, 1.0f, 0.0f, 1.0f, /* Green */
|
||||
0.0f, 0.0f, 1.0f, 1.0f /* Blue */
|
||||
}, { /* Right triangle */
|
||||
1.0f, 0.0f, 0.0f, 1.0f, /* Red */
|
||||
0.0f, 0.0f, 1.0f, 1.0f, /* Blue */
|
||||
0.0f, 1.0f, 0.0f, 1.0f /* Green */
|
||||
}, { /* Back triangle */
|
||||
1.0f, 0.0f, 0.0f, 1.0f, /* Red */
|
||||
0.0f, 1.0f, 0.0f, 1.0f, /* Green */
|
||||
0.0f, 0.0f, 1.0f, 1.0f /* Blue */
|
||||
}, { /* Left triangle */
|
||||
1.0f, 0.0f, 0.0f, 1.0f, /* Red */
|
||||
0.0f, 0.0f, 1.0f, 1.0f, /* Blue */
|
||||
0.0f, 1.0f, 0.0f, 1.0f /* Green */
|
||||
}
|
||||
};
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
int tri=0;
|
||||
|
||||
/* Loop through all Triangles */
|
||||
for(tri=0;tri<sizeof(triVertices)/(9*sizeof(GLfloat));tri++)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, 0, triVertices[tri]);
|
||||
glColorPointer(4, GL_FLOAT, 0, triColors[tri]);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
|
||||
}
|
||||
|
||||
//__android_log_print(ANDROID_LOG_INFO, "SDL", "render %d", Frames++);
|
||||
|
||||
/* Draw it to the screen */
|
||||
SDL_GL_SwapBuffers( );
|
||||
|
||||
/* Gather our frames per second */
|
||||
Frames++;
|
||||
{
|
||||
GLint t = SDL_GetTicks();
|
||||
if (t - T0 >= 5000) {
|
||||
GLfloat seconds = (t - T0) / 1000.0;
|
||||
GLfloat fps = Frames / seconds;
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
|
||||
T0 = t;
|
||||
Frames = 0;
|
||||
}
|
||||
}
|
||||
|
||||
rotation++;
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
|
||||
struct
|
||||
{
|
||||
SDL_AudioSpec spec;
|
||||
Uint8 *sound; /* Pointer to wave data */
|
||||
Uint32 soundlen; /* Length of wave data */
|
||||
int soundpos; /* Current play position */
|
||||
} wave;
|
||||
|
||||
void SDLCALL
|
||||
fillerup(void *unused, Uint8 * stream, int len)
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","FILLERUP\n");
|
||||
|
||||
Uint8 *waveptr;
|
||||
int waveleft;
|
||||
|
||||
/* Set up the pointers */
|
||||
waveptr = wave.sound + wave.soundpos;
|
||||
waveleft = wave.soundlen - wave.soundpos;
|
||||
|
||||
/* Go! */
|
||||
while (waveleft <= len) {
|
||||
SDL_memcpy(stream, waveptr, waveleft);
|
||||
stream += waveleft;
|
||||
len -= waveleft;
|
||||
waveptr = wave.sound;
|
||||
waveleft = wave.soundlen;
|
||||
wave.soundpos = 0;
|
||||
}
|
||||
SDL_memcpy(stream, waveptr, len);
|
||||
wave.soundpos += len;
|
||||
}
|
||||
|
||||
void testAudio(){
|
||||
|
||||
const char *file = "/sdcard/sample.wav";
|
||||
|
||||
/* Load the SDL library */
|
||||
if (SDL_Init(SDL_INIT_AUDIO) < 0) {
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Couldn't initialize SDL Audio: %s\n", SDL_GetError());
|
||||
return;
|
||||
}else{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Init audio ok\n");
|
||||
}
|
||||
|
||||
/* Load the wave file into memory */
|
||||
if (SDL_LoadWAV(file, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't load %s: %s\n", file, SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
wave.spec.callback = fillerup;
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Loaded: %d\n", wave.soundlen);
|
||||
|
||||
|
||||
/* Initialize fillerup() variables */
|
||||
if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't open audio: %s\n", SDL_GetError());
|
||||
SDL_FreeWAV(wave.sound);
|
||||
return;
|
||||
}
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
|
||||
|
||||
/* Let the audio run */
|
||||
SDL_PauseAudio(0);
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Playing\n");
|
||||
|
||||
while (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING){
|
||||
//__android_log_print(ANDROID_LOG_INFO, "SDL","Still playing\n");
|
||||
SDL_Delay(100);
|
||||
}
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Closing down\n");
|
||||
|
||||
/* Clean up on signal */
|
||||
SDL_CloseAudio();
|
||||
SDL_FreeWAV(wave.sound);
|
||||
}
|
||||
|
||||
int SDL_main( int argc, char **argv )
|
||||
{
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","entry\n");
|
||||
|
||||
/* Flags to pass to SDL_SetVideoMode */
|
||||
int videoFlags;
|
||||
/* main loop variable */
|
||||
int done = FALSE;
|
||||
/* used to collect events */
|
||||
SDL_Event event;
|
||||
/* this holds some info about our display */
|
||||
const SDL_VideoInfo *videoInfo;
|
||||
/* whether or not the window is active */
|
||||
int isActive = TRUE;
|
||||
|
||||
/* initialize SDL */
|
||||
if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Video initialization failed: %s\n",
|
||||
SDL_GetError( ) );
|
||||
Quit( 1 );
|
||||
}
|
||||
|
||||
/* Fetch the video info */
|
||||
videoInfo = SDL_GetVideoInfo( );
|
||||
|
||||
if ( !videoInfo )
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Video query failed: %s\n",
|
||||
SDL_GetError( ) );
|
||||
Quit( 1 );
|
||||
}
|
||||
|
||||
/* the flags to pass to SDL_SetVideoMode */
|
||||
videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */
|
||||
videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */
|
||||
videoFlags |= SDL_HWPALETTE; /* Store the palette in hardware */
|
||||
videoFlags |= SDL_RESIZABLE; /* Enable window resizing */
|
||||
|
||||
/* This checks to see if surfaces can be stored in memory */
|
||||
if ( videoInfo->hw_available )
|
||||
videoFlags |= SDL_HWSURFACE;
|
||||
else
|
||||
videoFlags |= SDL_SWSURFACE;
|
||||
|
||||
/* This checks if hardware blits can be done */
|
||||
if ( videoInfo->blit_hw )
|
||||
videoFlags |= SDL_HWACCEL;
|
||||
|
||||
/* Sets up OpenGL double buffering */
|
||||
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
|
||||
|
||||
/* get a SDL surface */
|
||||
surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
|
||||
videoFlags );
|
||||
|
||||
/* Verify there is a surface */
|
||||
if ( !surface )
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Video mode set failed: %s\n", SDL_GetError( ) );
|
||||
Quit( 1 );
|
||||
}
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Made a video mode!\n");
|
||||
|
||||
/* initialize OpenGL */
|
||||
initGL( );
|
||||
|
||||
/* resize the initial window */
|
||||
resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );
|
||||
|
||||
|
||||
//testAudio();
|
||||
|
||||
|
||||
/* wait for events */
|
||||
while ( !done )
|
||||
{
|
||||
/* handle the events in the queue */
|
||||
|
||||
while ( SDL_PollEvent( &event ) )
|
||||
{
|
||||
switch( event.type )
|
||||
{
|
||||
case SDL_ACTIVEEVENT:
|
||||
/* Something's happend with our focus
|
||||
* If we lost focus or we are iconified, we
|
||||
* shouldn't draw the screen
|
||||
*/
|
||||
if ( event.active.gain == 0 )
|
||||
isActive = FALSE;
|
||||
else
|
||||
isActive = TRUE;
|
||||
break;
|
||||
case SDL_VIDEORESIZE:
|
||||
/* handle resize event */
|
||||
surface = SDL_SetVideoMode( event.resize.w,
|
||||
event.resize.h,
|
||||
16, videoFlags );
|
||||
if ( !surface )
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Could not get a surface after resize: %s\n", SDL_GetError( ) );
|
||||
Quit( 1 );
|
||||
}
|
||||
resizeWindow( event.resize.w, event.resize.h );
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
/* handle key presses */
|
||||
handleKeyPress( &event.key.keysym );
|
||||
break;
|
||||
case SDL_QUIT:
|
||||
/* handle quit requests */
|
||||
done = TRUE;
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","App is shutting down\n");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* draw the scene */
|
||||
if ( isActive )
|
||||
drawGLScene( );
|
||||
}
|
||||
|
||||
/* clean ourselves up and exit */
|
||||
Quit( 0 );
|
||||
|
||||
/* Should never get here */
|
||||
return( 0 );
|
||||
}
|
||||
|
||||
|
10
android/project/local.properties
Normal file
10
android/project/local.properties
Normal file
|
@ -0,0 +1,10 @@
|
|||
# This file is automatically generated by Android Tools.
|
||||
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
|
||||
#
|
||||
# This file must *NOT* be checked in Version Control Systems,
|
||||
# as it contains information specific to your local configuration.
|
||||
|
||||
# location of the SDK. This is only used by Ant
|
||||
# For customization when using a Version Control System, please read the
|
||||
# header note.
|
||||
sdk.dir=/home/paul/Projects/gsoc/sdk/android-sdk-linux_86
|
BIN
android/project/res/drawable-hdpi/icon.png
Normal file
BIN
android/project/res/drawable-hdpi/icon.png
Normal file
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After Width: | Height: | Size: 4 KiB |
BIN
android/project/res/drawable-ldpi/icon.png
Normal file
BIN
android/project/res/drawable-ldpi/icon.png
Normal file
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After Width: | Height: | Size: 1.7 KiB |
BIN
android/project/res/drawable-mdpi/icon.png
Normal file
BIN
android/project/res/drawable-mdpi/icon.png
Normal file
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After Width: | Height: | Size: 2.5 KiB |
13
android/project/res/layout/main.xml
Normal file
13
android/project/res/layout/main.xml
Normal file
|
@ -0,0 +1,13 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
android:orientation="vertical"
|
||||
android:layout_width="fill_parent"
|
||||
android:layout_height="fill_parent"
|
||||
>
|
||||
<TextView
|
||||
android:layout_width="fill_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="Hello World, SDLActivity"
|
||||
/>
|
||||
</LinearLayout>
|
||||
|
4
android/project/res/values/strings.xml
Normal file
4
android/project/res/values/strings.xml
Normal file
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">SDLActivity</string>
|
||||
</resources>
|
388
android/project/src/org/libsdl/app/SDLActivity.java
Normal file
388
android/project/src/org/libsdl/app/SDLActivity.java
Normal file
|
@ -0,0 +1,388 @@
|
|||
package org.libsdl.app;
|
||||
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import javax.microedition.khronos.egl.*;
|
||||
|
||||
import android.app.*;
|
||||
import android.content.*;
|
||||
import android.view.*;
|
||||
import android.os.*;
|
||||
import android.util.Log;
|
||||
import android.graphics.*;
|
||||
import android.text.method.*;
|
||||
import android.text.*;
|
||||
import android.media.*;
|
||||
import android.hardware.*;
|
||||
import android.content.*;
|
||||
|
||||
import java.lang.*;
|
||||
|
||||
|
||||
/**
|
||||
SDL Activity
|
||||
*/
|
||||
public class SDLActivity extends Activity {
|
||||
|
||||
//Main components
|
||||
private static SDLActivity mSingleton;
|
||||
private static SDLSurface mSurface;
|
||||
|
||||
//Audio
|
||||
private static AudioTrack mAudioTrack;
|
||||
private static boolean bAudioIsEnabled;
|
||||
|
||||
//Sensors
|
||||
private static boolean bAccelIsEnabled;
|
||||
|
||||
//feature IDs. Must match up on the C side as well.
|
||||
private static int FEATURE_AUDIO = 1;
|
||||
private static int FEATURE_ACCEL = 2;
|
||||
|
||||
//Load the .so
|
||||
static {
|
||||
System.loadLibrary("sdlapp");
|
||||
}
|
||||
|
||||
//Setup
|
||||
protected void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
|
||||
//So we can call stuff from static callbacks
|
||||
mSingleton = this;
|
||||
|
||||
//Set up the surface
|
||||
mSurface = new SDLSurface(getApplication());
|
||||
setContentView(mSurface);
|
||||
SurfaceHolder holder = mSurface.getHolder();
|
||||
holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
|
||||
|
||||
}
|
||||
|
||||
//Audio
|
||||
public static boolean initAudio(){
|
||||
|
||||
//blah. Hardcoded things are bad. FIXME when we have more sound stuff
|
||||
//working properly.
|
||||
mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC,
|
||||
11025,
|
||||
AudioFormat.CHANNEL_CONFIGURATION_MONO,
|
||||
AudioFormat.ENCODING_PCM_8BIT,
|
||||
2048,
|
||||
AudioTrack.MODE_STREAM);
|
||||
bAudioIsEnabled = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
//Accel
|
||||
public static boolean initAccel(){
|
||||
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true);
|
||||
bAccelIsEnabled = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
public static boolean closeAccel(){
|
||||
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, false);
|
||||
bAccelIsEnabled = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//Events
|
||||
protected void onPause() {
|
||||
super.onPause();
|
||||
}
|
||||
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//C functions we call
|
||||
public static native void nativeInit();
|
||||
public static native void nativeQuit();
|
||||
public static native void nativeSetScreenSize(int width, int height);
|
||||
public static native void onNativeKeyDown(int keycode);
|
||||
public static native void onNativeKeyUp(int keycode);
|
||||
public static native void onNativeTouch(int action, float x,
|
||||
float y, float p);
|
||||
public static native void onNativeResize(int x, int y, int format);
|
||||
public static native void onNativeAccel(float x, float y, float z);
|
||||
|
||||
|
||||
|
||||
//Java functions called from C
|
||||
private static void createGLContext(){
|
||||
mSurface.initEGL();
|
||||
}
|
||||
|
||||
public static void flipBuffers(){
|
||||
mSurface.flipEGL();
|
||||
}
|
||||
|
||||
public static void updateAudio(byte [] buf){
|
||||
|
||||
if(mAudioTrack == null){
|
||||
return;
|
||||
}
|
||||
|
||||
mAudioTrack.write(buf, 0, buf.length);
|
||||
mAudioTrack.play();
|
||||
|
||||
Log.v("SDL","Played some audio");
|
||||
}
|
||||
|
||||
public static void enableFeature(int featureid, int enabled){
|
||||
Log.v("SDL","Feature " + featureid + " = " + enabled);
|
||||
|
||||
//Yuck. This is all horribly inelegent. If it gets to more than a few
|
||||
//'features' I'll rip this out and make something nicer, I promise :)
|
||||
if(featureid == FEATURE_AUDIO){
|
||||
if(enabled == 1){
|
||||
initAudio();
|
||||
}else{
|
||||
//We don't have one of these yet...
|
||||
//closeAudio();
|
||||
}
|
||||
}
|
||||
|
||||
else if(featureid == FEATURE_ACCEL){
|
||||
if(enabled == 1){
|
||||
initAccel();
|
||||
}else{
|
||||
closeAccel();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
Simple nativeInit() runnable
|
||||
*/
|
||||
class SDLRunner implements Runnable{
|
||||
public void run(){
|
||||
//SDLActivity.initAudio();
|
||||
|
||||
//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 {
|
||||
|
||||
//This is what SDL runs in. It invokes SDL_main(), eventually
|
||||
private Thread mSDLThread;
|
||||
|
||||
//EGL private objects
|
||||
private EGLContext mEGLContext;
|
||||
private EGLSurface mEGLSurface;
|
||||
private EGLDisplay mEGLDisplay;
|
||||
|
||||
//Sensors
|
||||
private static SensorManager mSensorManager;
|
||||
|
||||
//Startup
|
||||
public SDLSurface(Context context) {
|
||||
super(context);
|
||||
getHolder().addCallback(this);
|
||||
|
||||
setFocusable(true);
|
||||
setFocusableInTouchMode(true);
|
||||
requestFocus();
|
||||
setOnKeyListener(this);
|
||||
setOnTouchListener(this);
|
||||
|
||||
mSensorManager = (SensorManager)context.getSystemService("sensor");
|
||||
}
|
||||
|
||||
//Called when we have a valid drawing surface
|
||||
public void surfaceCreated(SurfaceHolder holder) {
|
||||
Log.v("SDL","Surface created");
|
||||
|
||||
int width = getWidth();
|
||||
int height = getHeight();
|
||||
|
||||
//Set the width and height variables in C before we start SDL so we have
|
||||
//it available on init
|
||||
SDLActivity.nativeSetScreenSize(width, height);
|
||||
|
||||
//Now start up the C app thread
|
||||
mSDLThread = new Thread(new SDLRunner(), "SDLThread");
|
||||
mSDLThread.start();
|
||||
}
|
||||
|
||||
//Called when we lose the surface
|
||||
public void surfaceDestroyed(SurfaceHolder holder) {
|
||||
Log.v("SDL","Surface destroyed");
|
||||
|
||||
SDLActivity.nativeQuit();
|
||||
|
||||
//Now wait for the SDL thread to quit
|
||||
try{
|
||||
mSDLThread.wait();
|
||||
}catch(Exception e){
|
||||
Log.v("SDL","Problem stopping thread: " + e);
|
||||
}
|
||||
}
|
||||
|
||||
//Called when the surface is resized
|
||||
public void surfaceChanged(SurfaceHolder holder, int format,
|
||||
int width, int height) {
|
||||
Log.v("SDL","Surface resized");
|
||||
|
||||
SDLActivity.onNativeResize(width, height, format);
|
||||
}
|
||||
|
||||
//unused
|
||||
public void onDraw(Canvas canvas) {}
|
||||
|
||||
|
||||
//EGL functions
|
||||
public boolean initEGL(){
|
||||
Log.v("SDL","Starting up");
|
||||
|
||||
try{
|
||||
|
||||
EGL10 egl = (EGL10)EGLContext.getEGL();
|
||||
|
||||
EGLDisplay dpy = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
|
||||
|
||||
int[] version = new int[2];
|
||||
egl.eglInitialize(dpy, version);
|
||||
|
||||
int[] configSpec = {
|
||||
//EGL10.EGL_DEPTH_SIZE, 16,
|
||||
EGL10.EGL_NONE
|
||||
};
|
||||
EGLConfig[] configs = new EGLConfig[1];
|
||||
int[] num_config = new int[1];
|
||||
egl.eglChooseConfig(dpy, configSpec, configs, 1, num_config);
|
||||
EGLConfig config = configs[0];
|
||||
|
||||
EGLContext ctx = egl.eglCreateContext(dpy, config, EGL10.EGL_NO_CONTEXT, null);
|
||||
|
||||
EGLSurface surface = egl.eglCreateWindowSurface(dpy, config, this, null);
|
||||
|
||||
egl.eglMakeCurrent(dpy, surface, surface, ctx);
|
||||
|
||||
mEGLContext = ctx;
|
||||
mEGLDisplay = dpy;
|
||||
mEGLSurface = surface;
|
||||
|
||||
|
||||
}catch(Exception e){
|
||||
Log.v("SDL", e + "");
|
||||
for(StackTraceElement s : e.getStackTrace()){
|
||||
Log.v("SDL", s.toString());
|
||||
}
|
||||
}
|
||||
Log.v("SDL","Done making!");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//EGL buffer flip
|
||||
public void flipEGL(){
|
||||
try{
|
||||
|
||||
EGL10 egl = (EGL10)EGLContext.getEGL();
|
||||
GL10 gl = (GL10)mEGLContext.getGL();
|
||||
|
||||
egl.eglWaitNative(EGL10.EGL_NATIVE_RENDERABLE, null);
|
||||
|
||||
//drawing here
|
||||
|
||||
egl.eglWaitGL();
|
||||
|
||||
egl.eglSwapBuffers(mEGLDisplay, mEGLSurface);
|
||||
|
||||
|
||||
}catch(Exception e){
|
||||
Log.v("SDL", "flipEGL(): " + e);
|
||||
|
||||
for(StackTraceElement s : e.getStackTrace()){
|
||||
Log.v("SDL", s.toString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Key events
|
||||
public boolean onKey(View v, int keyCode, KeyEvent event){
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
//Touch events
|
||||
public boolean onTouch(View v, MotionEvent event){
|
||||
|
||||
int action = event.getAction();
|
||||
float x = event.getX();
|
||||
float y = event.getY();
|
||||
float p = event.getPressure();
|
||||
|
||||
//TODO: Anything else we need to pass?
|
||||
SDLActivity.onNativeTouch(action, x, y, p);
|
||||
return true;
|
||||
}
|
||||
|
||||
//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));
|
||||
}
|
||||
}
|
||||
|
||||
public void onAccuracyChanged(Sensor sensor, int accuracy){
|
||||
//TODO
|
||||
}
|
||||
|
||||
public void onSensorChanged(SensorEvent event){
|
||||
if(event.sensor.getType() == Sensor.TYPE_ACCELEROMETER){
|
||||
SDLActivity.onNativeAccel( event.values[0],
|
||||
event.values[1],
|
||||
event.values[2] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -13,8 +13,8 @@
|
|||
|
||||
#include <pthread.h>
|
||||
|
||||
#include "importgl.h"
|
||||
#include "egl.h"
|
||||
//#include "importgl.h"
|
||||
//#include "egl.h"
|
||||
|
||||
/*******************************************************************************
|
||||
Globals
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue