Mercurial > sdl-ios-xcode
view android/project/src/org/libsdl/app/SDLActivity.java @ 4872:231f8a1c5edd
Whoops, return "" even if the window is invalid.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 29 Aug 2010 16:28:04 -0700 |
parents | 9076cdb027af |
children |
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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] ); } } }