view android-project/src/org/libsdl/app/SDLActivity.java @ 5067:61d53410eb41

Fixed bug #859 CREATE_SUBDIRS helps a lot if browsing HTML documentation in a file browser. ALWAYS_DETAILED_SEC makes sure everything has at least the automatic documentation like function prototype and source references. STRIP_FROM_PATH allows you to include only the relevant portions of the files' paths, cleaning up both the file list and directory tree, though you need to change the path listed here to match wherever you put SDL. ALIASES avoids some warnings generated by C:\source\svn.libsdl.org\trunk\SDL\src\joystick\darwin\10.3.9-FIX\IOHIDLib.h. It seems Apple uses a few commands which are not normally supported by Doxygen. BUILTIN_STL_SUPPORT adds support for parsing code which makes use of the standard template library. There isn't a lot of C++ in SDL (some in bwindow at least), but this still seems like a good idea. TYPEDEF_HIDES_STRUCT means that for code like this: typedef struct A {int B;} C; C is documented as a structure containing B instead of a typedef mapped to A. EXTRACT_ALL, EXTRACT_PRIVATE, EXTRACT_STATIC, EXTRACT_LOCAL_METHODS, EXTRACT_ANON_NSPACES and INTERNAL_DOCS make sure that _everything_ is documented. CASE_SENSE_NAMES = NO avoids potential conflicts when building documentation on case insensitive file systems like NTFS and FAT32. WARN_NO_PARAMDOC lets you know when you have documented some, but not all, of the parameters of a function. This is useful when you're working on adding such documentation since it makes partially documented functions easier to spot. WARN_LOGFILE writes warnings to a seperate file instead of mixing them in with stdout. When not running in quiet mode, these warnings can be hard to spot without this flag. I added *.h.in and *.h.default to FILE_PATTERNS to generate documentation for config.h.in and config.h.default. RECURSIVE tells doxygen to look not only in the input directory, but also in subfolders. EXCLUDE avoids documenting things like test programs, examples and templates which need to be documented separately. I've used EXCLUDE_PATTERNS to exclude non-source subdirectories that often find their way into source folders (such as obj or .svn). EXAMPLE_PATH lists directories doxygen will search to find included example code. So far, SDL doesn't really use this feature, but I've listed some likely locations. SOURCE_BROWSER adds syntax highlighted source code to the HTML output. USE_HTAGS is nice, but not available on Windows. INLINE_SOURCES adds the body of a function to it's documentation so you can quickly see exactly what it does. ALPHABETICAL_INDEX generates an alphabetical list of all structures, functions, etc., which makes it much easier to find what you're looking for. IGNORE_PREFIX skips the SDL_ prefix when deciding which index page to place an item on so you don't have everything show up under "S". HTML_DYNAMIC_SECTIONS hides the includes/included by diagrams by default and adds JavaScript to allow the user to show and hide them by clicking a link. ENUM_VALUES_PER_LINE = 1 makes enums easier to read by placing each value on it's own line. GENERATE_TREEVIEW produces a two frame index page with a navigation tree on the left. I have LaTeX and man pages turned off to speed up doxygen, you may want to turn them back on yourself. I added _WIN32=1 to PREDEFINED to cause SDL to output documentation related to Win32 builds of SDL. Normally, doxygen gets confused since there are multiple definitions for various structures and formats that vary by platform. Without this doxygen can produce broken documentation or, if you're lucky, output documentation only for the dummy drivers, which isn't very useful. You need to pick a platform. GENERATE_TAGFILE produces a file which can be used to link other doxygen documentation to the SDL documentation. CLASS_DIAGRAMS turns on class diagrams even when dot is not available. HAVE_DOT tells doxygen to try to use dot to generate diagrams. TEMPLATE_RELATIONS and INCLUDE_GRAPH add additional diagrams to the documentation. DOT_MULTI_TARGETS speeds up dot. OUTPUT_DIRECTORY, INPUT and other paths reflect the fact that this Doxyfile is intended to process src as well as include and is being run from a separate subdirectory. Doxygen produces several temporary files while it's running and if interrupted, can leave those files behind. It's easier to clean up if there aren't a hundred or so files in the same folder. I typically run doxygen in SDL/doxy and set the output directory to '.'. Since doxygen puts it's output in subfolders by type, this keeps things pretty well organised. You could use '../doc' instead and get the same results.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 21 Jan 2011 12:57:01 -0800
parents a514bfe6952a
children c66b2a778b7e
line wrap: on
line source

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 Thread mAudioThread;
    private static AudioTrack mAudioTrack;

    // Load the .so
    static {
        System.loadLibrary("SDL");
        //System.loadLibrary("SDL_image");
        //System.loadLibrary("SDL_mixer");
        //System.loadLibrary("SDL_ttf");
        System.loadLibrary("main");
    }

    // Setup
    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
        mSurface = new SDLSurface(getApplication());
        setContentView(mSurface);
        SurfaceHolder holder = mSurface.getHolder();
        holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
    }

    // Events
    protected void onPause() {
        //Log.v("SDL", "onPause()");
        super.onPause();
    }

    protected void onResume() {
        //Log.v("SDL", "onResume()");
        super.onResume();
    }

    // Messages from the SDLMain thread
    static int COMMAND_CHANGE_TITLE = 1;

    // Handler for the messages
    Handler commandHandler = new Handler() {
        public void handleMessage(Message msg) {
            if (msg.arg1 == COMMAND_CHANGE_TITLE) {
                setTitle((String)msg.obj);
            }
        }
    };

    // Send a message from the SDLMain thread
    void sendCommand(int command, Object data) {
        Message msg = commandHandler.obtainMessage();
        msg.arg1 = command;
        msg.obj = data;
        commandHandler.sendMessage(msg);
    }

    // C functions we call
    public static native void nativeInit();
    public static native void nativeQuit();
    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 action, float x, 
                                            float y, float p);
    public static native void onNativeAccel(float x, float y, float z);
    public static native void nativeRunAudioThread();


    // Java functions called from C

    public static void createGLContext() {
        mSurface.initEGL();
    }

    public static void flipBuffers() {
        mSurface.flipEGL();
    }

    public static void setActivityTitle(String title) {
        // Called from SDLMain() thread and can't directly affect the view
        mSingleton.sendCommand(COMMAND_CHANGE_TITLE, title);
    }

    // Audio
    private static Object buf;
    
    public static Object 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") + " " + ((float)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") + " " + ((float)mAudioTrack.getSampleRate() / 1000f) + "kHz, " + desiredFrames + " frames buffer");
        
        if (is16Bit) {
            buf = new short[desiredFrames * (isStereo ? 2 : 1)];
        } else {
            buf = new byte[desiredFrames * (isStereo ? 2 : 1)]; 
        }
        return buf;
    }
    
    public static void audioStartThread() {
        mAudioThread = new Thread(new Runnable() {
            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(short)");
                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 {
    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  {

    // 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", "surfaceCreated()");

        enableSensor(Sensor.TYPE_ACCELEROMETER, true);
    }

    // Called when we lose the surface
    public void surfaceDestroyed(SurfaceHolder holder) {
        //Log.v("SDL", "surfaceDestroyed()");

        // 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");
        }

        enableSensor(Sensor.TYPE_ACCELEROMETER, false);
    }

    // Called when the surface is resized
    public void surfaceChanged(SurfaceHolder holder,
                               int format, int width, int height) {
        //Log.v("SDL", "surfaceChanged()");

        int sdlFormat = 0x85151002; // 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 = 0x85421002; // SDL_PIXELFORMAT_RGBA4444
            break;
        case PixelFormat.RGBA_5551:
            Log.v("SDL", "pixel format RGBA_5551");
            sdlFormat = 0x85441002; // SDL_PIXELFORMAT_RGBA5551
            break;
        case PixelFormat.RGBA_8888:
            Log.v("SDL", "pixel format RGBA_8888");
            sdlFormat = 0x86462004; // SDL_PIXELFORMAT_RGBA8888
            break;
        case PixelFormat.RGBX_8888:
            Log.v("SDL", "pixel format RGBX_8888");
            sdlFormat = 0x86262004; // SDL_PIXELFORMAT_RGBX8888
            break;
        case PixelFormat.RGB_332:
            Log.v("SDL", "pixel format RGB_332");
            sdlFormat = 0x84110801; // SDL_PIXELFORMAT_RGB332
            break;
        case PixelFormat.RGB_565:
            Log.v("SDL", "pixel format RGB_565");
            sdlFormat = 0x85151002; // 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 = 0x86161804; // SDL_PIXELFORMAT_RGB888
            break;
        default:
            Log.v("SDL", "pixel format unknown " + format);
            break;
        }
        SDLActivity.onNativeResize(width, height, sdlFormat);

        // Now start up the C app thread
        if (mSDLThread == null) {
            mSDLThread = new Thread(new SDLMain(), "SDLThread"); 
            mSDLThread.start();       
        }
    }

    // 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());
            }
        }

        return true;
    }

    // EGL buffer flip
    public void flipEGL() {
        try {
            EGL10 egl = (EGL10)EGLContext.getEGL();

            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) {
            //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
    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]);
        }
    }

}