Mercurial > sdl-ios-xcode
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 |
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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 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]); } } }