Mercurial > sdl-ios-xcode
changeset 4729:1f7ad083fd3c
Merged Paul's Google Summer of Code work from SDL-gsoc2010_android
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 22 Aug 2010 12:23:55 -0700 |
parents | c24ba2cc9583 (current diff) 431c0381c696 (diff) |
children | 833a225613e2 |
files | include/SDL_stdinc.h src/SDL_compat.c src/audio/SDL_audio.c src/events/SDL_events.c src/events/SDL_keyboard.c src/video/SDL_sysvideo.h src/video/SDL_video.c |
diffstat | 38 files changed, 2743 insertions(+), 7 deletions(-) [+] |
line wrap: on
line diff
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Makefile.android Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,52 @@ +# Makefile to build the SDL library + +include ./android/config.cfg #get ANDROID_NDK + +TOOLS_PATH=$(ANDROID_NDK)/build/prebuilt/linux-x86/arm-eabi-4.2.1/bin +ANDROID_INCLUDES = -I$(ANDROID_NDK)/build/platforms/android-4/common/include \ + -I$(ANDROID_NDK)/build/platforms/android-4/arch-arm/usr/include +INCLUDE = -I./include +CFLAGS = -g -O2 $(INCLUDE) $(ANDROID_INCLUDES) -DANDROID -DANDROID_NDK -static + +AR = $(TOOLS_PATH)/arm-eabi-ar +RANLIB = $(TOOLS_PATH)/arm-eabi-ranlib +CC = $(TOOLS_PATH)/arm-eabi-gcc + + +CONFIG_H = include/SDL_config.h +TARGET = libSDL.a +SOURCES = \ + src/*.c \ + src/audio/*.c \ + src/cpuinfo/*.c \ + src/events/*.c \ + src/file/*.c \ + src/joystick/*.c \ + src/haptic/*.c \ + src/stdlib/*.c \ + src/thread/*.c \ + src/timer/*.c \ + src/video/*.c \ + src/power/*.c \ + src/audio/android/*.c \ + src/video/android/*.c \ + src/joystick/android/*.c \ + src/haptic/dummy/*.c \ + src/atomic/dummy/*.c \ + src/thread/pthread/*.c \ + src/timer/unix/*.c \ + src/loadso/dummy/*.c \ + +OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g') + +all: $(TARGET) + +$(TARGET): $(CONFIG_H) $(OBJECTS) + $(AR) crv $@ $^ + $(RANLIB) $@ + +$(CONFIG_H): + cp $(CONFIG_H).default $(CONFIG_H) + +clean: + rm -f $(TARGET) $(OBJECTS)
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/README.android Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,45 @@ +================================================================================ +Simple DirectMedia Layer for Android +================================================================================ + +Requirements: Android NDK r4 or later + +================================================================================ + How the port works +================================================================================ + +- Android applications are Java-based, optionally with parts written in C +- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to +the SDL library +- This means that your application C code must be placed inside an android +Java project, along with some C support code that communicates with Java +- This eventually produces a standard Android .apk package + + + + + + +================================================================================ + Building an app +================================================================================ + +Instructions: +1. Edit android/config.cfg to point to the location of the NDK +2. Run 'make -f Makefile.android'. If all goes well, libsdl.a should be created +3. Place your application source files in android/project/jni +4. Edit the Android.mk to include your source files +5. Run 'ndk-build' (a script provided by the NDK). This compiles the C source +6. Run 'ant' in android/testproject. This compiles the .java and eventually +creates a .apk with the C source embedded +7. 'ant install' will push the apk to the device or emulator (if connected) + + + + +================================================================================ + Known issues +================================================================================ + +- SDL audio (although it's mostly written, just not working properly yet) +- TODO. I'm sure there's a bunch more stuff I haven't thought of
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/config.cfg Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,1 @@ +ANDROID_NDK=/home/paul/Projects/gsoc/sdk/android-ndk-r4
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/AndroidManifest.xml Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,15 @@ +<?xml version="1.0" encoding="utf-8"?> +<manifest xmlns:android="http://schemas.android.com/apk/res/android" + package="org.libsdl.app" + android:versionCode="1" + android:versionName="1.0"> + <application android:label="@string/app_name" android:icon="@drawable/icon"> + <activity android:name="SDLActivity" + android:label="@string/app_name"> + <intent-filter> + <action android:name="android.intent.action.MAIN" /> + <category android:name="android.intent.category.LAUNCHER" /> + </intent-filter> + </activity> + </application> +</manifest>
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/build.properties Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,17 @@ +# This file is used to override default values used by the Ant build system. +# +# This file must be checked in Version Control Systems, as it is +# integral to the build system of your project. + +# This file is only used by the Ant script. + +# You can use this to override default values such as +# 'source.dir' for the location of your java source folder and +# 'out.dir' for the location of your output folder. + +# You can also use it define how the release builds are signed by declaring +# the following properties: +# 'key.store' for the location of your keystore and +# 'key.alias' for the name of the key to use. +# The password will be asked during the build when you use the 'release' target. +
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/build.xml Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,67 @@ +<?xml version="1.0" encoding="UTF-8"?> +<project name="SDLApp" default="help"> + + <!-- The local.properties file is created and updated by the 'android' tool. + It contains the path to the SDK. It should *NOT* be checked in in Version + Control Systems. --> + <property file="local.properties" /> + + <!-- The build.properties file can be created by you and is never touched + by the 'android' tool. This is the place to change some of the default property values + used by the Ant rules. + Here are some properties you may want to change/update: + + application.package + the name of your application package as defined in the manifest. Used by the + 'uninstall' rule. + source.dir + the name of the source directory. Default is 'src'. + out.dir + the name of the output directory. Default is 'bin'. + + Properties related to the SDK location or the project target should be updated + using the 'android' tool with the 'update' action. + + This file is an integral part of the build system for your application and + should be checked in in Version Control Systems. + + --> + <property file="build.properties" /> + + <!-- The default.properties file is created and updated by the 'android' tool, as well + as ADT. + This file is an integral part of the build system for your application and + should be checked in in Version Control Systems. --> + <property file="default.properties" /> + + <!-- Custom Android task to deal with the project target, and import the proper rules. + This requires ant 1.6.0 or above. --> + <path id="android.antlibs"> + <pathelement path="${sdk.dir}/tools/lib/anttasks.jar" /> + <pathelement path="${sdk.dir}/tools/lib/sdklib.jar" /> + <pathelement path="${sdk.dir}/tools/lib/androidprefs.jar" /> + <pathelement path="${sdk.dir}/tools/lib/apkbuilder.jar" /> + <pathelement path="${sdk.dir}/tools/lib/jarutils.jar" /> + </path> + + <taskdef name="setup" + classname="com.android.ant.SetupTask" + classpathref="android.antlibs" /> + + <!-- Execute the Android Setup task that will setup some properties specific to the target, + and import the build rules files. + + The rules file is imported from + <SDK>/platforms/<target_platform>/templates/android_rules.xml + + To customize some build steps for your project: + - copy the content of the main node <project> from android_rules.xml + - paste it in this build.xml below the <setup /> task. + - disable the import by changing the setup task below to <setup import="false" /> + + This will ensure that the properties are setup correctly but that your customized + build steps are used. + --> + <setup /> + +</project>
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/default.properties Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,11 @@ +# This file is automatically generated by Android Tools. +# Do not modify this file -- YOUR CHANGES WILL BE ERASED! +# +# This file must be checked in Version Control Systems. +# +# To customize properties used by the Ant build system use, +# "build.properties", and override values to adapt the script to your +# project structure. + +# Project target. +target=android-7
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/jni/Android.mk Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,18 @@ +LOCAL_PATH := $(call my-dir) + +include $(CLEAR_VARS) + +LOCAL_MODULE := sdlapp +SDL := ../../../ + +LOCAL_CFLAGS := -DANDROID_NDK \ + -DDISABLE_IMPORTGL \ + -I$(SDL)/include + +LOCAL_SRC_FILES := \ + android-support.cpp \ + lesson05.c \ + +LOCAL_LDLIBS := -lGLESv1_CM -ldl -llog -lSDL -lgcc -L$(SDL) + +include $(BUILD_SHARED_LIBRARY)
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/jni/android-support.cpp Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,242 @@ +/******************************************************************************* + This file links the Java side of Android with libsdl +*******************************************************************************/ +#include <jni.h> +#include <sys/time.h> +#include <time.h> +#include <android/log.h> +#include <stdint.h> +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <pthread.h> + +#define DEBUG + + +/******************************************************************************* + Globals +*******************************************************************************/ +static long _getTime(void){ + struct timeval now; + gettimeofday(&now, NULL); + return (long)(now.tv_sec*1000 + now.tv_usec/1000); +} + +JNIEnv* mEnv = NULL; +JNIEnv* mAudioThreadEnv = NULL; //See the note below for why this is necessary +JavaVM* mVM = NULL; + +//Main activity +jclass mActivityInstance; + +//method signatures +jmethodID midCreateGLContext; +jmethodID midFlipBuffers; +jmethodID midEnableFeature; +jmethodID midUpdateAudio; + +extern "C" int SDL_main(); +extern "C" int Android_OnKeyDown(int keycode); +extern "C" int Android_OnKeyUp(int keycode); +extern "C" void Android_SetScreenResolution(int width, int height); +extern "C" void Android_OnResize(int width, int height, int format); +extern "C" int SDL_SendQuit(); +extern "C" void Android_EnableFeature(int featureid, bool enabled); + +//If we're not the active app, don't try to render +bool bRenderingEnabled = false; + +//Feature IDs +static const int FEATURE_AUDIO = 1; +static const int FEATURE_ACCEL = 2; + +//Accelerometer data storage +float fLastAccelerometer[3]; + + +/******************************************************************************* + Functions called by JNI +*******************************************************************************/ + +//Library init +extern "C" jint JNI_OnLoad(JavaVM* vm, void* reserved){ + + JNIEnv* env = NULL; + jint result = -1; + + if (vm->GetEnv((void**) &env, JNI_VERSION_1_4) != JNI_OK) { + return result; + } + + mEnv = env; + + __android_log_print(ANDROID_LOG_INFO, "SDL", "JNI: OnLoad"); + + jclass cls = mEnv->FindClass ("org/libsdl/app/SDLActivity"); + mActivityInstance = cls; + midCreateGLContext = mEnv->GetStaticMethodID(cls,"createGLContext","()V"); + midFlipBuffers = mEnv->GetStaticMethodID(cls,"flipBuffers","()V"); + midEnableFeature = mEnv->GetStaticMethodID(cls,"enableFeature","(II)V"); + midUpdateAudio = mEnv->GetStaticMethodID(cls,"updateAudio","([B)V"); + + if(!midCreateGLContext || !midFlipBuffers || !midEnableFeature || + !midUpdateAudio){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Bad mids\n"); + }else{ +#ifdef DEBUG + __android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Good mids\n"); +#endif + } + + return JNI_VERSION_1_4; +} + +//Start up the SDL app +extern "C" void Java_org_libsdl_app_SDLActivity_nativeInit( JNIEnv* env, + jobject obj ){ + + __android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Native Init"); + + mEnv = env; + bRenderingEnabled = true; + + Android_EnableFeature(FEATURE_ACCEL, true); + + SDL_main(); +} + +//Keydown +extern "C" void Java_org_libsdl_app_SDLActivity_onNativeKeyDown(JNIEnv* env, + jobject obj, jint keycode){ + + int r = Android_OnKeyDown(keycode); +#ifdef DEBUG + __android_log_print(ANDROID_LOG_INFO, "SDL", + "SDL: native key down %d, %d\n", keycode, r); +#endif + +} + +//Keyup +extern "C" void Java_org_libsdl_app_SDLActivity_onNativeKeyUp(JNIEnv* env, + jobject obj, jint keycode){ + + int r = Android_OnKeyUp(keycode); +#ifdef DEBUG + __android_log_print(ANDROID_LOG_INFO, "SDL", + "SDL: native key up %d, %d\n", keycode, r); +#endif + +} + +//Touch +extern "C" void Java_org_libsdl_app_SDLActivity_onNativeTouch(JNIEnv* env, + jobject obj, jint action, jfloat x, jfloat y, jfloat p){ + +#ifdef DEBUG + __android_log_print(ANDROID_LOG_INFO, "SDL", + "SDL: native touch event %d @ %f/%f, pressure %f\n", + action, x, y, p); +#endif + + //TODO: Pass this off to the SDL multitouch stuff + +} + +//Quit +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); +} + +//Screen size +extern "C" void Java_org_libsdl_app_SDLActivity_nativeSetScreenSize( + 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( + JNIEnv* env, jobject obj, + jfloat x, jfloat y, jfloat z){ + fLastAccelerometer[0] = x; + 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"); + +} +
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/jni/lesson05.c Sun Aug 22 12:23:55 2010 -0700 @@ -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 ); +} + +
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/local.properties Sun Aug 22 12:23:55 2010 -0700 @@ -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
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/res/layout/main.xml Sun Aug 22 12:23:55 2010 -0700 @@ -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> +
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/res/values/strings.xml Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,4 @@ +<?xml version="1.0" encoding="utf-8"?> +<resources> + <string name="app_name">SDLActivity</string> +</resources>
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/project/src/org/libsdl/app/SDLActivity.java Sun Aug 22 12:23:55 2010 -0700 @@ -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] ); + } + } + + +} + +
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/scripts/acc.sh Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,15 @@ +#!/bin/bash +ANDROID_NDK="/home/paul/Projects/gsoc/sdk/android-ndk-r4" +TOOLS_PATH="$ANDROID_NDK/build/prebuilt/linux-x86/arm-eabi-4.2.1/bin" + +export PATH=$TOOLS_PATH:$PATH + +CC="arm-eabi-gcc" + +#cflags +ACC_C=" -I$ANDROID_NDK/build/platforms/android-8/common/include \ + -I$ANDROID_NDK/build/platforms/android-8/arch-arm/usr/include \ + -DANDROID -DANDROID_NDK -c" + + +$CC $CFLAGS $ACC_C $@
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/scripts/ald.sh Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,20 @@ +#!/bin/bash +ANDROID_NDK="/home/paul/Projects/gsoc/sdk/android-ndk-r4" +TOOLS_PATH="$ANDROID_NDK/build/prebuilt/linux-x86/arm-eabi-4.2.1/bin" +ADDITIONAL_LIBS=`dirname "$0"`/android_libs/ + +export PATH=$TOOLS_PATH:$PATH + +LD="arm-eabi-ld" + +#ldflags +ACC_L=" -rpath-link=$ANDROID_NDK/build/platforms/android-8/arch-arm/usr/lib/ \ + -dynamic-linker=/system/bin/linker \ + -lc -nostdlib \ + $ANDROID_NDK/build/platforms/android-8/arch-arm/usr/lib/crtbegin_static.o \ + -L$ANDROID_NDK/build/platforms/android-8/arch-arm/usr/lib/ \ + -L$ANDROID_NDK/build/prebuilt/linux-x86/arm-eabi-4.2.1/lib/gcc/arm-eabi/4.2.1 \ + -L$ADDITIONAL_LIBS " + +$LD $ACC_L $LDFLAGS $@ -lgcc +
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/include/SDL_config_android.h Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,145 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ + +#ifndef _SDL_config_android_h +#define _SDL_config_android_h + +#include "SDL_platform.h" + +/** + * \file SDL_config_android.h + * + * This is a configuration that can be used to build SDL for Android + */ + +#include <stdarg.h> + +/* +typedef signed char int8_t; +typedef unsigned char uint8_t; +typedef signed short int16_t; +typedef unsigned short uint16_t; +typedef signed int int32_t; +typedef unsigned int uint32_t; +*/ + + +#define HAVE_ALLOCA_H 1 +#define HAVE_SYS_TYPES_H 1 +#define HAVE_STDIO_H 1 +#define STDC_HEADERS 1 +#define HAVE_STRING_H 1 +#define HAVE_INTTYPES_H 1 +#define HAVE_STDINT_H 1 +#define HAVE_CTYPE_H 1 +#define HAVE_MATH_H 1 +#define HAVE_SIGNAL_H 1 + +/* C library functions */ +#define HAVE_MALLOC 1 +#define HAVE_CALLOC 1 +#define HAVE_REALLOC 1 +#define HAVE_FREE 1 +#define HAVE_ALLOCA 1 +#define HAVE_GETENV 1 +#define HAVE_SETENV 1 +#define HAVE_PUTENV 1 +#define HAVE_SETENV 1 +#define HAVE_UNSETENV 1 +#define HAVE_QSORT 1 +#define HAVE_ABS 1 +#define HAVE_BCOPY 1 +#define HAVE_MEMSET 1 +#define HAVE_MEMCPY 1 +#define HAVE_MEMMOVE 1 +#define HAVE_MEMCMP 1 +#define HAVE_STRLEN 1 +#define HAVE_STRLCPY 1 +#define HAVE_STRLCAT 1 +#define HAVE_STRDUP 1 +#define HAVE_STRCHR 1 +#define HAVE_STRRCHR 1 +#define HAVE_STRSTR 1 +#define HAVE_STRTOL 1 +#define HAVE_STRTOUL 1 +#define HAVE_STRTOLL 1 +#define HAVE_STRTOULL 1 +#define HAVE_STRTOD 1 +#define HAVE_ATOI 1 +#define HAVE_ATOF 1 +#define HAVE_STRCMP 1 +#define HAVE_STRNCMP 1 +#define HAVE_STRCASECMP 1 +#define HAVE_STRNCASECMP 1 +#define HAVE_SSCANF 1 +#define HAVE_SNPRINTF 1 +#define HAVE_VSNPRINTF 1 +#define HAVE_CEIL 1 +#define HAVE_COPYSIGN 1 +#define HAVE_COS 1 +#define HAVE_COSF 1 +#define HAVE_FABS 1 +#define HAVE_FLOOR 1 +#define HAVE_LOG 1 +#define HAVE_POW 1 +#define HAVE_SCALBN 1 +#define HAVE_SIN 1 +#define HAVE_SINF 1 +#define HAVE_SQRT 1 +#define HAVE_SIGACTION 1 +#define HAVE_SETJMP 1 +#define HAVE_NANOSLEEP 1 +#define HAVE_SYSCONF 1 + +#define SIZEOF_VOIDP 4 + +typedef unsigned int size_t; +//typedef unsigned long uintptr_t; + +#define SDL_AUDIO_DRIVER_ANDROID 1 + +#define SDL_CDROM_DISABLED 1 + +#define SDL_HAPTIC_DISABLED 1 + +#define SDL_JOYSTICK_ANDROID 1 + +#define SDL_LOADSO_DISABLED 1 + +/* Enable various threading systems */ +#define SDL_THREAD_PTHREAD 1 +#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1 + +/* Enable various timer systems */ +#define SDL_TIMER_UNIX 1 + +#define SDL_VIDEO_DRIVER_ANDROID 1 + +#define HAVE_STDIO_H 1 +#define HAVE_SYS_TYPES_H 1 + +#define HAVE_M_PI 1 + +#define SDL_VIDEO_RENDER_OGL_ES 1 + +#endif /* _SDL_config_minimal_h */ +
--- a/include/SDL_platform.h Sun Aug 22 12:07:55 2010 -0700 +++ b/include/SDL_platform.h Sun Aug 22 12:23:55 2010 -0700 @@ -65,6 +65,11 @@ #undef __LINUX__ #define __LINUX__ 1 #endif +#if defined(ANDROID) +#undef __ANDROID__ +#undef __LINUX__ /*do we need to do this?*/ +#define __ANDROID__ 1 +#endif #if defined(__APPLE__) /* lets us know what version of Mac OS X we're compiling on */
--- a/include/SDL_stdinc.h Sun Aug 22 12:07:55 2010 -0700 +++ b/include/SDL_stdinc.h Sun Aug 22 12:23:55 2010 -0700 @@ -174,9 +174,10 @@ SDL_COMPILE_TIME_ASSERT(sint16, sizeof(Sint16) == 2); SDL_COMPILE_TIME_ASSERT(uint32, sizeof(Uint32) == 4); SDL_COMPILE_TIME_ASSERT(sint32, sizeof(Sint32) == 4); -#ifndef __NINTENDODS__ /* TODO: figure out why the following happens: - include/SDL_stdinc.h:150: error: size of array 'SDL_dummy_uint64' is negative - include/SDL_stdinc.h:151: error: size of array 'SDL_dummy_sint64' is negative */ +#if !defined(__NINTENDODS__) && !defined(__ANDROID__) +/* TODO: figure out why the following happens: + include/SDL_stdinc.h:150: error: size of array 'SDL_dummy_uint64' is negative + include/SDL_stdinc.h:151: error: size of array 'SDL_dummy_sint64' is negative */ SDL_COMPILE_TIME_ASSERT(uint64, sizeof(Uint64) == 8); SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8); #endif @@ -195,7 +196,8 @@ /** \cond */ #ifndef DOXYGEN_SHOULD_IGNORE_THIS -#ifndef __NINTENDODS__ /* TODO: include/SDL_stdinc.h:174: error: size of array 'SDL_dummy_enum' is negative */ +#if !defined(__NINTENDODS__) && !defined(__ANDROID__) + /* TODO: include/SDL_stdinc.h:174: error: size of array 'SDL_dummy_enum' is negative */ typedef enum { DUMMY_ENUM_VALUE
--- a/src/SDL_compat.c Sun Aug 22 12:07:55 2010 -0700 +++ b/src/SDL_compat.c Sun Aug 22 12:23:55 2010 -0700 @@ -639,18 +639,29 @@ /* If we're in OpenGL mode, just create a stub surface and we're done! */ if (flags & SDL_OPENGL) { + + printf("1\n"); + SDL_VideoContext = SDL_GL_CreateContext(SDL_VideoWindow); if (!SDL_VideoContext) { return NULL; } + + + printf("2\n"); + if (SDL_GL_MakeCurrent(SDL_VideoWindow, SDL_VideoContext) < 0) { return NULL; } + + printf("3\n"); SDL_VideoSurface = SDL_CreateRGBSurfaceFrom(NULL, width, height, bpp, 0, 0, 0, 0, 0); if (!SDL_VideoSurface) { return NULL; } + + printf("4\n"); SDL_VideoSurface->flags |= surface_flags; SDL_PublicSurface = SDL_VideoSurface; return SDL_PublicSurface;
--- a/src/audio/SDL_audio.c Sun Aug 22 12:07:55 2010 -0700 +++ b/src/audio/SDL_audio.c Sun Aug 22 12:23:55 2010 -0700 @@ -69,6 +69,7 @@ extern AudioBootStrap DART_bootstrap; extern AudioBootStrap NDSAUD_bootstrap; extern AudioBootStrap FUSIONSOUND_bootstrap; +extern AudioBootStrap ANDROIDAUD_bootstrap; /* Available audio drivers */ @@ -137,6 +138,9 @@ #if SDL_AUDIO_DRIVER_FUSIONSOUND &FUSIONSOUND_bootstrap, #endif +#if SDL_AUDIO_DRIVER_ANDROID + &ANDROIDAUD_bootstrap, +#endif NULL }; @@ -318,6 +322,8 @@ } +#include <android/log.h> + /* The general mixing thread function */ int SDLCALL SDL_RunAudio(void *devicep)
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/audio/android/SDL_androidaudio.c Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,140 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org + + This file written by Ryan C. Gordon (icculus@icculus.org) +*/ +#include "SDL_config.h" + +/* Output audio to Android */ + +#include "SDL_audio.h" +#include "../SDL_audio_c.h" +#include "SDL_androidaudio.h" + +extern void Android_UpdateAudioBuffer(unsigned char *buf, int len); + +#include <android/log.h> + +static int +AndroidAUD_OpenDevice(_THIS, const char *devname, int iscapture) +{ + SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format); + int valid_datatype = 0; + + //TODO: Sample rates etc + __android_log_print(ANDROID_LOG_INFO, "SDL", "AndroidAudio Open\n"); + + this->hidden = SDL_malloc(sizeof(*(this->hidden))); + if (!this->hidden) { + SDL_OutOfMemory(); + return 0; + } + SDL_memset(this->hidden, 0, (sizeof *this->hidden)); + + while ((!valid_datatype) && (test_format)) { + this->spec.format = test_format; + switch (test_format) { + case AUDIO_S8: + /*case AUDIO_S16LSB: */ + valid_datatype = 1; + break; + default: + test_format = SDL_NextAudioFormat(); + break; + } + } + + return 1; +} + +static void +AndroidAUD_PlayDevice(_THIS) +{ + __android_log_print(ANDROID_LOG_INFO, "SDL", "AndroidAudio Play\n"); + + + //playGenericSound(this->hidden->mixbuf, this->hidden->mixlen); + +#if 0 + +// sound->rate = 22050; /* sample rate = 22050Hz */ +// sound->vol = 127; /* volume [0..127] for [min..max] */ +// sound->pan = 64; /* balance [0..127] for [left..right] */ +// sound->format = 0; /* 0 for 16-bit, 1 for 8-bit */ +// playSound(sound); +#endif +} + + +static Uint8 * +AndroidAUD_GetDeviceBuf(_THIS) +{ + //__android_log_print(ANDROID_LOG_INFO, "SDL", "****** get device buf\n"); + + + // sound->data = this->hidden->mixbuf;/* pointer to raw audio data */ +// sound->len = this->hidden->mixlen; /* size of raw data pointed to above */ + + + Android_UpdateAudioBuffer(this->hidden->mixbuf, this->hidden->mixlen); + + return this->hidden->mixbuf; /* is this right? */ +} + +static void +AndroidAUD_WaitDevice(_THIS) +{ + /* stub */ + __android_log_print(ANDROID_LOG_INFO, "SDL", "****** wait device buf\n"); +} + +static void +AndroidAUD_CloseDevice(_THIS) +{ + /* stub */ + __android_log_print(ANDROID_LOG_INFO, "SDL", "****** close device buf\n"); +} + +static int +AndroidAUD_Init(SDL_AudioDriverImpl * impl) +{ + /* Set the function pointers */ + impl->OpenDevice = AndroidAUD_OpenDevice; + impl->PlayDevice = AndroidAUD_PlayDevice; + impl->WaitDevice = AndroidAUD_WaitDevice; + impl->GetDeviceBuf = AndroidAUD_GetDeviceBuf; + impl->CloseDevice = AndroidAUD_CloseDevice; + + /* and the capabilities */ + impl->HasCaptureSupport = 0; //TODO + impl->OnlyHasDefaultOutputDevice = 1; + impl->OnlyHasDefaultInputDevice = 1; + + __android_log_print(ANDROID_LOG_INFO, "SDL","Audio init\n"); + + return 1; /* this audio target is available. */ +} + +AudioBootStrap ANDROIDAUD_bootstrap = { + "android", "SDL Android audio driver", AndroidAUD_Init, 0 /*1? */ +}; + +/* vi: set ts=4 sw=4 expandtab: */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/audio/android/SDL_androidaudio.h Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,42 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +#ifndef _SDL_androidaudio_h +#define _SDL_androidaudio_h + +#include "../SDL_sysaudio.h" + +/* Hidden "this" pointer for the audio functions */ +#define _THIS SDL_AudioDevice *this + +struct SDL_PrivateAudioData +{ + /* The file descriptor for the audio device */ + Uint8 *mixbuf; + Uint32 mixlen; + Uint32 write_delay; + Uint32 initial_calls; +}; + +#endif /* _SDL_androidaudio_h */ +/* vi: set ts=4 sw=4 expandtab: */
--- a/src/events/SDL_events.c Sun Aug 22 12:07:55 2010 -0700 +++ b/src/events/SDL_events.c Sun Aug 22 12:23:55 2010 -0700 @@ -92,11 +92,13 @@ static __inline__ SDL_bool SDL_ShouldPollJoystick() { +#if !SDL_JOYSTICK_DISABLED if (SDL_numjoysticks && (!SDL_disabled_events[SDL_JOYAXISMOTION >> 8] || SDL_JoystickEventState(SDL_QUERY))) { return SDL_TRUE; } +#endif return SDL_FALSE; }
--- a/src/events/SDL_keyboard.c Sun Aug 22 12:07:55 2010 -0700 +++ b/src/events/SDL_keyboard.c Sun Aug 22 12:23:55 2010 -0700 @@ -729,7 +729,7 @@ break; default: /* Invalid state -- bail */ - return 0; + return 2; } /* Drop events that don't change state */ @@ -738,14 +738,14 @@ #if 0 printf("Keyboard event didn't change state - dropped!\n"); #endif - return 0; + return 3; } /* Update internal keyboard state */ keyboard->keystate[scancode] = state; /* Post the event, if desired */ - posted = 0; + posted = 4; if (SDL_GetEventState(type) == SDL_ENABLE) { SDL_Event event; event.key.type = type;
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/joystick/android/SDL_sysjoystick.c Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,106 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ + +#include "SDL_config.h" + +#ifdef SDL_JOYSTICK_ANDROID + +/* This is the system specific header for the SDL joystick API */ +#include <stdio.h> /* For the definition of NULL */ + +#include "SDL_error.h" +#include "SDL_events.h" +#include "SDL_joystick.h" +#include "../SDL_sysjoystick.h" +#include "../SDL_joystick_c.h" + +extern float fLastAccelerometer[3]; + +const char *accelerometerName = "Android accelerometer"; + +/* Function to scan the system for joysticks. + * This function should set SDL_numjoysticks to the number of available + * joysticks. Joystick 0 should be the system default joystick. + * It should return 0, or -1 on an unrecoverable fatal error. + */ +int +SDL_SYS_JoystickInit(void) +{ + SDL_numjoysticks = 1; + +return (1); +} + +/* Function to get the device-dependent name of a joystick */ +const char * +SDL_SYS_JoystickName(int index) +{ + if (!index) + return accelerometerName; + SDL_SetError("No joystick available with that index"); + return (NULL); +} + +/* Function to open a joystick for use. + The joystick to open is specified by the index field of the joystick. + This should fill the nbuttons and naxes fields of the joystick structure. + It returns 0, or -1 if there is an error. + */ +int +SDL_SYS_JoystickOpen(SDL_Joystick * joystick) +{ + joystick->nbuttons = 0; + joystick->nhats = 0; + joystick->nballs = 0; + joystick->naxes = 3; + joystick->name = accelerometerName; + return 0; +} + + +/* Function to update the state of a joystick - called as a device poll. + * This function shouldn't update the joystick structure directly, + * but instead should call SDL_PrivateJoystick*() to deliver events + * and update joystick device state. + */ + void +SDL_SYS_JoystickUpdate(SDL_Joystick * joystick) +{ + int i=0; + for(i=0;i<3;i++){ + SDL_PrivateJoystickAxis(joystick, i, fLastAccelerometer[i]); + } +} + +/* Function to close a joystick after use */ +void +SDL_SYS_JoystickClose(SDL_Joystick * joystick) +{ +} + +/* Function to perform any system-specific joystick related cleanup */ +void +SDL_SYS_JoystickQuit(void) +{ +} + +#endif /* SDL_JOYSTICK_NDS */
--- a/src/video/SDL_sysvideo.h Sun Aug 22 12:07:55 2010 -0700 +++ b/src/video/SDL_sysvideo.h Sun Aug 22 12:23:55 2010 -0700 @@ -417,6 +417,9 @@ #if SDL_VIDEO_DRIVER_PANDORA extern VideoBootStrap PND_bootstrap; #endif +#if SDL_VIDEO_DRIVER_ANDROID +extern VideoBootStrap Android_bootstrap; +#endif #define SDL_CurrentDisplay (&_this->displays[_this->current_display]) #define SDL_CurrentRenderer (SDL_CurrentDisplay->current_renderer)
--- a/src/video/SDL_video.c Sun Aug 22 12:07:55 2010 -0700 +++ b/src/video/SDL_video.c Sun Aug 22 12:23:55 2010 -0700 @@ -97,6 +97,9 @@ #if SDL_VIDEO_DRIVER_PANDORA &PND_bootstrap, #endif +#if SDL_VIDEO_DRIVER_ANDROID + &Android_bootstrap, +#endif NULL };
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/android/SDL_androidevents.c Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,85 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +/* Being a null driver, there's no event stream. We just define stubs for + most of the API. */ + +#include <stdio.h> +#include <stdlib.h> + +#include "../../events/SDL_sysevents.h" +#include "../../events/SDL_events_c.h" + +#include "SDL_androidevents.h" + +void Android_InitEvents(){ + + SDL_Keyboard keyboard; + + SDL_zero(keyboard); + SDL_AddKeyboard(&keyboard, -1); + + SDLKey keymap[SDL_NUM_SCANCODES]; + + /* Add default scancode to key mapping */ + SDL_GetDefaultKeymap(keymap); + SDL_SetKeymap(0, 0, keymap, SDL_NUM_SCANCODES); + + +} + +void +Android_PumpEvents(_THIS) +{ + + //scanKeys(); + /* TODO: defer click-age */ + /* + if (keysDown() & KEY_TOUCH) { + SDL_SendMouseButton(0, SDL_PRESSED, 0); + } else if (keysUp() & KEY_TOUCH) { + SDL_SendMouseButton(0, SDL_RELEASED, 0); + } + if (keysHeld() & KEY_TOUCH) { + touchPosition t = touchReadXY(); + SDL_SendMouseMotion(0, 0, t.px, t.py, 1); + } + */ +} + + +void Android_OnResize(int width, int height, int format){ + +} + +int +Android_OnKeyDown(int keycode){ + return SDL_SendKeyboardKey(0, SDL_PRESSED, (SDL_scancode)keycode); +} + +int +Android_OnKeyUp(int keycode){ + return SDL_SendKeyboardKey(0, SDL_RELEASED, (SDL_scancode)keycode); +} + +/* vi: set ts=4 sw=4 expandtab: */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/android/SDL_androidevents.h Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,29 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +#include "SDL_androidvideo.h" + +extern void Android_PumpEvents(_THIS); +extern void Android_InitEvents(); + +/* vi: set ts=4 sw=4 expandtab: */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/android/SDL_androidgl.c Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,96 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +/* Android SDL video driver implementation +*/ + +#include "SDL_video.h" +#include "SDL_mouse.h" +#include "../SDL_sysvideo.h" +#include "../SDL_pixels_c.h" +#include "../../events/SDL_events_c.h" + +#include "SDL_androidvideo.h" +#include "SDL_androidevents.h" +#include "SDL_androidrender.h" + +#include <android/log.h> + +#include <pthread.h> + +/* +These things are in the JNI android support +*/ +extern void Android_CreateContext(); +extern void Android_Render(); + +/* GL functions */ +int Android_GL_LoadLibrary(_THIS, const char *path){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "[STUB] GL_LoadLibrary\n"); + return 0; +} + +void *Android_GL_GetProcAddress(_THIS, const char *proc){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "[STUB] GL_GetProcAddress\n"); + return 0; +} + +void Android_GL_UnloadLibrary(_THIS){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "[STUB] GL_UnloadLibrary\n"); +} + +/* +int *Android_GL_GetVisual(_THIS, Display * display, int screen){ + __android_log_print(ANDROID_LOG_INFO, "SDL","[STUB] GL_GetVisual\n"); + return 0; +} +*/ + +SDL_GLContext Android_GL_CreateContext(_THIS, SDL_Window * window){ + Android_CreateContext(); + return 1; +} + +int Android_GL_MakeCurrent(_THIS, SDL_Window * window, + SDL_GLContext context){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "[STUB] GL_MakeCurrent\n"); + return 0; +} + +int Android_GL_SetSwapInterval(_THIS, int interval){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "[STUB] GL_SetSwapInterval\n"); + return 0; +} + +int Android_GL_GetSwapInterval(_THIS){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "[STUB] GL_GetSwapInterval\n"); + return 0; +} + +void Android_GL_SwapWindow(_THIS, SDL_Window * window){ + Android_Render(); +} + +void Android_GL_DeleteContext(_THIS, SDL_GLContext context){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "[STUB] GL_DeleteContext\n"); +}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/android/SDL_androidrender.c Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,344 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +#include "SDL_video.h" +#include "../SDL_sysvideo.h" +#include "../SDL_yuv_sw_c.h" +#include "../SDL_renderer_sw.h" + + +/* SDL surface based renderer implementation */ + +static SDL_Renderer *Android_CreateRenderer(SDL_Window * window, + Uint32 flags); +static int Android_RenderDrawPoints(SDL_Renderer * renderer, + const SDL_Point * points, int count); +static int Android_RenderDrawLines(SDL_Renderer * renderer, + const SDL_Point * points, int count); +static int Android_RenderDrawRects(SDL_Renderer * renderer, + const SDL_Rect ** rects, int count); +static int Android_RenderFillRects(SDL_Renderer * renderer, + const SDL_Rect ** rects, int count); +static int Android_RenderCopy(SDL_Renderer * renderer, + SDL_Texture * texture, + const SDL_Rect * srcrect, + const SDL_Rect * dstrect); +static int Android_RenderReadPixels(SDL_Renderer * renderer, + const SDL_Rect * rect, + Uint32 format, + void * pixels, int pitch); +static int Android_RenderWritePixels(SDL_Renderer * renderer, + const SDL_Rect * rect, + Uint32 format, + const void * pixels, int pitch); +static void Android_RenderPresent(SDL_Renderer * renderer); +static void Android_DestroyRenderer(SDL_Renderer * renderer); + + +SDL_RenderDriver Android_RenderDriver = { + Android_CreateRenderer, + { + "dummy", + (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY | + SDL_RENDERER_PRESENTFLIP2 | SDL_RENDERER_PRESENTFLIP3 | + SDL_RENDERER_PRESENTDISCARD), + } +}; + +typedef struct +{ + int current_screen; + SDL_Surface *screens[3]; +} Android_RenderData; + +SDL_Renderer * +Android_CreateRenderer(SDL_Window * window, Uint32 flags) +{ + SDL_VideoDisplay *display = window->display; + SDL_DisplayMode *displayMode = &display->current_mode; + SDL_Renderer *renderer; + Android_RenderData *data; + int i, n; + int bpp; + Uint32 Rmask, Gmask, Bmask, Amask; + + if (!SDL_PixelFormatEnumToMasks + (displayMode->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) { + SDL_SetError("Unknown display format"); + return NULL; + } + + renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); + if (!renderer) { + SDL_OutOfMemory(); + return NULL; + } + + data = (Android_RenderData *) SDL_malloc(sizeof(*data)); + if (!data) { + Android_DestroyRenderer(renderer); + SDL_OutOfMemory(); + return NULL; + } + SDL_zerop(data); + + renderer->RenderDrawPoints = Android_RenderDrawPoints; + renderer->RenderDrawLines = Android_RenderDrawLines; + renderer->RenderDrawRects = Android_RenderDrawRects; + renderer->RenderFillRects = Android_RenderFillRects; + renderer->RenderCopy = Android_RenderCopy; + renderer->RenderReadPixels = Android_RenderReadPixels; + renderer->RenderWritePixels = Android_RenderWritePixels; + renderer->RenderPresent = Android_RenderPresent; + renderer->DestroyRenderer = Android_DestroyRenderer; + renderer->info.name = Android_RenderDriver.info.name; + renderer->info.flags = 0; + renderer->window = window; + renderer->driverdata = data; + Setup_SoftwareRenderer(renderer); + + if (flags & SDL_RENDERER_PRESENTFLIP2) { + renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2; + n = 2; + } else if (flags & SDL_RENDERER_PRESENTFLIP3) { + renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3; + n = 3; + } else { + renderer->info.flags |= SDL_RENDERER_PRESENTCOPY; + n = 1; + } + for (i = 0; i < n; ++i) { + data->screens[i] = + SDL_CreateRGBSurface(0, window->w, window->h, bpp, Rmask, Gmask, + Bmask, Amask); + if (!data->screens[i]) { + Android_DestroyRenderer(renderer); + return NULL; + } + SDL_SetSurfacePalette(data->screens[i], display->palette); + } + data->current_screen = 0; + + return renderer; +} + +static int +Android_RenderDrawPoints(SDL_Renderer * renderer, + const SDL_Point * points, int count) +{ + Android_RenderData *data = + (Android_RenderData *) renderer->driverdata; + SDL_Surface *target = data->screens[data->current_screen]; + + if (renderer->blendMode == SDL_BLENDMODE_NONE || + renderer->blendMode == SDL_BLENDMODE_MASK) { + Uint32 color = SDL_MapRGBA(target->format, + renderer->r, renderer->g, renderer->b, + renderer->a); + + return SDL_DrawPoints(target, points, count, color); + } else { + return SDL_BlendPoints(target, points, count, renderer->blendMode, + renderer->r, renderer->g, renderer->b, + renderer->a); + } +} + +static int +Android_RenderDrawLines(SDL_Renderer * renderer, + const SDL_Point * points, int count) +{ + Android_RenderData *data = + (Android_RenderData *) renderer->driverdata; + SDL_Surface *target = data->screens[data->current_screen]; + + if (renderer->blendMode == SDL_BLENDMODE_NONE || + renderer->blendMode == SDL_BLENDMODE_MASK) { + Uint32 color = SDL_MapRGBA(target->format, + renderer->r, renderer->g, renderer->b, + renderer->a); + + return SDL_DrawLines(target, points, count, color); + } else { + return SDL_BlendLines(target, points, count, renderer->blendMode, + renderer->r, renderer->g, renderer->b, + renderer->a); + } +} + +static int +Android_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, + int count) +{ + Android_RenderData *data = + (Android_RenderData *) renderer->driverdata; + SDL_Surface *target = data->screens[data->current_screen]; + + if (renderer->blendMode == SDL_BLENDMODE_NONE || + renderer->blendMode == SDL_BLENDMODE_MASK) { + Uint32 color = SDL_MapRGBA(target->format, + renderer->r, renderer->g, renderer->b, + renderer->a); + + return SDL_DrawRects(target, rects, count, color); + } else { + return SDL_BlendRects(target, rects, count, + renderer->blendMode, + renderer->r, renderer->g, renderer->b, + renderer->a); + } +} + +static int +Android_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, + int count) +{ + Android_RenderData *data = + (Android_RenderData *) renderer->driverdata; + SDL_Surface *target = data->screens[data->current_screen]; + + if (renderer->blendMode == SDL_BLENDMODE_NONE || + renderer->blendMode == SDL_BLENDMODE_MASK) { + Uint32 color = SDL_MapRGBA(target->format, + renderer->r, renderer->g, renderer->b, + renderer->a); + + return SDL_FillRects(target, rects, count, color); + } else { + return SDL_BlendFillRects(target, rects, count, + renderer->blendMode, + renderer->r, renderer->g, renderer->b, + renderer->a); + } +} + +static int +Android_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_Rect * dstrect) +{ + Android_RenderData *data = + (Android_RenderData *) renderer->driverdata; + SDL_Window *window = renderer->window; + SDL_VideoDisplay *display = window->display; + + if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { + SDL_Surface *target = data->screens[data->current_screen]; + void *pixels = + (Uint8 *) target->pixels + dstrect->y * target->pitch + + dstrect->x * target->format->BytesPerPixel; + return SDL_SW_CopyYUVToRGB((SDL_SW_YUVTexture *) texture->driverdata, + srcrect, display->current_mode.format, + dstrect->w, dstrect->h, pixels, + target->pitch); + } else { + SDL_Surface *surface = (SDL_Surface *) texture->driverdata; + SDL_Surface *target = data->screens[data->current_screen]; + SDL_Rect real_srcrect = *srcrect; + SDL_Rect real_dstrect = *dstrect; + + return SDL_LowerBlit(surface, &real_srcrect, target, &real_dstrect); + } +} + +static int +Android_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 format, void * pixels, int pitch) +{ + Android_RenderData *data = + (Android_RenderData *) renderer->driverdata; + SDL_Window *window = renderer->window; + SDL_VideoDisplay *display = window->display; + SDL_Surface *screen = data->screens[data->current_screen]; + Uint32 screen_format = display->current_mode.format; + Uint8 *screen_pixels = (Uint8 *) screen->pixels + + rect->y * screen->pitch + + rect->x * screen->format->BytesPerPixel; + int screen_pitch = screen->pitch; + + return SDL_ConvertPixels(rect->w, rect->h, + screen_format, screen_pixels, screen_pitch, + format, pixels, pitch); +} + +static int +Android_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 format, const void * pixels, int pitch) +{ + Android_RenderData *data = + (Android_RenderData *) renderer->driverdata; + SDL_Window *window = renderer->window; + SDL_VideoDisplay *display = window->display; + SDL_Surface *screen = data->screens[data->current_screen]; + Uint32 screen_format = display->current_mode.format; + Uint8 *screen_pixels = (Uint8 *) screen->pixels + + rect->y * screen->pitch + + rect->x * screen->format->BytesPerPixel; + int screen_pitch = screen->pitch; + + return SDL_ConvertPixels(rect->w, rect->h, + format, pixels, pitch, + screen_format, screen_pixels, screen_pitch); +} + +static void +Android_RenderPresent(SDL_Renderer * renderer) +{ + static int frame_number; + Android_RenderData *data = + (Android_RenderData *) renderer->driverdata; + + /* Send the data to the display */ + if (SDL_getenv("SDL_VIDEO_DUMMY_SAVE_FRAMES")) { + char file[128]; + SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp", + renderer->window->id, ++frame_number); + SDL_SaveBMP(data->screens[data->current_screen], file); + } + + /* Update the flipping chain, if any */ + if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP2) { + data->current_screen = (data->current_screen + 1) % 2; + } else if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP3) { + data->current_screen = (data->current_screen + 1) % 3; + } +} + +static void +Android_DestroyRenderer(SDL_Renderer * renderer) +{ + Android_RenderData *data = + (Android_RenderData *) renderer->driverdata; + int i; + + if (data) { + for (i = 0; i < SDL_arraysize(data->screens); ++i) { + if (data->screens[i]) { + SDL_FreeSurface(data->screens[i]); + } + } + SDL_free(data); + } + SDL_free(renderer); +} + +/* vi: set ts=4 sw=4 expandtab: */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/android/SDL_androidrender.h Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,28 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +/* SDL surface based renderer implementation */ + +extern SDL_RenderDriver Android_RenderDriver; + +/* vi: set ts=4 sw=4 expandtab: */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/android/SDL_androidvideo.c Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,166 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +/* Android SDL video driver implementation +*/ + +#include "SDL_video.h" +#include "SDL_mouse.h" +#include "../SDL_sysvideo.h" +#include "../SDL_pixels_c.h" +#include "../../events/SDL_events_c.h" + +#include "SDL_androidvideo.h" +#include "SDL_androidevents.h" +#include "SDL_androidrender.h" + +#define ANDROID_VID_DRIVER_NAME "Android" + +/* Initialization/Query functions */ +static int Android_VideoInit(_THIS); +static int Android_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode); +static void Android_VideoQuit(_THIS); + +/* GL functions (SDL_androidgl.c) */ +extern int Android_GL_LoadLibrary(_THIS, const char *path); +extern void *Android_GL_GetProcAddress(_THIS, const char *proc); +extern void Android_GL_UnloadLibrary(_THIS); +//extern int *Android_GL_GetVisual(_THIS, Display * display, int screen); +extern SDL_GLContext Android_GL_CreateContext(_THIS, SDL_Window * window); +extern int Android_GL_MakeCurrent(_THIS, SDL_Window * window, + SDL_GLContext context); +extern int Android_GL_SetSwapInterval(_THIS, int interval); +extern int Android_GL_GetSwapInterval(_THIS); +extern void Android_GL_SwapWindow(_THIS, SDL_Window * window); +extern void Android_GL_DeleteContext(_THIS, SDL_GLContext context); + +/* Android driver bootstrap functions */ + + +//These are filled in with real values in Android_SetScreenResolution on +//init (before SDL_Main()) +static int iScreenWidth = 320; +static int iScreenHeight = 240; + + +static int +Android_Available(void) +{ + return 1; +} + +static void +Android_DeleteDevice(SDL_VideoDevice * device) +{ + SDL_free(device); +} + +static SDL_VideoDevice * +Android_CreateDevice(int devindex) +{ + printf("Creating video device\n"); + SDL_VideoDevice *device; + + /* Initialize all variables that we clean on shutdown */ + device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); + if (!device) { + SDL_OutOfMemory(); + if (device) { + SDL_free(device); + } + return (0); + } + + /* Set the function pointers */ + device->VideoInit = Android_VideoInit; + device->VideoQuit = Android_VideoQuit; + device->SetDisplayMode = Android_SetDisplayMode; + device->PumpEvents = Android_PumpEvents; + + device->free = Android_DeleteDevice; + + /* GL pointers */ + device->GL_LoadLibrary = Android_GL_LoadLibrary; + device->GL_GetProcAddress = Android_GL_GetProcAddress; + device->GL_UnloadLibrary = Android_GL_UnloadLibrary; + device->GL_CreateContext = Android_GL_CreateContext; + device->GL_MakeCurrent = Android_GL_MakeCurrent; + device->GL_SetSwapInterval = Android_GL_SetSwapInterval; + device->GL_GetSwapInterval = Android_GL_GetSwapInterval; + device->GL_SwapWindow = Android_GL_SwapWindow; + device->GL_DeleteContext = Android_GL_DeleteContext; + + return device; +} + +VideoBootStrap Android_bootstrap = { + ANDROID_VID_DRIVER_NAME, "SDL Android video driver", + Android_Available, Android_CreateDevice +}; + + +int +Android_VideoInit(_THIS) +{ + SDL_DisplayMode mode; + + /* Use a fake 32-bpp desktop mode */ + mode.format = SDL_PIXELFORMAT_RGB888; + mode.w = iScreenWidth; + mode.h = iScreenHeight; + mode.refresh_rate = 0; + mode.driverdata = NULL; + if (SDL_AddBasicVideoDisplay(&mode) < 0) { + return -1; + } + SDL_AddRenderDriver(&_this->displays[0], &Android_RenderDriver); + + SDL_zero(mode); + SDL_AddDisplayMode(&_this->displays[0], &mode); + + Android_InitEvents(); + + /* We're done! */ + return 0; +} + +static int +Android_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode) +{ + return 0; +} + +void +Android_VideoQuit(_THIS) +{ +} + + +void Android_SetScreenResolution(int width, int height){ + iScreenWidth = width; + iScreenHeight = height; +} + + + +/* vi: set ts=4 sw=4 expandtab: */
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/android/SDL_androidvideo.h Sun Aug 22 12:23:55 2010 -0700 @@ -0,0 +1,31 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + Sam Lantinga + slouken@libsdl.org +*/ +#include "SDL_config.h" + +#ifndef _SDL_androidvideo_h +#define _SDL_androidvideo_h + +#include "../SDL_sysvideo.h" + +#endif /* _SDL_ndsvideo_h */ + +/* vi: set ts=4 sw=4 expandtab: */