Very simple and dumb, but we now get touch events and fill the window with a color (using OpenGL) based on its location. Change-Id: I6657d2bb013570238bc0fe639f33c59f1ab68872
425 lines
13 KiB
C
425 lines
13 KiB
C
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#include <jni.h>
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#include <errno.h>
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#include <poll.h>
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#include <pthread.h>
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#include <sched.h>
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#include <string.h>
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#include <sys/resource.h>
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#include "glutils.h"
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// --------------------------------------------------------------------
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// Rendering and input engine thread
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// --------------------------------------------------------------------
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struct engine {
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pthread_mutex_t mutex;
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pthread_cond_t cond;
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int msgread;
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int msgwrite;
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ANativeActivity* activity;
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pthread_t thread;
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int running;
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int destroyed;
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AInputQueue* inputQueue;
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ANativeWindow* window;
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AInputQueue* pendingInputQueue;
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ANativeWindow* pendingWindow;
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// private to engine thread.
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int animating;
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EGLDisplay display;
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EGLSurface surface;
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EGLContext context;
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int32_t width;
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int32_t height;
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float angle;
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int32_t x;
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int32_t y;
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};
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enum {
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ENGINE_CMD_INPUT_CHANGED,
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ENGINE_CMD_WINDOW_CHANGED,
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ENGINE_CMD_GAINED_FOCUS,
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ENGINE_CMD_LOST_FOCUS,
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ENGINE_CMD_DESTROY,
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};
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static int engine_init_display(struct engine* engine) {
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// initialize opengl and egl
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const EGLint attribs[] = {
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EGL_DEPTH_SIZE, 16,
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EGL_NONE
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};
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EGLint w, h, dummy;
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EGLint numConfigs;
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EGLConfig config;
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EGLSurface surface;
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EGLContext context;
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(display, 0, 0);
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selectConfigForNativeWindow(display, attribs, engine->window, &config);
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surface = eglCreateWindowSurface(display, config, engine->window, NULL);
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context = eglCreateContext(display, config, NULL, NULL);
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eglQuerySurface(display, surface, EGL_WIDTH, &w);
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eglQuerySurface(display, surface, EGL_HEIGHT, &h);
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
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LOGW("Unable to eglMakeCurrent");
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return -1;
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}
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engine->display = display;
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engine->context = context;
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engine->surface = surface;
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engine->width = w;
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engine->height = h;
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engine->angle = 0;
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// Initialize GL state.
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glEnable(GL_CULL_FACE);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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return 0;
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}
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static void engine_draw_frame(struct engine* engine) {
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if (engine->display == NULL) {
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// No display.
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return;
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}
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glClearColor(((float)engine->x)/engine->width, engine->angle,
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((float)engine->y)/engine->height, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#if 0
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -3.0f);
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glRotatef(engine->angle, 0, 1, 0);
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glRotatef(engine->angle*0.25f, 1, 0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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//mCube.draw(gl);
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glRotatef(engine->angle*2.0f, 0, 1, 1);
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glTranslatef(0.5f, 0.5f, 0.5f);
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//mCube.draw(gl);
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#endif
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eglSwapBuffers(engine->display, engine->surface);
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//engine->angle += 1.2f;
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}
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static int engine_term_display(struct engine* engine) {
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if (engine->display != EGL_NO_DISPLAY) {
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eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (engine->context != EGL_NO_CONTEXT) {
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eglDestroyContext(engine->display, engine->context);
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}
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if (engine->surface != EGL_NO_SURFACE) {
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eglDestroySurface(engine->display, engine->surface);
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}
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eglTerminate(engine->display);
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}
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engine->animating = 0;
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engine->display = EGL_NO_DISPLAY;
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engine->context = EGL_NO_CONTEXT;
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engine->surface = EGL_NO_SURFACE;
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}
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static void* engine_entry(void* param) {
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struct engine* engine = (struct engine*)param;
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struct pollfd pfd[2];
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int numfd;
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pthread_mutex_lock(&engine->mutex);
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engine->running = 1;
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pthread_cond_broadcast(&engine->cond);
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pthread_mutex_unlock(&engine->mutex);
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// loop waiting for stuff to do. we wait for input events or
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// commands from the main thread.
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pfd[0].fd = engine->msgread;
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pfd[0].events = POLLIN;
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pfd[0].revents = 0;
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while (1) {
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if (engine->inputQueue != NULL) {
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numfd = 2;
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pfd[1].fd = AInputQueue_getFd(engine->inputQueue);
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pfd[1].events = POLLIN;
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} else {
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numfd = 1;
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}
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pfd[0].revents = 0;
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pfd[1].revents = 0;
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int nfd = poll(pfd, numfd, engine->animating ? 0 : -1);
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if (nfd == 0 && engine->animating) {
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// There is no work to do -- step next animation.
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engine->angle += .01f;
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if (engine->angle > 1) {
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engine->angle = 0;
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}
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engine_draw_frame(engine);
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}
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if (nfd < 0) {
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LOGI("Engine error in poll: %s\n", strerror(errno));
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// Should cleanly exit!
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continue;
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}
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if (pfd[0].revents == POLLIN) {
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int8_t cmd;
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if (read(engine->msgread, &cmd, sizeof(cmd)) == sizeof(cmd)) {
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switch (cmd) {
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case ENGINE_CMD_INPUT_CHANGED:
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LOGI("Engine: ENGINE_CMD_INPUT_CHANGED\n");
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pthread_mutex_lock(&engine->mutex);
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engine->inputQueue = engine->pendingInputQueue;
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pthread_cond_broadcast(&engine->cond);
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pthread_mutex_unlock(&engine->mutex);
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break;
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case ENGINE_CMD_WINDOW_CHANGED:
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LOGI("Engine: ENGINE_CMD_WINDOW_CHANGED\n");
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pthread_mutex_lock(&engine->mutex);
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engine_term_display(engine);
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engine->window = engine->pendingWindow;
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if (engine->window != NULL) {
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engine_init_display(engine);
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engine_draw_frame(engine);
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}
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pthread_cond_broadcast(&engine->cond);
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pthread_mutex_unlock(&engine->mutex);
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break;
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case ENGINE_CMD_LOST_FOCUS:
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engine->animating = 0;
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engine_draw_frame(engine);
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break;
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case ENGINE_CMD_DESTROY:
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LOGI("Engine: ENGINE_CMD_DESTROY\n");
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pthread_mutex_lock(&engine->mutex);
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engine_term_display(engine);
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engine->destroyed = 1;
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pthread_cond_broadcast(&engine->cond);
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pthread_mutex_unlock(&engine->mutex);
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// Can't touch engine object after this.
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return NULL; // EXIT THREAD
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}
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} else {
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LOGI("Failure reading engine cmd: %s\n", strerror(errno));
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}
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} else if (engine->inputQueue != NULL && pfd[1].revents == POLLIN) {
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AInputEvent* event = NULL;
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if (AInputQueue_getEvent(engine->inputQueue, &event) >= 0) {
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LOGI("New input event: type=%d\n", AInputEvent_getType(event));
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if (AInputEvent_getType(event) == INPUT_EVENT_TYPE_MOTION) {
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engine->animating = 1;
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engine->x = AMotionEvent_getX(event, 0);
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engine->y = AMotionEvent_getY(event, 0);
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engine_draw_frame(engine);
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}
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AInputQueue_finishEvent(engine->inputQueue, event, 0);
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} else {
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LOGI("Failure reading next input event: %s\n", strerror(errno));
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}
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}
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}
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}
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static struct engine* engine_create(ANativeActivity* activity) {
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struct engine* engine = (struct engine*)malloc(sizeof(struct engine));
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memset(engine, 0, sizeof(struct engine));
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engine->activity = activity;
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pthread_mutex_init(&engine->mutex, NULL);
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pthread_cond_init(&engine->cond, NULL);
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int msgpipe[2];
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if (pipe(msgpipe)) {
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LOGI("could not create pipe: %s", strerror(errno));
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}
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engine->msgread = msgpipe[0];
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engine->msgwrite = msgpipe[1];
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pthread_attr_t attr;
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pthread_attr_init(&attr);
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pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);
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pthread_create(&engine->thread, &attr, engine_entry, engine);
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// Wait for thread to start.
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pthread_mutex_lock(&engine->mutex);
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while (!engine->running) {
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pthread_cond_wait(&engine->cond, &engine->mutex);
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}
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pthread_mutex_unlock(&engine->mutex);
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return engine;
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}
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static void engine_write_cmd(struct engine* engine, int8_t cmd) {
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if (write(engine->msgwrite, &cmd, sizeof(cmd)) != sizeof(cmd)) {
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LOGI("Failure writing engine cmd: %s\n", strerror(errno));
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}
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}
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static void engine_set_input(struct engine* engine, AInputQueue* inputQueue) {
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pthread_mutex_lock(&engine->mutex);
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engine->pendingInputQueue = inputQueue;
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engine_write_cmd(engine, ENGINE_CMD_INPUT_CHANGED);
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while (engine->inputQueue != engine->pendingInputQueue) {
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pthread_cond_wait(&engine->cond, &engine->mutex);
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}
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pthread_mutex_unlock(&engine->mutex);
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}
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static void engine_set_window(struct engine* engine, ANativeWindow* window) {
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pthread_mutex_lock(&engine->mutex);
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engine->pendingWindow = window;
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engine_write_cmd(engine, ENGINE_CMD_WINDOW_CHANGED);
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while (engine->window != engine->pendingWindow) {
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pthread_cond_wait(&engine->cond, &engine->mutex);
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}
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pthread_mutex_unlock(&engine->mutex);
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}
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static void engine_destroy(struct engine* engine) {
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pthread_mutex_lock(&engine->mutex);
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engine_write_cmd(engine, ENGINE_CMD_DESTROY);
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while (!engine->destroyed) {
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pthread_cond_wait(&engine->cond, &engine->mutex);
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}
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pthread_mutex_unlock(&engine->mutex);
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close(engine->msgread);
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close(engine->msgwrite);
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pthread_cond_destroy(&engine->cond);
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pthread_mutex_destroy(&engine->mutex);
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}
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// --------------------------------------------------------------------
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// Native activity interaction (called from main thread)
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// --------------------------------------------------------------------
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static void onDestroy(ANativeActivity* activity)
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{
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LOGI("Destroy: %p\n", activity);
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engine_destroy((struct engine*)activity->instance);
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}
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static void onStart(ANativeActivity* activity)
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{
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LOGI("Start: %p\n", activity);
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}
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static void onResume(ANativeActivity* activity)
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{
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LOGI("Resume: %p\n", activity);
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}
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static void* onSaveInstanceState(ANativeActivity* activity, size_t* outLen)
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{
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LOGI("SaveInstanceState: %p\n", activity);
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return NULL;
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}
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static void onPause(ANativeActivity* activity)
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{
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LOGI("Pause: %p\n", activity);
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}
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static void onStop(ANativeActivity* activity)
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{
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LOGI("Stop: %p\n", activity);
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}
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static void onLowMemory(ANativeActivity* activity)
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{
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LOGI("LowMemory: %p\n", activity);
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}
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static void onWindowFocusChanged(ANativeActivity* activity, int focused)
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{
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LOGI("WindowFocusChanged: %p -- %d\n", activity, focused);
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engine_write_cmd((struct engine*)activity->instance,
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focused ? ENGINE_CMD_GAINED_FOCUS : ENGINE_CMD_LOST_FOCUS);
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}
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static void onNativeWindowCreated(ANativeActivity* activity, ANativeWindow* window)
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{
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LOGI("NativeWindowCreated: %p -- %p\n", activity, window);
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engine_set_window((struct engine*)activity->instance, window);
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}
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static void onNativeWindowDestroyed(ANativeActivity* activity, ANativeWindow* window)
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{
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LOGI("NativeWindowDestroyed: %p -- %p\n", activity, window);
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engine_set_window((struct engine*)activity->instance, NULL);
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}
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static void onInputQueueCreated(ANativeActivity* activity, AInputQueue* queue)
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{
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LOGI("InputQueueCreated: %p -- %p\n", activity, queue);
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engine_set_input((struct engine*)activity->instance, queue);
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}
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static void onInputQueueDestroyed(ANativeActivity* activity, AInputQueue* queue)
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{
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LOGI("InputQueueDestroyed: %p -- %p\n", activity, queue);
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engine_set_input((struct engine*)activity->instance, NULL);
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}
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void ANativeActivity_onCreate(ANativeActivity* activity,
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void* savedState, size_t savedStateSize)
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{
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LOGI("Creating: %p\n", activity);
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activity->callbacks->onDestroy = onDestroy;
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activity->callbacks->onStart = onStart;
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activity->callbacks->onResume = onResume;
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activity->callbacks->onSaveInstanceState = onSaveInstanceState;
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activity->callbacks->onPause = onPause;
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activity->callbacks->onStop = onStop;
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activity->callbacks->onLowMemory = onLowMemory;
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activity->callbacks->onWindowFocusChanged = onWindowFocusChanged;
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activity->callbacks->onNativeWindowCreated = onNativeWindowCreated;
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activity->callbacks->onNativeWindowDestroyed = onNativeWindowDestroyed;
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activity->callbacks->onInputQueueCreated = onInputQueueCreated;
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activity->callbacks->onInputQueueDestroyed = onInputQueueDestroyed;
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activity->instance = engine_create(activity);
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}
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