mirror of
https://github.com/android/ndk-samples
synced 2025-11-09 09:36:11 +08:00
audio-echo bitmap-plasma MoreTeapot choreographer gles3jni hello-gl2 native-audio native-codec native-media native-plasma san-angeles sensor-graph
439 lines
12 KiB
C++
439 lines
12 KiB
C++
/*
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* Copyright 2013 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 files
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//--------------------------------------------------------------------------------
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#include <jni.h>
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#include <errno.h>
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#include <vector>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <android/sensor.h>
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#include <android/log.h>
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#include <android_native_app_glue.h>
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#include <android/native_window_jni.h>
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#include <cpu-features.h>
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#include "MoreTeapotsRenderer.h"
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//-------------------------------------------------------------------------
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// Preprocessor
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//-------------------------------------------------------------------------
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#define HELPER_CLASS_NAME \
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"com/sample/helper/NDKHelper" // Class name of helper function
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//-------------------------------------------------------------------------
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// Constants
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//-------------------------------------------------------------------------
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const int32_t NUM_TEAPOTS_X = 8;
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const int32_t NUM_TEAPOTS_Y = 8;
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const int32_t NUM_TEAPOTS_Z = 8;
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//-------------------------------------------------------------------------
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// Shared state for our app.
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//-------------------------------------------------------------------------
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struct android_app;
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class Engine {
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MoreTeapotsRenderer renderer_;
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ndk_helper::GLContext* gl_context_;
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bool initialized_resources_;
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bool has_focus_;
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ndk_helper::DoubletapDetector doubletap_detector_;
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ndk_helper::PinchDetector pinch_detector_;
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ndk_helper::DragDetector drag_detector_;
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ndk_helper::PerfMonitor monitor_;
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ndk_helper::TapCamera tap_camera_;
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android_app* app_;
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ASensorManager* sensor_manager_;
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const ASensor* accelerometer_sensor_;
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ASensorEventQueue* sensor_event_queue_;
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void UpdateFPS(float fps);
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void ShowUI();
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void TransformPosition(ndk_helper::Vec2& vec);
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public:
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static void HandleCmd(struct android_app* app, int32_t cmd);
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static int32_t HandleInput(android_app* app, AInputEvent* event);
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Engine();
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~Engine();
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void SetState(android_app* state);
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int InitDisplay();
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void LoadResources();
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void UnloadResources();
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void DrawFrame();
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void TermDisplay();
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void TrimMemory();
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bool IsReady();
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void UpdatePosition(AInputEvent* event, int32_t index, float& x, float& y);
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void InitSensors();
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void ProcessSensors(int32_t id);
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void SuspendSensors();
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void ResumeSensors();
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};
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//-------------------------------------------------------------------------
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// Ctor
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//-------------------------------------------------------------------------
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Engine::Engine()
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: initialized_resources_(false),
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has_focus_(false),
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app_(NULL),
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sensor_manager_(NULL),
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accelerometer_sensor_(NULL),
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sensor_event_queue_(NULL) {
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gl_context_ = ndk_helper::GLContext::GetInstance();
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}
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//-------------------------------------------------------------------------
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// Dtor
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//-------------------------------------------------------------------------
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Engine::~Engine() {}
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/**
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* Load resources
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*/
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void Engine::LoadResources() {
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renderer_.Init(NUM_TEAPOTS_X, NUM_TEAPOTS_Y, NUM_TEAPOTS_Z);
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renderer_.Bind(&tap_camera_);
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}
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/**
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* Unload resources
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*/
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void Engine::UnloadResources() { renderer_.Unload(); }
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/**
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* Initialize an EGL context for the current display.
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*/
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int Engine::InitDisplay() {
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if (!initialized_resources_) {
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gl_context_->Init(app_->window);
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LoadResources();
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initialized_resources_ = true;
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} else {
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// initialize OpenGL ES and EGL
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if (EGL_SUCCESS != gl_context_->Resume(app_->window)) {
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UnloadResources();
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LoadResources();
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}
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}
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ShowUI();
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// Initialize GL state.
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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// Note that screen size might have been changed
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glViewport(0, 0, gl_context_->GetScreenWidth(), gl_context_->GetScreenHeight());
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renderer_.UpdateViewport();
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tap_camera_.SetFlip(1.f, -1.f, -1.f);
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tap_camera_.SetPinchTransformFactor(10.f, 10.f, 8.f);
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return 0;
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}
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/**
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* Just the current frame in the display.
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*/
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void Engine::DrawFrame() {
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float fps;
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if (monitor_.Update(fps)) {
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UpdateFPS(fps);
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}
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double dTime = monitor_.GetCurrentTime();
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renderer_.Update(dTime);
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// Just fill the screen with a color.
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glClearColor(0.5f, 0.5f, 0.5f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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renderer_.Render();
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// Swap
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if (EGL_SUCCESS != gl_context_->Swap()) {
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UnloadResources();
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LoadResources();
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}
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}
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/**
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* Tear down the EGL context currently associated with the display.
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*/
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void Engine::TermDisplay() { gl_context_->Suspend(); }
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void Engine::TrimMemory() {
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LOGI("Trimming memory");
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gl_context_->Invalidate();
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}
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/**
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* Process the next input event.
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*/
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int32_t Engine::HandleInput(android_app* app, AInputEvent* event) {
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Engine* eng = (Engine*)app->userData;
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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ndk_helper::GESTURE_STATE doubleTapState =
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eng->doubletap_detector_.Detect(event);
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ndk_helper::GESTURE_STATE dragState = eng->drag_detector_.Detect(event);
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ndk_helper::GESTURE_STATE pinchState = eng->pinch_detector_.Detect(event);
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// Double tap detector has a priority over other detectors
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if (doubleTapState == ndk_helper::GESTURE_STATE_ACTION) {
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// Detect double tap
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eng->tap_camera_.Reset(true);
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} else {
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// Handle drag state
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if (dragState & ndk_helper::GESTURE_STATE_START) {
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// Otherwise, start dragging
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ndk_helper::Vec2 v;
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eng->drag_detector_.GetPointer(v);
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eng->TransformPosition(v);
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eng->tap_camera_.BeginDrag(v);
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} else if (dragState & ndk_helper::GESTURE_STATE_MOVE) {
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ndk_helper::Vec2 v;
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eng->drag_detector_.GetPointer(v);
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eng->TransformPosition(v);
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eng->tap_camera_.Drag(v);
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} else if (dragState & ndk_helper::GESTURE_STATE_END) {
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eng->tap_camera_.EndDrag();
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}
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// Handle pinch state
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if (pinchState & ndk_helper::GESTURE_STATE_START) {
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// Start new pinch
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ndk_helper::Vec2 v1;
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ndk_helper::Vec2 v2;
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eng->pinch_detector_.GetPointers(v1, v2);
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eng->TransformPosition(v1);
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eng->TransformPosition(v2);
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eng->tap_camera_.BeginPinch(v1, v2);
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} else if (pinchState & ndk_helper::GESTURE_STATE_MOVE) {
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// Multi touch
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// Start new pinch
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ndk_helper::Vec2 v1;
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ndk_helper::Vec2 v2;
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eng->pinch_detector_.GetPointers(v1, v2);
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eng->TransformPosition(v1);
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eng->TransformPosition(v2);
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eng->tap_camera_.Pinch(v1, v2);
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}
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}
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return 1;
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}
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return 0;
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}
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/**
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* Process the next main command.
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*/
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void Engine::HandleCmd(struct android_app* app, int32_t cmd) {
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Engine* eng = (Engine*)app->userData;
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switch (cmd) {
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case APP_CMD_SAVE_STATE:
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break;
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case APP_CMD_INIT_WINDOW:
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// The window is being shown, get it ready.
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if (app->window != NULL) {
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eng->InitDisplay();
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eng->DrawFrame();
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}
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break;
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case APP_CMD_TERM_WINDOW:
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// The window is being hidden or closed, clean it up.
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eng->TermDisplay();
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eng->has_focus_ = false;
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break;
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case APP_CMD_STOP:
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break;
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case APP_CMD_GAINED_FOCUS:
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eng->ResumeSensors();
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// Start animation
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eng->has_focus_ = true;
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break;
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case APP_CMD_LOST_FOCUS:
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eng->SuspendSensors();
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// Also stop animating.
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eng->has_focus_ = false;
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eng->DrawFrame();
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break;
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case APP_CMD_LOW_MEMORY:
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// Free up GL resources
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eng->TrimMemory();
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break;
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}
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}
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//-------------------------------------------------------------------------
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// Sensor handlers
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//-------------------------------------------------------------------------
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void Engine::InitSensors() {
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sensor_manager_ = ASensorManager_getInstance();
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accelerometer_sensor_ = ASensorManager_getDefaultSensor(
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sensor_manager_, ASENSOR_TYPE_ACCELEROMETER);
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sensor_event_queue_ = ASensorManager_createEventQueue(
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sensor_manager_, app_->looper, LOOPER_ID_USER, NULL, NULL);
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}
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void Engine::ProcessSensors(int32_t id) {
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// If a sensor has data, process it now.
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if (id == LOOPER_ID_USER) {
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if (accelerometer_sensor_ != NULL) {
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ASensorEvent event;
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while (ASensorEventQueue_getEvents(sensor_event_queue_, &event, 1) > 0) {
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}
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}
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}
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}
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void Engine::ResumeSensors() {
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// When our app gains focus, we start monitoring the accelerometer.
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if (accelerometer_sensor_ != NULL) {
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ASensorEventQueue_enableSensor(sensor_event_queue_, accelerometer_sensor_);
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// We'd like to get 60 events per second (in us).
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ASensorEventQueue_setEventRate(sensor_event_queue_, accelerometer_sensor_,
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(1000L / 60) * 1000);
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}
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}
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void Engine::SuspendSensors() {
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// When our app loses focus, we stop monitoring the accelerometer.
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// This is to avoid consuming battery while not being used.
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if (accelerometer_sensor_ != NULL) {
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ASensorEventQueue_disableSensor(sensor_event_queue_, accelerometer_sensor_);
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}
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}
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//-------------------------------------------------------------------------
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// Misc
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//-------------------------------------------------------------------------
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void Engine::SetState(android_app* state) {
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app_ = state;
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doubletap_detector_.SetConfiguration(app_->config);
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drag_detector_.SetConfiguration(app_->config);
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pinch_detector_.SetConfiguration(app_->config);
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}
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bool Engine::IsReady() {
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if (has_focus_) return true;
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return false;
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}
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void Engine::TransformPosition(ndk_helper::Vec2& vec) {
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vec = ndk_helper::Vec2(2.0f, 2.0f) * vec /
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ndk_helper::Vec2(gl_context_->GetScreenWidth(),
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gl_context_->GetScreenHeight()) -
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ndk_helper::Vec2(1.f, 1.f);
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}
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void Engine::ShowUI() {
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JNIEnv* jni;
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app_->activity->vm->AttachCurrentThread(&jni, NULL);
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// Default class retrieval
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jclass clazz = jni->GetObjectClass(app_->activity->clazz);
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jmethodID methodID = jni->GetMethodID(clazz, "showUI", "()V");
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jni->CallVoidMethod(app_->activity->clazz, methodID);
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app_->activity->vm->DetachCurrentThread();
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return;
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}
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void Engine::UpdateFPS(float fps) {
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JNIEnv* jni;
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app_->activity->vm->AttachCurrentThread(&jni, NULL);
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// Default class retrieval
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jclass clazz = jni->GetObjectClass(app_->activity->clazz);
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jmethodID methodID = jni->GetMethodID(clazz, "updateFPS", "(F)V");
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jni->CallVoidMethod(app_->activity->clazz, methodID, fps);
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app_->activity->vm->DetachCurrentThread();
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return;
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}
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Engine g_engine;
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/**
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* This is the main entry point of a native application that is using
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* android_native_app_glue. It runs in its own thread, with its own
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* event loop for receiving input events and doing other things.
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*/
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void android_main(android_app* state) {
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app_dummy();
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g_engine.SetState(state);
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// Init helper functions
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ndk_helper::JNIHelper::GetInstance()->Init(state->activity,
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HELPER_CLASS_NAME);
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state->userData = &g_engine;
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state->onAppCmd = Engine::HandleCmd;
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state->onInputEvent = Engine::HandleInput;
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#ifdef USE_NDK_PROFILER
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monstartup("libMoreTeapotsNativeActivity.so");
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#endif
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// Prepare to monitor accelerometer
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g_engine.InitSensors();
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// loop waiting for stuff to do.
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while (1) {
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// Read all pending events.
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int id;
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int events;
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android_poll_source* source;
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// If not animating, we will block forever waiting for events.
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// If animating, we loop until all events are read, then continue
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// to draw the next frame of animation.
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while ((id = ALooper_pollAll(g_engine.IsReady() ? 0 : -1, NULL, &events,
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(void**)&source)) >= 0) {
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// Process this event.
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if (source != NULL) source->process(state, source);
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g_engine.ProcessSensors(id);
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// Check if we are exiting.
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if (state->destroyRequested != 0) {
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g_engine.TermDisplay();
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return;
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}
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}
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if (g_engine.IsReady()) {
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// Drawing is throttled to the screen update rate, so there
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// is no need to do timing here.
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g_engine.DrawFrame();
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}
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}
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}
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