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/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdio.h>
#include <jni.h>
#include <errno.h>
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#include <EGL/egl.h> /* Requires NDK r5 or newer */
#include <GLES/gl.h>
#include "android-general.h"
#include "../../../general.h"
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//forward declarations
void gfx_ctx_swap_buffers(void);
void gfx_ctx_clear(void);
void gfx_ctx_destroy(void);
bool gfx_ctx_init(void);
JNIEXPORT jint JNICALL JNI_OnLoad( JavaVM *vm, void *pvt)
{
RARCH_LOG("JNI_OnLoad.\n" );
return JNI_VERSION_1_2;
}
JNIEXPORT void JNICALL JNI_OnUnLoad( JavaVM *vm, void *pvt)
{
RARCH_LOG("JNI_OnUnLoad.\n" );
}
/**
* Just the current frame in the display.
*/
static void engine_draw_frame(void)
{
// Just fill the screen with a color.
glClearColor(((float)g_android.state.x)/g_android.width, g_android.state.angle,
((float)g_android.state.y)/g_android.height, 1);
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gfx_ctx_clear();
gfx_ctx_swap_buffers();
}
/**
* Process the next input event.
*/
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
{
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION)
{
g_android.animating = 1;
g_android.state.x = AMotionEvent_getX(event, 0);
g_android.state.y = AMotionEvent_getY(event, 0);
return 1;
}
return 0;
}
/**
* Process the next main command.
*/
static void engine_handle_cmd(struct android_app* app, int32_t cmd)
{
switch (cmd)
{
case APP_CMD_SAVE_STATE:
// The system has asked us to save our current state. Do so.
g_android.app->savedState = malloc(sizeof(struct saved_state));
*((struct saved_state*)g_android.app->savedState) = g_android.state;
g_android.app->savedStateSize = sizeof(struct saved_state);
break;
case APP_CMD_INIT_WINDOW:
// The window is being shown, get it ready.
if (g_android.app->window != NULL)
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gfx_ctx_init();
break;
case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up.
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gfx_ctx_destroy();
break;
case APP_CMD_GAINED_FOCUS:
// When our app gains focus, we start monitoring the accelerometer.
if (g_android.accelerometerSensor != NULL)
{
ASensorEventQueue_enableSensor(g_android.sensorEventQueue,
g_android.accelerometerSensor);
// We'd like to get 60 events per second (in us).
ASensorEventQueue_setEventRate(g_android.sensorEventQueue,
g_android.accelerometerSensor, (1000L/60)*1000);
}
break;
case APP_CMD_LOST_FOCUS:
// When our app loses focus, we stop monitoring the accelerometer.
// This is to avoid consuming battery while not being used.
if (g_android.accelerometerSensor != NULL)
ASensorEventQueue_disableSensor(g_android.sensorEventQueue,
g_android.accelerometerSensor);
// Also stop animating.
g_android.animating = 0;
break;
}
}
/**
* This is the main entry point of a native application that is using
* android_native_app_glue. It runs in its own thread, with its own
* event loop for receiving input events and doing other things.
*/
void android_main(struct android_app* state)
{
// Make sure glue isn't stripped.
app_dummy();
rarch_main_clear_state();
state->onAppCmd = engine_handle_cmd;
state->onInputEvent = engine_handle_input;
g_android.app = state;
// Prepare to monitor accelerometer
g_android.sensorManager = ASensorManager_getInstance();
g_android.accelerometerSensor = ASensorManager_getDefaultSensor(g_android.sensorManager,
ASENSOR_TYPE_ACCELEROMETER);
g_android.sensorEventQueue = ASensorManager_createEventQueue(g_android.sensorManager,
state->looper, LOOPER_ID_USER, NULL, NULL);
if (state->savedState != NULL) // We are starting with a previous saved state; restore from it.
g_android.state = *(struct saved_state*)state->savedState;
// loop waiting for stuff to do.
RARCH_LOG("Enter Android main loop.\n");
while (1)
{
// Read all pending events.
int ident;
int events;
struct android_poll_source* source;
// If not animating, we will block forever waiting for events.
// If animating, we loop until all events are read, then continue
// to draw the next frame of animation.
while ((ident=ALooper_pollAll(g_android.animating ? 0 : -1, NULL, &events,
(void**)&source)) >= 0)
{
// Process this event.
if (source != NULL)
source->process(state, source);
// If a sensor has data, process it now.
if (ident == LOOPER_ID_USER && g_android.accelerometerSensor != NULL)
{
ASensorEvent event;
while (ASensorEventQueue_getEvents(g_android.sensorEventQueue, &event, 1) > 0)
RARCH_WARN("accelerometer: x=%f y=%f z=%f.\n", event.acceleration.x,
event.acceleration.y, event.acceleration.z);
}
// Check if we are exiting.
if (state->destroyRequested != 0)
{
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gfx_ctx_destroy();
return;
}
}
if (g_android.animating)
{
// Done with events; draw next animation frame.
g_android.state.angle += .01f;
if (g_android.state.angle > 1)
g_android.state.angle = 0;
// Drawing is throttled to the screen update rate, so there
// is no need to do timing here.
engine_draw_frame();
}
}
}