mirror of
https://github.com/libretro/RetroArch
synced 2025-03-14 01:19:01 +00:00
(Android) Add g_android global struct - EGLDisplay, EGLContext
and EGLSurface in this struct are temporarily and all code will be moved to EGL context file
This commit is contained in:
parent
f52d7f462e
commit
5ffab01827
@ -22,7 +22,6 @@
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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 "../../../general.h"
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@ -39,40 +38,10 @@ JNIEXPORT void JNICALL JNI_OnUnLoad( JavaVM *vm, void *pvt)
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RARCH_LOG("JNI_OnUnLoad.\n" );
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}
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/**
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* Our saved state data.
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*/
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struct saved_state
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{
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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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/**
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* Shared state for our app.
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*/
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struct engine
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{
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struct android_app* app;
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ASensorManager* sensorManager;
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const ASensor* accelerometerSensor;
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ASensorEventQueue* sensorEventQueue;
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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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struct saved_state state;
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};
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/**
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* Initialize an EGL context for the current display.
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*/
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static int engine_init_display(struct engine* engine)
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static int engine_init_display(void)
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{
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// initialize OpenGL ES and EGL
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@ -105,9 +74,9 @@ static int engine_init_display(struct engine* engine)
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* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
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eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
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ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
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ANativeWindow_setBuffersGeometry(g_android.app->window, 0, 0, format);
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surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
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surface = eglCreateWindowSurface(display, config, g_android.app->window, NULL);
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context = eglCreateContext(display, config, NULL, NULL);
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
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@ -119,12 +88,12 @@ static int engine_init_display(struct engine* engine)
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eglQuerySurface(display, surface, EGL_WIDTH, &w);
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eglQuerySurface(display, surface, EGL_HEIGHT, &h);
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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->state.angle = 0;
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g_android.display = display;
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g_android.context = context;
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g_android.surface = surface;
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g_android.width = w;
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g_android.height = h;
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g_android.state.angle = 0;
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// Initialize GL state.
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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@ -137,40 +106,40 @@ static int engine_init_display(struct engine* engine)
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/**
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* Just the current frame in the display.
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*/
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static void engine_draw_frame(struct engine* engine)
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static void engine_draw_frame(void)
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{
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if (engine->display == NULL)
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if (g_android.display == NULL)
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return;
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// Just fill the screen with a color.
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glClearColor(((float)engine->state.x)/engine->width, engine->state.angle,
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((float)engine->state.y)/engine->height, 1);
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glClearColor(((float)g_android.state.x)/g_android.width, g_android.state.angle,
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((float)g_android.state.y)/g_android.height, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(engine->display, engine->surface);
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eglSwapBuffers(g_android.display, g_android.surface);
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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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static void engine_term_display(struct engine* engine)
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static void engine_term_display(void)
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{
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if (engine->display != EGL_NO_DISPLAY)
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if (g_android.display != EGL_NO_DISPLAY)
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{
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eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglMakeCurrent(g_android.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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if (engine->surface != EGL_NO_SURFACE)
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eglDestroySurface(engine->display, engine->surface);
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if (g_android.context != EGL_NO_CONTEXT)
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eglDestroyContext(g_android.display, g_android.context);
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if (g_android.surface != EGL_NO_SURFACE)
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eglDestroySurface(g_android.display, g_android.surface);
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eglTerminate(engine->display);
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eglTerminate(g_android.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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g_android.animating = 0;
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g_android.display = EGL_NO_DISPLAY;
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g_android.context = EGL_NO_CONTEXT;
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g_android.surface = EGL_NO_SURFACE;
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}
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/**
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@ -178,13 +147,11 @@ static void engine_term_display(struct engine* engine)
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*/
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static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
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{
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struct engine* engine = (struct engine*)app->userData;
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION)
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{
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engine->animating = 1;
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engine->state.x = AMotionEvent_getX(event, 0);
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engine->state.y = AMotionEvent_getY(event, 0);
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g_android.animating = 1;
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g_android.state.x = AMotionEvent_getX(event, 0);
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g_android.state.y = AMotionEvent_getY(event, 0);
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return 1;
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}
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return 0;
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@ -195,49 +162,47 @@ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
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*/
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static void engine_handle_cmd(struct android_app* app, int32_t cmd)
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{
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struct engine* engine = (struct engine*)app->userData;
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switch (cmd)
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{
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case APP_CMD_SAVE_STATE:
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// The system has asked us to save our current state. Do so.
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engine->app->savedState = malloc(sizeof(struct saved_state));
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*((struct saved_state*)engine->app->savedState) = engine->state;
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engine->app->savedStateSize = sizeof(struct saved_state);
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g_android.app->savedState = malloc(sizeof(struct saved_state));
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*((struct saved_state*)g_android.app->savedState) = g_android.state;
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g_android.app->savedStateSize = sizeof(struct saved_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 (engine->app->window != NULL)
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if (g_android.app->window != NULL)
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{
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engine_init_display(engine);
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engine_draw_frame(engine);
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engine_init_display();
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engine_draw_frame();
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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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engine_term_display(engine);
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engine_term_display();
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break;
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case APP_CMD_GAINED_FOCUS:
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// When our app gains focus, we start monitoring the accelerometer.
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if (engine->accelerometerSensor != NULL)
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if (g_android.accelerometerSensor != NULL)
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{
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ASensorEventQueue_enableSensor(engine->sensorEventQueue,
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engine->accelerometerSensor);
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ASensorEventQueue_enableSensor(g_android.sensorEventQueue,
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g_android.accelerometerSensor);
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// We'd like to get 60 events per second (in us).
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ASensorEventQueue_setEventRate(engine->sensorEventQueue,
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engine->accelerometerSensor, (1000L/60)*1000);
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ASensorEventQueue_setEventRate(g_android.sensorEventQueue,
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g_android.accelerometerSensor, (1000L/60)*1000);
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}
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break;
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case APP_CMD_LOST_FOCUS:
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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 (engine->accelerometerSensor != NULL)
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ASensorEventQueue_disableSensor(engine->sensorEventQueue,
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engine->accelerometerSensor);
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if (g_android.accelerometerSensor != NULL)
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ASensorEventQueue_disableSensor(g_android.sensorEventQueue,
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g_android.accelerometerSensor);
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// Also stop animating.
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engine->animating = 0;
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engine_draw_frame(engine);
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g_android.animating = 0;
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engine_draw_frame();
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break;
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}
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}
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@ -249,28 +214,27 @@ static void engine_handle_cmd(struct android_app* app, int32_t cmd)
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*/
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void android_main(struct android_app* state)
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{
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struct engine engine;
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// Make sure glue isn't stripped.
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app_dummy();
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memset(&engine, 0, sizeof(engine));
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state->userData = &engine;
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rarch_main_clear_state();
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state->onAppCmd = engine_handle_cmd;
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state->onInputEvent = engine_handle_input;
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engine.app = state;
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g_android.app = state;
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// Prepare to monitor accelerometer
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engine.sensorManager = ASensorManager_getInstance();
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engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager,
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g_android.sensorManager = ASensorManager_getInstance();
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g_android.accelerometerSensor = ASensorManager_getDefaultSensor(g_android.sensorManager,
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ASENSOR_TYPE_ACCELEROMETER);
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engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager,
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g_android.sensorEventQueue = ASensorManager_createEventQueue(g_android.sensorManager,
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state->looper, LOOPER_ID_USER, NULL, NULL);
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if (state->savedState != NULL) // We are starting with a previous saved state; restore from it.
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engine.state = *(struct saved_state*)state->savedState;
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g_android.state = *(struct saved_state*)state->savedState;
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// loop waiting for stuff to do.
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RARCH_LOG("Enter Android main loop.\n");
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while (1)
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{
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@ -282,7 +246,7 @@ void android_main(struct android_app* state)
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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 ((ident=ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events,
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while ((ident=ALooper_pollAll(g_android.animating ? 0 : -1, NULL, &events,
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(void**)&source)) >= 0)
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{
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// Process this event.
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@ -290,10 +254,10 @@ void android_main(struct android_app* state)
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source->process(state, source);
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// If a sensor has data, process it now.
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if (ident == LOOPER_ID_USER && engine.accelerometerSensor != NULL)
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if (ident == LOOPER_ID_USER && g_android.accelerometerSensor != NULL)
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{
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ASensorEvent event;
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while (ASensorEventQueue_getEvents(engine.sensorEventQueue, &event, 1) > 0)
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while (ASensorEventQueue_getEvents(g_android.sensorEventQueue, &event, 1) > 0)
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RARCH_WARN("accelerometer: x=%f y=%f z=%f.\n", event.acceleration.x,
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event.acceleration.y, event.acceleration.z);
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}
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@ -301,22 +265,22 @@ void android_main(struct android_app* state)
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// Check if we are exiting.
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if (state->destroyRequested != 0)
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{
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engine_term_display(&engine);
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engine_term_display();
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return;
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}
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}
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if (engine.animating)
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if (g_android.animating)
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{
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// Done with events; draw next animation frame.
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engine.state.angle += .01f;
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g_android.state.angle += .01f;
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if (engine.state.angle > 1)
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engine.state.angle = 0;
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if (g_android.state.angle > 1)
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g_android.state.angle = 0;
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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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engine_draw_frame(&engine);
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engine_draw_frame();
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}
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}
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}
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38
general.h
38
general.h
@ -570,6 +570,41 @@ struct global
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jmp_buf error_sjlj_context;
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};
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#ifdef ANDROID
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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_native_app_glue.h>
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/**
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* Our saved state data.
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*/
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struct saved_state
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{
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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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struct droid
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{
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struct android_app* app;
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ASensorManager* sensorManager;
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const ASensor* accelerometerSensor;
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ASensorEventQueue* sensorEventQueue;
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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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struct saved_state state;
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};
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#endif
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// Public functions
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void config_load(void);
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void config_set_defaults(void);
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@ -602,6 +637,9 @@ void rarch_state_slot_decrease(void);
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// Public data structures
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extern struct settings g_settings;
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extern struct global g_extern;
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#ifdef ANDROID
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extern struct droid g_android;
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#endif
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/////////
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#include "retroarch_logger.h"
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@ -2458,6 +2458,10 @@ void rarch_main_clear_state(void)
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free(g_extern.system.environment_split);
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memset(&g_extern, 0, sizeof(g_extern));
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#ifdef ANDROID
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memset(&g_android, 0, sizeof(g_android));
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#endif
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init_state();
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}
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struct settings g_settings;
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struct global g_extern;
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#ifdef ANDROID
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struct droid g_android;
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#endif
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const char *config_get_default_audio(void)
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{
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