/* 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 . */ #include #include #include #include /* Requires NDK r5 or newer */ #include #include "android-general.h" #include "../../../general.h" //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); 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) gfx_ctx_init(); break; case APP_CMD_TERM_WINDOW: // The window is being hidden or closed, clean it up. 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) { 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(); } } }