added android project and linked to engine source with successful compilation
This commit is contained in:
17
android/src/main/AndroidManifest.xml
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17
android/src/main/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.omigamedev"
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android:versionCode="1"
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android:versionName="1.0">
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<application android:label="@string/app_name" android:icon="@drawable/ic_launcher">
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<activity android:name="android.app.NativeActivity"
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android:label="@string/app_name">
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<meta-data android:name="android.app.lib_name"
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android:value="native-lib" />
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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338
android/src/main/cpp/main.cpp
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338
android/src/main/cpp/main.cpp
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/*
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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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//BEGIN_INCLUDE(all)
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#include <initializer_list>
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#include <memory>
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#include <jni.h>
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#include <errno.h>
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#include <cassert>
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#include <EGL/egl.h>
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#include <GLES3/gl3.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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#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "native-activity", __VA_ARGS__))
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#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "native-activity", __VA_ARGS__))
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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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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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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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// initialize OpenGL ES and EGL
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/*
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* Here specify the attributes of the desired configuration.
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* Below, we select an EGLConfig with at least 8 bits per color
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* component compatible with on-screen windows
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*/
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const EGLint attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_BLUE_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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EGL_NONE
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};
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EGLint w, h, dummy, format;
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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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/* Here, the application chooses the configuration it desires.
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* find the best match if possible, otherwise use the very first one
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*/
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eglChooseConfig(display, attribs, nullptr,0, &numConfigs);
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std::unique_ptr<EGLConfig[]> supportedConfigs(new EGLConfig[numConfigs]);
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assert(supportedConfigs);
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eglChooseConfig(display, attribs, supportedConfigs.get(), numConfigs, &numConfigs);
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assert(numConfigs);
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auto i = 0;
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for (; i < numConfigs; i++) {
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auto& cfg = supportedConfigs[i];
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EGLint r, g, b, d;
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if (eglGetConfigAttrib(display, cfg, EGL_RED_SIZE, &r) &&
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eglGetConfigAttrib(display, cfg, EGL_GREEN_SIZE, &g) &&
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eglGetConfigAttrib(display, cfg, EGL_BLUE_SIZE, &b) &&
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eglGetConfigAttrib(display, cfg, EGL_DEPTH_SIZE, &d) &&
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r == 8 && g == 8 && b == 8 && d == 0 ) {
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config = supportedConfigs[i];
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break;
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}
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}
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if (i == numConfigs) {
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config = supportedConfigs[0];
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}
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/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
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* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
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* As soon as we picked a EGLConfig, we can safely reconfigure the
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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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surface = eglCreateWindowSurface(display, config, engine->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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LOGW("Unable to eglMakeCurrent");
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return -1;
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}
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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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// Check openGL on the system
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auto opengl_info = {GL_VENDOR, GL_RENDERER, GL_VERSION, GL_EXTENSIONS};
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for (auto name : opengl_info) {
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auto info = glGetString(name);
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LOGI("OpenGL Info: %s", info);
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}
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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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glDisable(GL_DEPTH_TEST);
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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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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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// 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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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(engine->display, engine->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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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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/**
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* Process the next input event.
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*/
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static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
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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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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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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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static void engine_handle_cmd(struct android_app* app, int32_t cmd) {
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struct engine* engine = (struct engine*)app->userData;
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switch (cmd) {
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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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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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engine_init_display(engine);
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engine_draw_frame(engine);
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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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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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ASensorEventQueue_enableSensor(engine->sensorEventQueue,
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engine->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,
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(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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}
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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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break;
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}
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}
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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(struct android_app* state) {
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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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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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// Prepare to monitor accelerometer
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engine.sensorManager = ASensorManager_getInstance();
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engine.accelerometerSensor = ASensorManager_getDefaultSensor(
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engine.sensorManager,
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ASENSOR_TYPE_ACCELEROMETER);
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engine.sensorEventQueue = ASensorManager_createEventQueue(
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engine.sensorManager,
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state->looper, LOOPER_ID_USER,
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NULL, NULL);
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if (state->savedState != NULL) {
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// 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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}
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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 ident;
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int events;
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struct 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 ((ident=ALooper_pollAll(engine.animating ? 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) {
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source->process(state, source);
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}
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// If a sensor has data, process it now.
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if (ident == LOOPER_ID_USER) {
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if (engine.accelerometerSensor != NULL) {
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ASensorEvent event;
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while (ASensorEventQueue_getEvents(engine.sensorEventQueue,
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&event, 1) > 0) {
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LOGI("accelerometer: x=%f y=%f z=%f",
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event.acceleration.x, event.acceleration.y,
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event.acceleration.z);
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}
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}
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}
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// Check if we are exiting.
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if (state->destroyRequested != 0) {
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engine_term_display(&engine);
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return;
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}
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}
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if (engine.animating) {
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// Done with events; draw next animation frame.
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engine.state.angle += .01f;
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if (engine.state.angle > 1) {
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engine.state.angle = 0;
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}
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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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}
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}
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}
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//END_INCLUDE(all)
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7
android/src/main/cpp/native-lib.cpp
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7
android/src/main/cpp/native-lib.cpp
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@@ -0,0 +1,7 @@
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#include <stdlib.h>
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int main()
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{
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return 0;
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}
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15
android/src/main/java/com/omigamedev/DummyActivity.java
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15
android/src/main/java/com/omigamedev/DummyActivity.java
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@@ -0,0 +1,15 @@
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package com.omigamedev;
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import android.app.Activity;
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import android.os.Bundle;
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public class DummyActivity extends Activity
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{
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/** Called when the activity is first created. */
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@Override
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public void onCreate(Bundle savedInstanceState)
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{
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super.onCreate(savedInstanceState);
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setContentView(R.layout.main);
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}
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}
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BIN
android/src/main/res/drawable-hdpi/ic_launcher.png
Normal file
BIN
android/src/main/res/drawable-hdpi/ic_launcher.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 9.2 KiB |
BIN
android/src/main/res/drawable-ldpi/ic_launcher.png
Normal file
BIN
android/src/main/res/drawable-ldpi/ic_launcher.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 2.7 KiB |
BIN
android/src/main/res/drawable-mdpi/ic_launcher.png
Normal file
BIN
android/src/main/res/drawable-mdpi/ic_launcher.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 5.1 KiB |
BIN
android/src/main/res/drawable-xhdpi/ic_launcher.png
Normal file
BIN
android/src/main/res/drawable-xhdpi/ic_launcher.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 14 KiB |
13
android/src/main/res/layout/main.xml
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13
android/src/main/res/layout/main.xml
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@@ -0,0 +1,13 @@
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<?xml version="1.0" encoding="utf-8"?>
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<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
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android:orientation="vertical"
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android:layout_width="fill_parent"
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android:layout_height="fill_parent"
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>
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<TextView
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android:layout_width="fill_parent"
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android:layout_height="wrap_content"
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android:text="Hello World, DummyActivity"
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/>
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</LinearLayout>
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4
android/src/main/res/values/strings.xml
Normal file
4
android/src/main/res/values/strings.xml
Normal file
@@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">DummyActivity</string>
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</resources>
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||||
Reference in New Issue
Block a user