/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ //BEGIN_INCLUDE(all) #include #include #include #include #include #include #include #include "pch.h" #include "app.h" #include "asset.h" #include "keymap.h" typedef void (*GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam); typedef void (*fnDebugMessageCallback)(GLDEBUGPROC callback, const void* userParam); #define GL_DEBUG_SEVERITY_HIGH 0x9146 #define GL_DEBUG_SEVERITY_MEDIUM 0x9147 #define GL_DEBUG_SEVERITY_LOW 0x9148 #define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B #define GL_DEBUG_OUTPUT 0x92E0 #define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 /** * Our saved state data. */ struct saved_state { float angle; int32_t x; int32_t y; }; /** * Shared state for our app. */ struct engine { struct android_app* app; ASensorManager* sensorManager; const ASensor* accelerometerSensor; ASensorEventQueue* sensorEventQueue; int animating; EGLDisplay display; EGLSurface surface; EGLContext context; int32_t width; int32_t height; struct saved_state state; }; /** * Initialize an EGL context for the current display. */ static int engine_init_display(struct engine* engine) { // initialize OpenGL ES and EGL App::I.initLog(); /* * Here specify the attributes of the desired configuration. * Below, we select an EGLConfig with at least 8 bits per color * component compatible with on-screen windows */ const EGLint attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_NONE }; EGLint w, h, dummy, format; EGLint numConfigs; EGLConfig config; EGLSurface surface; EGLContext context; EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(display, 0, 0); /* Here, the application chooses the configuration it desires. * find the best match if possible, otherwise use the very first one */ eglChooseConfig(display, attribs, nullptr,0, &numConfigs); std::unique_ptr supportedConfigs(new EGLConfig[numConfigs]); assert(supportedConfigs); eglChooseConfig(display, attribs, supportedConfigs.get(), numConfigs, &numConfigs); assert(numConfigs); auto i = 0; for (; i < numConfigs; i++) { auto& cfg = supportedConfigs[i]; EGLint r, g, b, d; if (eglGetConfigAttrib(display, cfg, EGL_RED_SIZE, &r) && eglGetConfigAttrib(display, cfg, EGL_GREEN_SIZE, &g) && eglGetConfigAttrib(display, cfg, EGL_BLUE_SIZE, &b) && eglGetConfigAttrib(display, cfg, EGL_DEPTH_SIZE, &d) && r == 8 && g == 8 && b == 8 && d == 0 ) { config = supportedConfigs[i]; break; } } if (i == numConfigs) { config = supportedConfigs[0]; } /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is * guaranteed to be accepted by ANativeWindow_setBuffersGeometry(). * As soon as we picked a EGLConfig, we can safely reconfigure the * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */ eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format); surface = eglCreateWindowSurface(display, config, engine->app->window, NULL); const EGLint attribs_test[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_CONTEXT_FLAGS_KHR, EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR | EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR, //EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR, EGL_NONE }; context = eglCreateContext(display, config, EGL_NO_CONTEXT, attribs_test); if (context == EGL_NO_CONTEXT) { LOG("EGL: debug and forward context failed"); const EGLint attribs_test[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_CONTEXT_FLAGS_KHR, EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR, EGL_NONE }; context = eglCreateContext(display, config, EGL_NO_CONTEXT, attribs_test); if (context == EGL_NO_CONTEXT) { LOG("EGL: only forward context failed"); const EGLint attribs_test[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_CONTEXT_FLAGS_KHR, EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR, //EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR, EGL_NONE }; context = eglCreateContext(display, config, EGL_NO_CONTEXT, attribs_test); if (context == EGL_NO_CONTEXT) { LOG("EGL: only debug context failed"); const EGLint attribs_test[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; context = eglCreateContext(display, config, EGL_NO_CONTEXT, attribs_test); if (context == EGL_NO_CONTEXT) { LOG("EGL: all the context creation failed"); } else { LOG("EGL: created simple context"); } } else { LOG("EGL: created only debug context"); } } else { LOG("EGL: created only forward context"); } } else { LOG("EGL: created debug and forward context"); } if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { LOG("Unable to eglMakeCurrent"); return -1; } eglQuerySurface(display, surface, EGL_WIDTH, &w); eglQuerySurface(display, surface, EGL_HEIGHT, &h); engine->display = display; engine->context = context; engine->surface = surface; engine->width = w; engine->height = h; engine->state.angle = 0; // Check openGL on the system auto opengl_info = { GL_VENDOR, GL_RENDERER, GL_VERSION/*, GL_EXTENSIONS*/ }; for (auto name : opengl_info) { auto info = glGetString(name); LOG("OpenGL Info: %s", info); } GLint n_exts; std::map ext_map; glGetIntegerv(GL_NUM_EXTENSIONS, &n_exts); for (int i = 0; i < n_exts; i++) { ext_map.emplace((char*)glGetStringi(GL_EXTENSIONS, i), true); } //const char* ext = (const char*) glGetString(GL_EXTENSIONS); //int ext_len = strlen(ext); //static char ext_name[256]; //int ext_name_i = 0; //for (int i = 0; i < ext_len; i++) //{ // char c = ext[i]; // if (c == ' ') // { // ext_map.emplace(std::string(ext_name, ext_name_i), true); // ext_name_i = 0; // } // else // { // ext_name[ext_name_i++] = c; // } //} if (ext_map.count("GL_KHR_debug")) { LOG("GL_KHR_debug supported"); auto glDebugMessageCallback = (fnDebugMessageCallback)eglGetProcAddress("glDebugMessageCallbackKHR"); if (glDebugMessageCallback) { LOG("glDebugMessageCallback proc found at %p", glDebugMessageCallback); glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { //if (severity == GL_DEBUG_SEVERITY_MEDIUM || severity == GL_DEBUG_SEVERITY_HIGH) { LOG("OPENGL: %.*s", length, message); } }, nullptr); glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); } else { LOG("glDebugMessageCallback proc NOT FOUND"); } } int ret = -1; FILE* file = popen("getprop", "r"); std::map os_props; if (file) { char output[100]; while (fgets(output, sizeof(output), file) != nullptr) { int i = 0; int l = strlen(output); char buf[64]; int j = 0; while (i < l && output[i] != '[') i++; i++; while (i < l && output[i] != ']') { buf[j++] = output[i]; i++; } std::string key(buf, j); j = 0; while (i < l && output[i] != '[') i++; i++; while (i < l && output[i] != ']') { buf[j++] = output[i]; i++; } os_props[key] = std::string(buf, j); //LOG("PROP: %s -> %s", key.c_str(), os_props[key].c_str()); } pclose(file); } LOG("PROP Android Version: %s", os_props["ro.build.version.release"].c_str()); LOG("PROP Android SDK: %s", os_props["ro.build.version.sdk"].c_str()); LOG("PROP Country Code: %s", os_props["ro.csc.country_code"].c_str()); LOG("PROP ABI: %s", os_props["ro.product.cpu.abilist"].c_str()); LOG("PROP Brand: %s", os_props["ro.product.brand"].c_str()); LOG("PROP Maker: %s", os_props["ro.product.manufacturer"].c_str()); LOG("PROP Mode: %s", os_props["ro.product.model"].c_str()); //LOG("PROP: %s", os_props[""].c_str()); //LOG("PROP: %s", os_props[""].c_str()); //LOG("PROP: %s", os_props[""].c_str()); // Initialize GL state. //glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); //glEnable(GL_CULL_FACE); //glShadeModel(GL_SMOOTH); glDisable(GL_DEPTH_TEST); //glEnableClientState(GL_VERTEX_ARRAY); Asset::m_am = engine->app->activity->assetManager; App::I.data_path = "/sdcard/PanoPainter";// engine->app->activity->externalDataPath; App::I.width = w; App::I.height = h; App::I.init(); LOG("All ready"); engine->animating = 1; ANativeActivity_showSoftInput(engine->app->activity, ANATIVEACTIVITY_SHOW_SOFT_INPUT_FORCED); return 0; } /** * Just the current frame in the display. */ static void engine_draw_frame(struct engine* engine) { if (engine->display == NULL) return; glClearColor(.1f, .1f, .1f, 1.f); glViewport(0, 0, (GLsizei)engine->width, (GLsizei)engine->height); glClear(GL_COLOR_BUFFER_BIT); App::I.update(0); eglSwapBuffers(engine->display, engine->surface); } /** * Tear down the EGL context currently associated with the display. */ static void engine_term_display(struct engine* engine) { if (engine->display != EGL_NO_DISPLAY) { eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); if (engine->context != EGL_NO_CONTEXT) { eglDestroyContext(engine->display, engine->context); } if (engine->surface != EGL_NO_SURFACE) { eglDestroySurface(engine->display, engine->surface); } eglTerminate(engine->display); } engine->animating = 0; engine->display = EGL_NO_DISPLAY; engine->context = EGL_NO_CONTEXT; engine->surface = EGL_NO_SURFACE; } /** * Process the next input event. */ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) { struct engine* engine = (struct engine*)app->userData; int32_t eventType = AInputEvent_getType(event); //LOG("event type: %d", eventType); switch (eventType) { case AINPUT_EVENT_TYPE_MOTION: // switch (AInputEvent_getSource(event)) { // case AINPUT_SOURCE_STYLUS: // case AINPUT_SOURCE_TOUCHSCREEN: { int action = AKeyEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; int32_t index = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; int pointer_id = AMotionEvent_getPointerId(event, index); int32_t count = AMotionEvent_getPointerCount(event); auto findPointer = [](int id, AInputEvent* event) { int32_t count = AMotionEvent_getPointerCount(event); int ret = -1; for (int i = 0; i < count; i++) { //LOG("pointer %d id %d == %d", i, id, AMotionEvent_getPointerId(event, i)); if (AMotionEvent_getPointerId(event, i) == id) ret = i; } return ret; return -1; }; struct Pointer { int id = -1; int idx; glm::vec2 pos; }; static Pointer p0, p1; static int tracked = 0; //LOG("event source: %d", AInputEvent_getSource(event)); //LOG("pointer id %d count %d", pointer_id, count); MouseEvent e; switch (action) { case AMOTION_EVENT_ACTION_DOWN: { float y = AMotionEvent_getY(event, 0); float x = AMotionEvent_getX(event, 0); p0.id = AMotionEvent_getPointerId(event, 0); p0.pos = {x, y}; p0.idx = index; App::I.mouse_down(0, x, y); tracked = 1; //LOG("first down"); return 1; } case AMOTION_EVENT_ACTION_POINTER_DOWN: { //LOG("pointer down index %d", index); if (count == 2) { float y = AMotionEvent_getY(event, 1); float x = AMotionEvent_getX(event, 1); p1.id = AMotionEvent_getPointerId(event, 1); p1.idx = index; p1.pos = {x, y}; tracked = 2; //LOG("second down"); App::I.mouse_cancel(0); App::I.gesture_start(p0.pos, p1.pos); } return 1; } case AMOTION_EVENT_ACTION_UP: { float y = AMotionEvent_getY(event, 0); float x = AMotionEvent_getX(event, 0); p0.id = -1; p1.id = -1; if (tracked == 1) App::I.mouse_up(0, x, y); tracked = 0; //LOG("first up"); return 1; } case AMOTION_EVENT_ACTION_POINTER_UP: if (p1.id == AMotionEvent_getPointerId(event, 1)) { p1.id = -1; //LOG("second up"); App::I.gesture_end(); } return 1; case AMOTION_EVENT_ACTION_HOVER_MOVE: // pen move before touching { float y = AMotionEvent_getY(event, 0); float x = AMotionEvent_getX(event, 0); App::I.mouse_move(x, y); //LOG("single move"); return 1; } case AMOTION_EVENT_ACTION_MOVE: if (count == 1 && tracked == 1) { float y = AMotionEvent_getY(event, 0); float x = AMotionEvent_getX(event, 0); App::I.mouse_move(x, y); //LOG("single move"); } else if (count == 2) { int idx = findPointer(pointer_id, event); //LOG("pointer move index %d", idx); if (p0.idx == idx) { //LOG("first move"); float y = AMotionEvent_getY(event, 0); float x = AMotionEvent_getX(event, 0); p0.pos = {x, y}; } if (p1.idx == idx) { //LOG("second move"); float x = AMotionEvent_getX(event, 1); float y = AMotionEvent_getY(event, 1); p1.pos = {x, y}; } App::I.gesture_move(p0.pos, p1.pos); } return 1; default: //LOG("motion action: %d", action); break; } } // break; // } // end switch break; case AINPUT_EVENT_TYPE_KEY: { int32_t key_val = AKeyEvent_getKeyCode(event); LOG("Received key event: %d\n", key_val); App::I.key_down(convert_key(key_val)); return 1; } } // end switch return 0; } /** * Process the next main command. */ static void engine_handle_cmd(struct android_app* app, int32_t cmd) { struct engine* engine = (struct engine*)app->userData; switch (cmd) { case APP_CMD_SAVE_STATE: // The system has asked us to save our current state. Do so. engine->app->savedState = malloc(sizeof(struct saved_state)); *((struct saved_state*)engine->app->savedState) = engine->state; engine->app->savedStateSize = sizeof(struct saved_state); break; case APP_CMD_INIT_WINDOW: // The window is being shown, get it ready. if (engine->app->window != NULL) { engine_init_display(engine); engine_draw_frame(engine); } break; case APP_CMD_TERM_WINDOW: // The window is being hidden or closed, clean it up. App::I.terminate(); engine_term_display(engine); //exit(0); break; case APP_CMD_GAINED_FOCUS: // When our app gains focus, we start monitoring the accelerometer. if (engine->accelerometerSensor != NULL) { ASensorEventQueue_enableSensor(engine->sensorEventQueue, engine->accelerometerSensor); // We'd like to get 60 events per second (in us). ASensorEventQueue_setEventRate(engine->sensorEventQueue, engine->accelerometerSensor, (1000L/60)*1000); } engine->animating = 1; 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 (engine->accelerometerSensor != NULL) { ASensorEventQueue_disableSensor(engine->sensorEventQueue, engine->accelerometerSensor); } // Also stop animating. engine->animating = 0; engine_draw_frame(engine); 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) { struct engine engine; // Make sure glue isn't stripped. app_dummy(); memset(&engine, 0, sizeof(engine)); state->userData = &engine; state->onAppCmd = engine_handle_cmd; state->onInputEvent = engine_handle_input; engine.app = state; // Prepare to monitor accelerometer engine.sensorManager = ASensorManager_getInstance(); engine.accelerometerSensor = ASensorManager_getDefaultSensor( engine.sensorManager, ASENSOR_TYPE_ACCELEROMETER); engine.sensorEventQueue = ASensorManager_createEventQueue( engine.sensorManager, state->looper, LOOPER_ID_USER, NULL, NULL); if (state->savedState != NULL) { // We are starting with a previous saved state; restore from it. engine.state = *(struct saved_state*)state->savedState; } //App::I.create(); // loop waiting for stuff to do. 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. bool used = false; while (!used && (ident=ALooper_pollAll(-1, NULL, &events, (void**)&source)) >= 0) { // Process this event. if (source != NULL) { source->process(state, source); used = true; } // If a sensor has data, process it now. if (ident == LOOPER_ID_USER) { if (engine.accelerometerSensor != NULL) { ASensorEvent event; while (ASensorEventQueue_getEvents(engine.sensorEventQueue, &event, 1) > 0) { // LOGI("accelerometer: x=%f y=%f z=%f", // event.acceleration.x, event.acceleration.y, // event.acceleration.z); } } } // Check if we are exiting. if (state->destroyRequested != 0) { engine_term_display(&engine); return; } } //if (engine.animating) { // Done with events; draw next animation frame. engine.state.angle += .01f; if (engine.state.angle > 1) { engine.state.angle = 0; } // Drawing is throttled to the screen update rate, so there // is no need to do timing here. engine_draw_frame(&engine); } } } //END_INCLUDE(all)