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/*
* Copyright 2013 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.
*/
//--------------------------------------------------------------------------------
// Include files
//--------------------------------------------------------------------------------
#include <jni.h>
#include <errno.h>
#include <vector>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/native_window_jni.h>
#include <cpu-features.h>
#include "MoreTeapotsRenderer.h"
const int32_t NUM_TEAPOTS_X = 8;
const int32_t NUM_TEAPOTS_Y = 8;
const int32_t NUM_TEAPOTS_Z = 6;
//-------------------------------------------------------------------------
//Shared state for our app.
//-------------------------------------------------------------------------
struct android_app;
class engine {
MoreTeapotsRenderer _renderer;
GLContext* _glContext;
bool _bInitializedResources;
bool _bHasFocus;
DoubletapDetector _doubletapDetector;
PinchDetector _pinchDetector;
DragDetector _dragDetector;
perfMonitor _monitor;
tapCamera _tapCamera;
android_app* _app;
ASensorManager* _sensorManager;
const ASensor* _accelerometerSensor;
ASensorEventQueue* _sensorEventQueue;
void updateFPS(float fFPS);
void showUI();
void transformPosition( vec2& vec );
public:
static void handleCmd(struct android_app* app, int32_t cmd);
static int32_t handleInput( android_app* app, AInputEvent* event );
engine();
~engine();
void setState(android_app* state);
int initDisplay();
void loadResources();
void unloadResources();
void drawFrame();
void termDisplay();
void trimMemory();
bool isReady();
void updatePosition( AInputEvent* event, int32_t iIndex, float& fX, float& fY);
void initSensors();
void processSensors( int32_t id );
void suspendSensors();
void resumeSensors();
};
//-------------------------------------------------------------------------
//Ctor
//-------------------------------------------------------------------------
engine::engine() :
_bInitializedResources( false ),
_bHasFocus( false ),
_app( NULL ),
_sensorManager( NULL ),
_accelerometerSensor( NULL ),
_sensorEventQueue( NULL )
{
_glContext = GLContext::getInstance();
}
//-------------------------------------------------------------------------
//Dtor
//-------------------------------------------------------------------------
engine::~engine()
{
}
/**
* Load resources
*/
void engine::loadResources()
{
_renderer.init(NUM_TEAPOTS_X, NUM_TEAPOTS_Y, NUM_TEAPOTS_Z);
_renderer.bind(&_tapCamera);
}
/**
* Unload resources
*/
void engine::unloadResources()
{
_renderer.unload();
}
/**
* Initialize an EGL context for the current display.
*/
int engine::initDisplay()
{
if( !_bInitializedResources )
{
_glContext->init( _app->window );
loadResources();
_bInitializedResources = true;
}
else
{
// initialize OpenGL ES and EGL
if( EGL_SUCCESS != _glContext->resume( _app->window ) )
{
unloadResources();
loadResources();
}
}
showUI();
// Initialize GL state.
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
//Note that screen size might have been changed
glViewport(0, 0,
_glContext->getScreenWidth(),
_glContext->getScreenHeight() );
_renderer.updateViewport();
_tapCamera.setFlip(1.f, -1.f, -1.f);
_tapCamera.setPinchTransformFactor(10.f, 10.f, 8.f);
return 0;
}
/**
* Just the current frame in the display.
*/
void engine::drawFrame()
{
float fFPS;
if( _monitor.update(fFPS) )
{
updateFPS( fFPS );
}
double dTime = _monitor.getCurrentTime();
_renderer.update(dTime);
// Just fill the screen with a color.
glClearColor(0.5f, 0.5f, 0.5f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_renderer.render();
// Swap
if( EGL_SUCCESS != _glContext->swap() )
{
unloadResources();
loadResources();
}
}
/**
* Tear down the EGL context currently associated with the display.
*/
void engine::termDisplay()
{
_glContext->suspend();
}
void engine::trimMemory()
{
LOGI( "Trimming memory" );
_glContext->invalidate();
}
/**
* Process the next input event.
*/
int32_t engine::handleInput( android_app* app, AInputEvent* event )
{
engine* eng = (engine*)app->userData;
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION)
{
GESTURE_STATE doubleTapState = eng->_doubletapDetector.detect(event);
GESTURE_STATE dragState = eng->_dragDetector.detect(event);
GESTURE_STATE pinchState = eng->_pinchDetector.detect(event);
//Double tap detector has a priority over other detectors
if( doubleTapState == GESTURE_STATE_ACTION )
{
//Detect double tap
eng->_tapCamera.reset(true);
}
else
{
//Handle drag state
if( dragState & GESTURE_STATE_START )
{
//Otherwise, start dragging
vec2 v;
eng->_dragDetector.getPointer( v );
eng->transformPosition( v );
eng->_tapCamera.beginDrag( v );
}
else if( dragState & GESTURE_STATE_MOVE )
{
vec2 v;
eng->_dragDetector.getPointer( v );
eng->transformPosition( v );
eng->_tapCamera.drag( v );
}
else if( dragState & GESTURE_STATE_END )
{
eng->_tapCamera.endDrag();
}
//Handle pinch state
if( pinchState & GESTURE_STATE_START )
{
//Start new pinch
vec2 v1;
vec2 v2;
eng->_pinchDetector.getPointers( v1, v2 );
eng->transformPosition( v1 );
eng->transformPosition( v2 );
eng->_tapCamera.beginPinch( v1, v2 );
}
else if( pinchState & GESTURE_STATE_MOVE )
{
//Multi touch
//Start new pinch
vec2 v1;
vec2 v2;
eng->_pinchDetector.getPointers( v1, v2 );
eng->transformPosition( v1 );
eng->transformPosition( v2 );
eng->_tapCamera.pinch( v1, v2 );
}
}
return 1;
}
return 0;
}
/**
* Process the next main command.
*/
void engine::handleCmd(struct android_app* app, int32_t cmd)
{
engine* eng = (engine*)app->userData;
switch (cmd) {
case APP_CMD_SAVE_STATE:
break;
case APP_CMD_INIT_WINDOW:
// The window is being shown, get it ready.
if (app->window != NULL) {
eng->initDisplay();
eng->drawFrame();
}
break;
case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up.
eng->termDisplay();
eng->_bHasFocus = false;
break;
case APP_CMD_STOP:
break;
case APP_CMD_GAINED_FOCUS:
eng->resumeSensors();
//Start animation
eng->_bHasFocus = true;
break;
case APP_CMD_LOST_FOCUS:
eng->suspendSensors();
// Also stop animating.
eng->_bHasFocus = false;
eng->drawFrame();
break;
case APP_CMD_LOW_MEMORY:
//Free up GL resources
eng->trimMemory();
break;
}
}
//-------------------------------------------------------------------------
//Sensor handlers
//-------------------------------------------------------------------------
void engine::initSensors()
{
_sensorManager = ASensorManager_getInstance();
_accelerometerSensor = ASensorManager_getDefaultSensor( _sensorManager,
ASENSOR_TYPE_ACCELEROMETER);
_sensorEventQueue = ASensorManager_createEventQueue( _sensorManager,
_app->looper, LOOPER_ID_USER, NULL, NULL);
}
void engine::processSensors( int32_t id )
{
// If a sensor has data, process it now.
if( id == LOOPER_ID_USER )
{
if (_accelerometerSensor != NULL)
{
ASensorEvent event;
while (ASensorEventQueue_getEvents(_sensorEventQueue,
&event, 1) > 0)
{
}
}
}
}
void engine::resumeSensors()
{
// When our app gains focus, we start monitoring the accelerometer.
if (_accelerometerSensor != NULL) {
ASensorEventQueue_enableSensor(_sensorEventQueue,
_accelerometerSensor);
// We'd like to get 60 events per second (in us).
ASensorEventQueue_setEventRate(_sensorEventQueue,
_accelerometerSensor, (1000L/60)*1000);
}
}
void engine::suspendSensors()
{
// When our app loses focus, we stop monitoring the accelerometer.
// This is to avoid consuming battery while not being used.
if (_accelerometerSensor != NULL) {
ASensorEventQueue_disableSensor(_sensorEventQueue,
_accelerometerSensor);
}
}
//-------------------------------------------------------------------------
//Misc
//-------------------------------------------------------------------------
void engine::setState(android_app* state)
{
_app = state;
_doubletapDetector.setConfiguration( _app->config );
_dragDetector.setConfiguration( _app->config );
_pinchDetector.setConfiguration( _app->config );
}
bool engine::isReady()
{
if( _bHasFocus )
return true;
return false;
}
void engine::transformPosition( vec2& vec )
{
vec = vec2( 2.0f, 2.0f ) * vec / vec2( _glContext->getScreenWidth(), _glContext->getScreenHeight() ) - vec2( 1.f, 1.f );
}
void engine::showUI()
{
JNIEnv *jni;
_app->activity->vm->AttachCurrentThread(&jni, NULL);
//Default class retrieval
jclass clazz = jni->GetObjectClass( _app->activity->clazz );
jmethodID methodID = jni->GetMethodID(clazz, "showUI", "()V" );
jni->CallVoidMethod( _app->activity->clazz, methodID );
_app->activity->vm->DetachCurrentThread();
return;
}
void engine::updateFPS(float fFPS)
{
JNIEnv *jni;
_app->activity->vm->AttachCurrentThread(&jni, NULL);
//Default class retrieval
jclass clazz = jni->GetObjectClass(_app->activity->clazz);
jmethodID methodID = jni->GetMethodID(clazz, "updateFPS", "(F)V");
jni->CallVoidMethod(_app->activity->clazz, methodID, fFPS);
_app->activity->vm->DetachCurrentThread();
return;
}
engine g_engine;
/**
* 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(android_app* state)
{
app_dummy();
g_engine.setState( state );
//Init helper functions
JNIHelper::init( state->activity );
state->userData = &g_engine;
state->onAppCmd = engine::handleCmd;
state->onInputEvent = engine::handleInput;
#ifdef USE_NDK_PROFILER
monstartup("libNativeActivity.so");
#endif
// Prepare to monitor accelerometer
g_engine.initSensors();
// loop waiting for stuff to do.
while (1) {
// Read all pending events.
int id;
int events;
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 ((id = ALooper_pollAll( g_engine.isReady() ? 0 : -1, NULL, &events,
(void**)&source) ) >= 0)
{
// Process this event.
if (source != NULL)
source->process(state, source);
g_engine.processSensors( id );
// Check if we are exiting.
if (state->destroyRequested != 0)
{
g_engine.termDisplay();
return;
}
}
if( g_engine.isReady() )
{
// Drawing is throttled to the screen update rate, so there
// is no need to do timing here.
g_engine.drawFrame();
}
}
}