495 lines
13 KiB
C++
495 lines
13 KiB
C++
/*
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* Copyright 2011-2017 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "entry_p.h"
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#if ENTRY_CONFIG_USE_NATIVE && BX_PLATFORM_ANDROID
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#include <bgfx/platform.h>
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#include <stdio.h>
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#include <bx/thread.h>
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#include <android/input.h>
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#include <android/log.h>
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#include <android/looper.h>
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#include <android/window.h>
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#include <android_native_app_glue.h>
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#include <android/native_window.h>
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extern "C"
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{
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wunused-parameter"
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#include <android_native_app_glue.c>
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#pragma GCC diagnostic pop
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} // extern "C"
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namespace entry
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{
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///
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inline void androidSetWindow(::ANativeWindow* _window)
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{
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bgfx::PlatformData pd;
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pd.ndt = NULL;
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pd.nwh = _window;
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pd.context = NULL;
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pd.backBuffer = NULL;
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pd.backBufferDS = NULL;
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bgfx::setPlatformData(pd);
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}
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struct GamepadRemap
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{
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uint16_t m_keyCode;
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Key::Enum m_key;
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};
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static GamepadRemap s_gamepadRemap[] =
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{
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{ AKEYCODE_DPAD_UP, Key::GamepadUp },
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{ AKEYCODE_DPAD_DOWN, Key::GamepadDown },
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{ AKEYCODE_DPAD_LEFT, Key::GamepadLeft },
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{ AKEYCODE_DPAD_RIGHT, Key::GamepadRight },
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{ AKEYCODE_BUTTON_START, Key::GamepadStart },
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{ AKEYCODE_BACK, Key::GamepadBack },
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{ AKEYCODE_BUTTON_THUMBL, Key::GamepadThumbL },
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{ AKEYCODE_BUTTON_THUMBR, Key::GamepadThumbR },
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{ AKEYCODE_BUTTON_L1, Key::GamepadShoulderL },
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{ AKEYCODE_BUTTON_R1, Key::GamepadShoulderR },
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{ AKEYCODE_GUIDE, Key::GamepadGuide },
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{ AKEYCODE_BUTTON_A, Key::GamepadA },
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{ AKEYCODE_BUTTON_B, Key::GamepadB },
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{ AKEYCODE_BUTTON_X, Key::GamepadX },
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{ AKEYCODE_BUTTON_Y, Key::GamepadY },
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};
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struct GamepadAxisRemap
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{
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int32_t m_event;
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GamepadAxis::Enum m_axis;
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bool m_convert;
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};
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static GamepadAxisRemap s_translateAxis[] =
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{
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{ AMOTION_EVENT_AXIS_X, GamepadAxis::LeftX, false },
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{ AMOTION_EVENT_AXIS_Y, GamepadAxis::LeftY, false },
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{ AMOTION_EVENT_AXIS_LTRIGGER, GamepadAxis::LeftZ, false },
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{ AMOTION_EVENT_AXIS_Z, GamepadAxis::RightX, true },
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{ AMOTION_EVENT_AXIS_RZ, GamepadAxis::RightY, false },
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{ AMOTION_EVENT_AXIS_RTRIGGER, GamepadAxis::RightZ, false },
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};
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struct MainThreadEntry
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{
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int m_argc;
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char** m_argv;
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static int32_t threadFunc(void* _userData);
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};
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struct Context
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{
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Context()
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: m_window(NULL)
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{
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bx::memSet(m_value, 0, sizeof(m_value) );
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// Deadzone values from xinput.h
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m_deadzone[GamepadAxis::LeftX ] =
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m_deadzone[GamepadAxis::LeftY ] = 7849;
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m_deadzone[GamepadAxis::RightX] =
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m_deadzone[GamepadAxis::RightY] = 8689;
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m_deadzone[GamepadAxis::LeftZ ] =
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m_deadzone[GamepadAxis::RightZ] = 30;
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}
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void run(android_app* _app)
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{
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m_app = _app;
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m_app->userData = (void*)this;
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m_app->onAppCmd = onAppCmdCB;
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m_app->onInputEvent = onInputEventCB;
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ANativeActivity_setWindowFlags(m_app->activity, 0
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| AWINDOW_FLAG_FULLSCREEN
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| AWINDOW_FLAG_KEEP_SCREEN_ON
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, 0
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);
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const char* argv[1] = { "android.so" };
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m_mte.m_argc = 1;
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m_mte.m_argv = const_cast<char**>(argv);
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while (0 == m_app->destroyRequested)
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{
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int32_t num;
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android_poll_source* source;
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/*int32_t id =*/ ALooper_pollAll(-1, NULL, &num, (void**)&source);
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if (NULL != source)
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{
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source->process(m_app, source);
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}
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}
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m_thread.shutdown();
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}
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void onAppCmd(int32_t _cmd)
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{
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switch (_cmd)
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{
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case APP_CMD_INPUT_CHANGED:
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// Command from main thread: the AInputQueue has changed. Upon processing
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// this command, android_app->inputQueue will be updated to the new queue
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// (or NULL).
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break;
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case APP_CMD_INIT_WINDOW:
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// Command from main thread: a new ANativeWindow is ready for use. Upon
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// receiving this command, android_app->window will contain the new window
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// surface.
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if (m_window != m_app->window)
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{
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m_window = m_app->window;
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androidSetWindow(m_window);
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int32_t width = ANativeWindow_getWidth(m_window);
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int32_t height = ANativeWindow_getHeight(m_window);
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DBG("ANativeWindow width %d, height %d", width, height);
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WindowHandle defaultWindow = { 0 };
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m_eventQueue.postSizeEvent(defaultWindow, width, height);
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if (!m_thread.isRunning() )
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{
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m_thread.init(MainThreadEntry::threadFunc, &m_mte);
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}
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}
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break;
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case APP_CMD_TERM_WINDOW:
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// Command from main thread: the existing ANativeWindow needs to be
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// terminated. Upon receiving this command, android_app->window still
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// contains the existing window; after calling android_app_exec_cmd
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// it will be set to NULL.
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break;
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case APP_CMD_WINDOW_RESIZED:
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// Command from main thread: the current ANativeWindow has been resized.
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// Please redraw with its new size.
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break;
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case APP_CMD_WINDOW_REDRAW_NEEDED:
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// Command from main thread: the system needs that the current ANativeWindow
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// be redrawn. You should redraw the window before handing this to
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// android_app_exec_cmd() in order to avoid transient drawing glitches.
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break;
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case APP_CMD_CONTENT_RECT_CHANGED:
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// Command from main thread: the content area of the window has changed,
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// such as from the soft input window being shown or hidden. You can
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// find the new content rect in android_app::contentRect.
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break;
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case APP_CMD_GAINED_FOCUS:
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{
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// Command from main thread: the app's activity window has gained
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// input focus.
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WindowHandle defaultWindow = { 0 };
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m_eventQueue.postSuspendEvent(defaultWindow, Suspend::WillResume);
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break;
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}
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case APP_CMD_LOST_FOCUS:
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{
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// Command from main thread: the app's activity window has lost
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// input focus.
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WindowHandle defaultWindow = { 0 };
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m_eventQueue.postSuspendEvent(defaultWindow, Suspend::WillSuspend);
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break;
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}
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case APP_CMD_CONFIG_CHANGED:
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// Command from main thread: the current device configuration has changed.
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break;
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case APP_CMD_LOW_MEMORY:
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// Command from main thread: the system is running low on memory.
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// Try to reduce your memory use.
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break;
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case APP_CMD_START:
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// Command from main thread: the app's activity has been started.
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break;
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case APP_CMD_RESUME:
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{
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// Command from main thread: the app's activity has been resumed.
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WindowHandle defaultWindow = { 0 };
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m_eventQueue.postSuspendEvent(defaultWindow, Suspend::DidResume);
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break;
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}
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case APP_CMD_SAVE_STATE:
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// Command from main thread: the app should generate a new saved state
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// for itself, to restore from later if needed. If you have saved state,
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// allocate it with malloc and place it in android_app.savedState with
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// the size in android_app.savedStateSize. The will be freed for you
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// later.
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break;
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case APP_CMD_PAUSE:
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{
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// Command from main thread: the app's activity has been paused.
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WindowHandle defaultWindow = { 0 };
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m_eventQueue.postSuspendEvent(defaultWindow, Suspend::DidSuspend);
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break;
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}
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case APP_CMD_STOP:
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// Command from main thread: the app's activity has been stopped.
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break;
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case APP_CMD_DESTROY:
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// Command from main thread: the app's activity is being destroyed,
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// and waiting for the app thread to clean up and exit before proceeding.
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m_eventQueue.postExitEvent();
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break;
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}
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}
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bool filter(GamepadAxis::Enum _axis, int32_t* _value)
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{
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const int32_t old = m_value[_axis];
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const int32_t deadzone = m_deadzone[_axis];
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int32_t value = *_value;
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value = value > deadzone || value < -deadzone ? value : 0;
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m_value[_axis] = value;
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*_value = value;
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return old != value;
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}
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int32_t onInputEvent(AInputEvent* _event)
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{
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WindowHandle defaultWindow = { 0 };
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GamepadHandle handle = { 0 };
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const int32_t type = AInputEvent_getType(_event);
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const int32_t source = AInputEvent_getSource(_event);
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const int32_t actionBits = AMotionEvent_getAction(_event);
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switch (type)
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{
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case AINPUT_EVENT_TYPE_MOTION:
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{
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if (0 != (source & (AINPUT_SOURCE_GAMEPAD|AINPUT_SOURCE_JOYSTICK) ) )
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{
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for (uint32_t ii = 0; ii < BX_COUNTOF(s_translateAxis); ++ii)
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{
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const float fval = AMotionEvent_getAxisValue(_event, s_translateAxis[ii].m_event, 0);
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int32_t value = int32_t( (s_translateAxis[ii].m_convert ? fval * 2.0f + 1.0f : fval) * INT16_MAX);
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GamepadAxis::Enum axis = s_translateAxis[ii].m_axis;
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if (filter(axis, &value) )
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{
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m_eventQueue.postAxisEvent(defaultWindow, handle, axis, value);
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}
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}
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return 1;
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}
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else
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{
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float mx = AMotionEvent_getX(_event, 0);
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float my = AMotionEvent_getY(_event, 0);
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int32_t count = AMotionEvent_getPointerCount(_event);
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int32_t action = (actionBits & AMOTION_EVENT_ACTION_MASK);
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int32_t index = (actionBits & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
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// Simulate left mouse click with 1st touch and right mouse click with 2nd touch. ignore other touchs
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if (count < 2)
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{
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switch (action)
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{
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case AMOTION_EVENT_ACTION_DOWN:
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case AMOTION_EVENT_ACTION_POINTER_DOWN:
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m_eventQueue.postMouseEvent(defaultWindow
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, (int32_t)mx
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, (int32_t)my
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, 0
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, action == AMOTION_EVENT_ACTION_DOWN ? MouseButton::Left : MouseButton::Right
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, true
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);
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break;
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case AMOTION_EVENT_ACTION_UP:
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case AMOTION_EVENT_ACTION_POINTER_UP:
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m_eventQueue.postMouseEvent(defaultWindow
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, (int32_t)mx
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, (int32_t)my
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, 0
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, action == AMOTION_EVENT_ACTION_UP ? MouseButton::Left : MouseButton::Right
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, false
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);
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break;
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default:
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break;
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}
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}
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switch (action)
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{
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case AMOTION_EVENT_ACTION_MOVE:
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if (0 == index)
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{
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m_eventQueue.postMouseEvent(defaultWindow
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, (int32_t)mx
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, (int32_t)my
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, 0
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);
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}
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break;
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default:
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break;
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}
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}
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}
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break;
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case AINPUT_EVENT_TYPE_KEY:
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{
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int32_t keyCode = AKeyEvent_getKeyCode(_event);
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if (0 != (source & (AINPUT_SOURCE_GAMEPAD|AINPUT_SOURCE_JOYSTICK) ) )
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{
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for (uint32_t jj = 0; jj < BX_COUNTOF(s_gamepadRemap); ++jj)
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{
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if (keyCode == s_gamepadRemap[jj].m_keyCode)
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{
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m_eventQueue.postKeyEvent(defaultWindow, s_gamepadRemap[jj].m_key, 0, actionBits == AKEY_EVENT_ACTION_DOWN);
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break;
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}
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}
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}
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return 1;
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}
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break;
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default:
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DBG("type %d", type);
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break;
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}
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return 0;
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}
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static void onAppCmdCB(struct android_app* _app, int32_t _cmd)
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{
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Context* self = (Context*)_app->userData;
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self->onAppCmd(_cmd);
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}
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static int32_t onInputEventCB(struct android_app* _app, AInputEvent* _event)
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{
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Context* self = (Context*)_app->userData;
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return self->onInputEvent(_event);
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}
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MainThreadEntry m_mte;
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bx::Thread m_thread;
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EventQueue m_eventQueue;
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ANativeWindow* m_window;
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android_app* m_app;
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int32_t m_value[GamepadAxis::Count];
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int32_t m_deadzone[GamepadAxis::Count];
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};
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static Context s_ctx;
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const Event* poll()
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{
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return s_ctx.m_eventQueue.poll();
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}
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const Event* poll(WindowHandle _handle)
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{
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return s_ctx.m_eventQueue.poll(_handle);
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}
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void release(const Event* _event)
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{
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s_ctx.m_eventQueue.release(_event);
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}
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WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags, const char* _title)
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{
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BX_UNUSED(_x, _y, _width, _height, _flags, _title);
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WindowHandle handle = { UINT16_MAX };
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return handle;
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}
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void destroyWindow(WindowHandle _handle)
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{
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BX_UNUSED(_handle);
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}
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void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y)
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{
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BX_UNUSED(_handle, _x, _y);
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}
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void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height)
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{
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BX_UNUSED(_handle, _width, _height);
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}
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void setWindowTitle(WindowHandle _handle, const char* _title)
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{
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BX_UNUSED(_handle, _title);
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}
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void toggleWindowFrame(WindowHandle _handle)
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{
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BX_UNUSED(_handle);
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}
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void toggleFullscreen(WindowHandle _handle)
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{
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BX_UNUSED(_handle);
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}
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void setMouseLock(WindowHandle _handle, bool _lock)
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{
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BX_UNUSED(_handle, _lock);
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}
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int32_t MainThreadEntry::threadFunc(void* _userData)
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{
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int32_t result = chdir("/sdcard/bgfx/examples/runtime");
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BX_CHECK(0 == result, "Failed to chdir to dir. android.permission.WRITE_EXTERNAL_STORAGE?", errno);
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MainThreadEntry* self = (MainThreadEntry*)_userData;
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result = main(self->m_argc, self->m_argv);
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// PostMessage(s_ctx.m_hwnd, WM_QUIT, 0, 0);
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return result;
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}
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} // namespace entry
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extern "C" void android_main(android_app* _app)
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{
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using namespace entry;
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s_ctx.run(_app);
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}
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#endif // ENTRY_CONFIG_USE_NATIVE && BX_PLATFORM_ANDROID
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