333 lines
9.4 KiB
C++
333 lines
9.4 KiB
C++
/*
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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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#include "behaviac/behaviac.h"
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//#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "AndroidProject1.NativeActivity", __VA_ARGS__))
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//#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "AndroidProject1.NativeActivity", __VA_ARGS__))
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#define LOGI BEHAVIAC_LOGINFO
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#define LOGW BEHAVIAC_LOGWARNING
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bool InitBehavic(behaviac::Workspace::EFileFormat ff,
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const char* szFilePath,
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const char* szExportMetaFile);
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bool InitPlayer(const char* pszTreeName);
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void UpdateLoop();
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void CleanupPlayer();
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void CleanupBehaviac();
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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, 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. In this
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* sample, we have a very simplified selection process, where we pick
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* the first EGLConfig that matches our criteria */
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eglChooseConfig(display, attribs, &config, 1, &numConfigs);
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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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ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, 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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// 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->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, (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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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(engine.sensorManager,
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ASENSOR_TYPE_ACCELEROMETER);
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engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager,
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state->looper, LOOPER_ID_USER, 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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//engine.animating = 1;
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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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#if BEHAVIAC_COMPILER_ANDROID && (BEHAVIAC_COMPILER_ANDROID_VER > 8)
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AAssetManager* mgr = state->activity->assetManager;
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BEHAVIAC_ASSERT(mgr);
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behaviac::CFileManager::GetInstance()->SetAssetManager(mgr);
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#endif
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LOGI("BEHAVIAC_COMPILER_NAME=%s\n", BEHAVIAC_COMPILER_NAME);
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const char* szTreeName = "demo_running";
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LOGI("bt: %s\n\n", szTreeName);
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behaviac::Workspace::EFileFormat ff = behaviac::Workspace::EFF_xml;
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//behaviac::Workspace::EFileFormat ff = behaviac::Workspace::EFF_cpp;
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InitBehavic(ff, "assets:/behaviac/exported", "assets:/behaviac/metas/demo_running.xml");
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InitPlayer(szTreeName);
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UpdateLoop();
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CleanupPlayer();
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CleanupBehaviac();
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}
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