package com.fitchgc.headlesscocos; import android.app.Activity; import android.content.Intent; import android.content.pm.ApplicationInfo; import android.content.pm.PackageManager; import android.content.res.Configuration; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.Window; import com.unity3d.player.UnityPlayer; import org.cocos2dx.lib.Cocos2dxHelper; import org.cocos2dx.lib.CocosJSHelper; public class MainActivity extends Activity implements Cocos2dxHelper.Cocos2dxHelperListener { protected UnityPlayer mUnityPlayer; protected String updateUnityCommandLineArguments(String cmdLine) { return cmdLine; } @Override protected void onCreate(Bundle savedInstanceState) { requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); String cmdLine = updateUnityCommandLineArguments(getIntent().getStringExtra("unity")); getIntent().putExtra("unity", cmdLine); mUnityPlayer = new UnityPlayer(this); setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); // setContentView(R.layout.activity_main); onLoadNativeLibraries(); Cocos2dxHelper.init(this); CocosJSHelper.initJSEnv(getApplicationContext()); } protected void onLoadNativeLibraries() { try { ApplicationInfo ai = getPackageManager().getApplicationInfo(getPackageName(), PackageManager.GET_META_DATA); Bundle bundle = ai.metaData; String libName = bundle.getString("android.app.lib_name"); System.loadLibrary(libName); } catch (Exception e) { e.printStackTrace(); } } @Override public void showDialog(String pTitle, String pMessage) { } @Override public void runOnGLThread(Runnable pRunnable) { } // begin for unity @Override protected void onNewIntent(Intent intent) { // To support deep linking, we need to make sure that the client can get access to // the last sent intent. The clients access this through a JNI api that allows them // to get the intent set on launch. To update that after launch we have to manually // replace the intent with the one caught here. setIntent(intent); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.destroy(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } @Override protected void onStart() { super.onStart(); mUnityPlayer.start(); } @Override protected void onStop() { super.onStop(); mUnityPlayer.stop(); } // Low Memory Unity @Override public void onLowMemory() { super.onLowMemory(); mUnityPlayer.lowMemory(); } // Trim Memory Unity @Override public void onTrimMemory(int level) { super.onTrimMemory(level); if (level == TRIM_MEMORY_RUNNING_CRITICAL) { mUnityPlayer.lowMemory(); } } // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } }