2022-07-10 16:02:36 +08:00

156 lines
4.3 KiB
Java

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 {
public static MainActivity app;
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();
app = this;
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); }
}