Move the C++ part of the android wrapping here.

This commit is contained in:
Henrik Rydgard 2012-04-10 00:35:22 +02:00
parent 0983adb052
commit 1e398d4269
2 changed files with 290 additions and 0 deletions

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android/NativeApp.h Normal file
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#pragma once
// The Native App API.
//
// Implement these functions and you've got a native app. These are called
// from app-android, which exposes the native JNI api which is a bit
// more complicated.
// This is defined in input/input_state.h.
struct InputState;
// The very first function to be called. Even NativeMix is not called
// before this, although it may be called at any point in time afterwards.
// Must not call OpenGL. Main thread.
void NativeInit(int argc, const char *argv[], const char *savegame_directory, const char *installID);
// Runs after NativeInit() at some point. Can call OpenGL.
void NativeInitGraphics();
// Signals that you need to recreate all buffered OpenGL resources,
// like textures, vbo etc. Main thread.
void NativeDeviceLost();
// Called ~sixty times a second, delivers the current input state.
// Main thread.
void NativeUpdate(const InputState &input);
// Called when it's time to render. If the device can keep up, this
// will also be called sixty times per second. Main thread.
void NativeRender();
// This should render num_samples 44khz stereo samples.
// Try not to make too many assumptions on the granularity
// of num_samples.
// This function may be called from a totally separate thread from
// the rest of the game.
void NativeMix(short *audio, int num_samples);
// Called when it's time to shutdown. After this has been called,
// no more calls to any other function will be made from the framework
// before process exit.
// The graphics context should still be active when calling this, as freeing
// of graphics resources happens here.
// Main thread.
void NativeShutdownGraphics();
void NativeShutdown();

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android/app-android.cpp Normal file
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// This is generic code that is included in all Android apps that use the
// Native framework by Henrik Rydgård (https://github.com/hrydgard/native).
// It calls a set of methods defined in NativeApp.h. These should be implemented
// by your game or app.
#include <jni.h>
#include <android/log.h>
#include <stdlib.h>
#include <stdint.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "base/basictypes.h"
#include "base/logging.h"
#include "base/timeutil.h"
#include "file/zip_read.h"
#include "input/input_state.h"
#include "audio/mixer.h"
#include "android/NativeApp.h"
#include "Globals.h"
#define coord_xres 800
#define coord_yres 480
static JNIEnv *jniEnvUI;
std::string frameCommand;
std::string frameCommandParam;
// Android implementation of callbacks to the Java part of the app
void SystemToast(const char *text) {
frameCommand = "toast";
frameCommandParam = text;
}
// TODO: need a Hide or bool show;
void ShowAd(int x, int y, bool center_x) {
ELOG("TODO! ShowAd!");
}
void Vibrate(int length_ms) {
frameCommand = "vibrate";
frameCommandParam = "100";
}
void LaunchBrowser(const char *url)
{
frameCommand = "launchBrowser";
frameCommandParam = url;
}
void LaunchMarket(const char *url)
{
frameCommand = "launchMarket";
frameCommandParam = url;
}
void LaunchEmail(const char *email_address)
{
frameCommand = "launchEmail";
frameCommandParam = email_address;
}
// Remember that all of these need initialization on init! The process
// may be reused when restarting the game. Globals are DANGEROUS.
int xres, yres;
// Used for touch. (TODO)
float xscale = 1;
float yscale = 1;
InputState input_state;
static bool renderer_inited = false;
static bool first_lost = true;
extern "C" void Java_com_turboviking_libnative_NativeApp_init
(JNIEnv *env, jclass, jint xxres, jint yyres, jstring apkpath,
jstring dataDir, jstring externalDir, jstring jinstallID) {
jniEnvUI = env;
xres = xxres;
yres = yyres;
g_xres = xres;
g_yres = yres;
xscale = (float)coord_xres / xres;
yscale = (float)coord_yres / yres;
memset(&input_state, 0, sizeof(input_state));
renderer_inited = false;
first_lost = true;
jboolean isCopy;
const char *str = env->GetStringUTFChars(apkpath, &isCopy);
ILOG("APK path: %s", str);
VFSRegister("", new ZipAssetReader(str, "assets/"));
str = env->GetStringUTFChars(externalDir, &isCopy);
ILOG("External storage path: %s", str);
str = env->GetStringUTFChars(dataDir, &isCopy);
user_data_path = std::string(str) + "/";
settings_file = user_data_path + "settings.json";
ILOG("Settings file: %s", settings_file.c_str());
str = env->GetStringUTFChars(jinstallID, &isCopy);
std::string installID = std::string(str);
const char *app_name = "rollerball";
NativeInit(1, &app_name, user_data_path.c_str(), installID.c_str());
}
extern "C" void Java_com_turboviking_libnative_NativeApp_shutdown
(JNIEnv *, jclass) {
ILOG("RollerBallMainShutdown - calling NativeShutdown.");
if (renderer_inited) {
NativeShutdownGraphics();
}
NativeShutdown();
ILOG("RollerBallMainShutdown - calling VFSShutdown.");
VFSShutdown();
}
static jmethodID postCommand;
extern "C" void Java_com_turboviking_libnative_NativeRenderer_displayInit(JNIEnv * env, jobject obj) {
if (!renderer_inited) {
ILOG("Calling NativeInitGraphics();");
NativeInitGraphics();
} else {
ILOG("Calling NativeDeviceLost();");
}
renderer_inited = true;
jclass cls = env->GetObjectClass(obj);
postCommand = env->GetMethodID(
cls, "postCommand", "(Ljava/lang/String;Ljava/lang/String;)V");
ILOG("MethodID: %i", (int)postCommand);
}
extern "C" void Java_com_turboviking_libnative_NativeRenderer_displayResize
(JNIEnv *, jobject clazz, jint w, jint h) {
ILOG("nativeResize (%i, %i), device lost!", w, h);
if (first_lost) {
first_lost = false;
} else {
NativeDeviceLost();
}
}
extern "C" void Java_com_turboviking_libnative_NativeRenderer_displayRender
(JNIEnv *env, jobject obj) {
if (renderer_inited) {
UpdateInputState(&input_state);
NativeUpdate(input_state);
NativeRender();
time_update();
} else {
ELOG("Ended up in nativeRender even though app has quit.%s", "");
// Shouldn't really get here.
glClearColor(1.0, 0.0, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
if (!frameCommand.empty()) {
ILOG("frameCommand %s %s", frameCommand.c_str(), frameCommandParam.c_str());
jstring cmd = env->NewStringUTF(frameCommand.c_str());
jstring param = env->NewStringUTF(frameCommandParam.c_str());
env->CallVoidMethod(obj, postCommand, cmd, param);
frameCommand = "";
frameCommandParam = "";
}
}
extern "C" void Java_com_turboviking_libnative_NativeApp_audioRender(JNIEnv* env, jclass clazz, jshortArray array) {
int buf_size = env->GetArrayLength(array);
if (buf_size) {
short *data = env->GetShortArrayElements(array, 0);
int samples = buf_size / 2;
NativeMix(data, samples);
env->ReleaseShortArrayElements(array, data, 0);
}
}
extern "C" void JNICALL Java_com_turboviking_libnative_NativeApp_touch
(JNIEnv *, jclass, int x, int y, int code) {
// This really does require locking :/
input_state.mouse_valid = false;
input_state.mouse_x = x;
input_state.mouse_y = y;
if (code == 1) {
input_state.mouse_buttons = 1;
} else if (code == 2) {
input_state.mouse_buttons = 0;
}
input_state.mouse_valid = true;
}
extern "C" void Java_com_turboviking_libnative_NativeApp_keyDown
(JNIEnv *, jclass, jint key) {
ILOG("Keydown %i", key);
// Need a mechanism to release these.
switch (key) {
case 1: // Back
input_state.pad_buttons |= PAD_BUTTON_BACK;
break;
case 2: // Menu
input_state.pad_buttons |= PAD_BUTTON_START;
break;
case 3: // Search
input_state.pad_buttons |= PAD_BUTTON_A;
break;
}
}
extern "C" void Java_com_turboviking_libnative_NativeApp_keyUp
(JNIEnv *, jclass, jint key) {
ILOG("Keyup %i", key);
// Need a mechanism to release these.
switch (key) {
case 1: // Back
input_state.pad_buttons &= ~PAD_BUTTON_BACK;
break;
case 2: // Menu
input_state.pad_buttons &= ~PAD_BUTTON_START;
break;
case 3: // Search
input_state.pad_buttons &= ~PAD_BUTTON_A;
break;
}
}
extern "C" void JNICALL Java_com_turboviking_libnative_NativeApp_accelerometer
(JNIEnv *, jclass, float x, float y, float z) {
// Theoretically this needs locking but I doubt it matters. Worst case, the X
// from one "sensor frame" will be used together with Y from the next.
// Should look into quantization though, for compressed movement storage.
input_state.accelerometer_valid = true;
input_state.acc.x = x;
input_state.acc.y = y;
input_state.acc.z = z;
}