mirror of
https://github.com/joel16/SDL2.git
synced 2024-12-02 16:26:28 +00:00
Build the SDL library as a shared object on Android, so it will work correctly with SDL_image and SDL_ttf.
This commit is contained in:
parent
e92a0428c3
commit
606b0cda7f
41
Android.mk
Executable file
41
Android.mk
Executable file
@ -0,0 +1,41 @@
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LOCAL_PATH := $(call my-dir)
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###########################
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#
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# SDL shared library
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#
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###########################
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include $(CLEAR_VARS)
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LOCAL_MODULE := SDL
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LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
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LOCAL_SRC_FILES := src/SDL_android.cpp \
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$(subst $(LOCAL_PATH)/,, \
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$(wildcard $(LOCAL_PATH)/src/*.c) \
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$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
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$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
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$(wildcard $(LOCAL_PATH)/src/events/*.c) \
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$(wildcard $(LOCAL_PATH)/src/file/*.c) \
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$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
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$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
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$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
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$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
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$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
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$(wildcard $(LOCAL_PATH)/src/video/*.c) \
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$(wildcard $(LOCAL_PATH)/src/power/*.c) \
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$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
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$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
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$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
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$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
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$(wildcard $(LOCAL_PATH)/src/haptic/dummy/*.c) \
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$(wildcard $(LOCAL_PATH)/src/atomic/dummy/*.c) \
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$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
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$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
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$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c))
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LOCAL_LDLIBS := -ldl -lGLESv1_CM -llog
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include $(BUILD_SHARED_LIBRARY)
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@ -1,58 +0,0 @@
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# Makefile to build the SDL library
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include ./android/config.cfg #get ANDROID_NDK, ANDROID_NDK_HOST
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# For NDK R4
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TOOLS_PATH=$(ANDROID_NDK)/build/prebuilt/$(ANDROID_NDK_HOST)/arm-eabi-4.2.1/bin
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ANDROID_INCLUDES = -I$(ANDROID_NDK)/build/platforms/android-4/arch-arm/usr/include
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# For NDK R5
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#TOOLS_PATH=$(ANDROID_NDK)/toolchains/arm-eabi-4.4.0/prebuilt/$(ANDROID_NDK_HOST)/bin
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#ANDROID_INCLUDES = -I$(ANDROID_NDK)/platforms/android-4/arch-arm/usr/include
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INCLUDE = -I./include
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CFLAGS = -g -O2 -fno-short-enums $(INCLUDE) $(ANDROID_INCLUDES) -DANDROID -DANDROID_NDK -static
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AR = $(TOOLS_PATH)/arm-eabi-ar
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RANLIB = $(TOOLS_PATH)/arm-eabi-ranlib
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CC = $(TOOLS_PATH)/arm-eabi-gcc
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CONFIG_H = include/SDL_config.h
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TARGET = libSDL.a
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SOURCES = \
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src/*.c \
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src/audio/*.c \
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src/cpuinfo/*.c \
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src/events/*.c \
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src/file/*.c \
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src/joystick/*.c \
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src/haptic/*.c \
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src/stdlib/*.c \
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src/thread/*.c \
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src/timer/*.c \
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src/video/*.c \
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src/power/*.c \
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src/audio/android/*.c \
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src/audio/dummy/*.c \
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src/video/android/*.c \
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src/joystick/android/*.c \
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src/haptic/dummy/*.c \
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src/atomic/dummy/*.c \
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src/thread/pthread/*.c \
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src/timer/unix/*.c \
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src/loadso/dummy/*.c \
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OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
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all: $(TARGET)
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$(TARGET): $(CONFIG_H) $(OBJECTS)
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$(AR) crv $@ $^
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$(RANLIB) $@
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$(CONFIG_H):
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cp $(CONFIG_H).default $(CONFIG_H)
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clean:
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rm -f $(TARGET) $(OBJECTS)
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@ -2,7 +2,8 @@
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Simple DirectMedia Layer for Android
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================================================================================
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Requirements: Android NDK r4 or later
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Requirements: Android SDK and Android NDK r4 or later
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http://developer.android.com/
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================================================================================
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How the port works
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@ -16,26 +17,44 @@ Java project, along with some C support code that communicates with Java
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- This eventually produces a standard Android .apk package
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================================================================================
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Building an app
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================================================================================
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Instructions:
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1. Edit android/config.cfg to point to the location of the NDK
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2. Run 'make -f Makefile.android'. If all goes well, libsdl.a should be created
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3. Place your application source files in android/project/jni
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4. Edit the Android.mk to include your source files
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1. Copy the android-project directory wherever you want your Android project to go
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2. Move this SDL directory into the <project>/jni directory
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3. Place your application source files in the <project>/jni/src directory
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4. Edit <project>/jni/src/Android.mk to include your source files
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5. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
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6. Edit project/local.properties to point to the SDK directory
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6. Run 'ant debug' in android/project. This compiles the .java and eventually
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creates a .apk with the C source embedded
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7. 'ant install' will push the apk to the device or emulator (if connected)
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If you want to use the Eclipse IDE, skip to the Eclipse section below.
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6. Edit <project>/local.properties to point to the Android SDK directory
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7. Run 'ant debug' in android/project. This compiles the .java and eventually
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creates a .apk with the native code embedded
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8. 'ant install' will push the apk to the device or emulator (if connected)
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================================================================================
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Using Eclipse
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================================================================================
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NEED CONTENT
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================================================================================
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Loading files
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================================================================================
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NEED CONTENT
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================================================================================
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Troubleshooting
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================================================================================
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NEED CONTENT
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================================================================================
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@ -1,8 +0,0 @@
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# This file sets up paths needed to find the NDK build tools.
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# Edit it appropriately for your configuration and save it as "config.cfg".
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# This should be the full path to the Android NDK
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ANDROID_NDK := /Users/hercules/eclipse/android-ndk-r5
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# This should be "linux-x86" for linux, "darwin-x86" for mac
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ANDROID_NDK_HOST := darwin-x86
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="org.libsdl.app"
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android:versionCode="1"
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android:versionName="1.0">
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<application android:label="@string/app_name" android:icon="@drawable/icon">
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<activity android:name="SDLActivity"
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android:label="@string/app_name">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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# This file is used to override default values used by the Ant build system.
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#
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# This file must be checked in Version Control Systems, as it is
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# integral to the build system of your project.
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# This file is only used by the Ant script.
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# You can use this to override default values such as
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# 'source.dir' for the location of your java source folder and
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# 'out.dir' for the location of your output folder.
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# You can also use it define how the release builds are signed by declaring
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# the following properties:
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# 'key.store' for the location of your keystore and
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# 'key.alias' for the name of the key to use.
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# The password will be asked during the build when you use the 'release' target.
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<?xml version="1.0" encoding="UTF-8"?>
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<project name="SDLApp" default="help">
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<!-- The local.properties file is created and updated by the 'android' tool.
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It contains the path to the SDK. It should *NOT* be checked in in Version
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Control Systems. -->
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<property file="local.properties" />
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<!-- The build.properties file can be created by you and is never touched
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by the 'android' tool. This is the place to change some of the default property values
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used by the Ant rules.
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Here are some properties you may want to change/update:
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application.package
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the name of your application package as defined in the manifest. Used by the
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'uninstall' rule.
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source.dir
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the name of the source directory. Default is 'src'.
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out.dir
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the name of the output directory. Default is 'bin'.
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Properties related to the SDK location or the project target should be updated
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using the 'android' tool with the 'update' action.
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This file is an integral part of the build system for your application and
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should be checked in in Version Control Systems.
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-->
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<property file="build.properties" />
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<!-- The default.properties file is created and updated by the 'android' tool, as well
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as ADT.
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This file is an integral part of the build system for your application and
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should be checked in in Version Control Systems. -->
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<property file="default.properties" />
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<!-- Custom Android task to deal with the project target, and import the proper rules.
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This requires ant 1.6.0 or above. -->
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<path id="android.antlibs">
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<pathelement path="${sdk.dir}/tools/lib/anttasks.jar" />
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<pathelement path="${sdk.dir}/tools/lib/sdklib.jar" />
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<pathelement path="${sdk.dir}/tools/lib/androidprefs.jar" />
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<pathelement path="${sdk.dir}/tools/lib/apkbuilder.jar" />
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<pathelement path="${sdk.dir}/tools/lib/jarutils.jar" />
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</path>
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<taskdef name="setup"
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classname="com.android.ant.SetupTask"
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classpathref="android.antlibs" />
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<!-- Execute the Android Setup task that will setup some properties specific to the target,
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and import the build rules files.
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The rules file is imported from
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<SDK>/platforms/<target_platform>/templates/android_rules.xml
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To customize some build steps for your project:
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- copy the content of the main node <project> from android_rules.xml
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- paste it in this build.xml below the <setup /> task.
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- disable the import by changing the setup task below to <setup import="false" />
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This will ensure that the properties are setup correctly but that your customized
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build steps are used.
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-->
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<setup />
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</project>
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@ -1,11 +0,0 @@
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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#
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# To customize properties used by the Ant build system use,
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# "build.properties", and override values to adapt the script to your
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# project structure.
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# Project target.
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target=android-4
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LOCAL_PATH := $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE := sdlapp
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SDL := ../../../
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LOCAL_CFLAGS := -DANDROID_NDK \
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-DDISABLE_IMPORTGL \
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-I$(SDL)/include
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LOCAL_SRC_FILES := \
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android-support.cpp \
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lesson05.c \
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LOCAL_LDLIBS := -lGLESv1_CM -ldl -llog -lSDL -lgcc -L$(SDL)
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include $(BUILD_SHARED_LIBRARY)
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@ -1,574 +0,0 @@
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/*
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* This code was created by Jeff Molofee '99
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* (ported to Linux/SDL by Ti Leggett '01)
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*
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* If you've found this code useful, please let me know.
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*
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* Visit Jeff at http://nehe.gamedev.net/
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*
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* or for port-specific comments, questions, bugreports etc.
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* email to leggett@eecs.tulane.edu
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <signal.h>
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#include <android/log.h>
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#ifdef ANDROID
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#include <GLES/gl.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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#include "SDL.h"
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/* screen width, height, and bit depth */
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 430
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#define SCREEN_BPP 16
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/* Define our booleans */
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#define TRUE 1
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#define FALSE 0
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/* This is our SDL surface */
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SDL_Surface *surface;
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int rotation = 0;
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/**************************************
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gluperspective implementation
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**************************************/
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void gluPerspective(double fovy, double aspect, double zNear, double zFar){
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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double xmin, xmax, ymin, ymax;
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ymax = zNear * tan(fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar);
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}
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/**************************************
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glulookat implementation
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**************************************/
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void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,
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GLfloat centerx, GLfloat centery, GLfloat centerz,
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GLfloat upx, GLfloat upy, GLfloat upz)
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{
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GLfloat m[16];
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GLfloat x[3], y[3], z[3];
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GLfloat mag;
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/* Make rotation matrix */
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/* Z vector */
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z[0] = eyex - centerx;
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z[1] = eyey - centery;
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z[2] = eyez - centerz;
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mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
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if (mag) { /* mpichler, 19950515 */
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z[0] /= mag;
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z[1] /= mag;
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z[2] /= mag;
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}
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/* Y vector */
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y[0] = upx;
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y[1] = upy;
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y[2] = upz;
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/* X vector = Y cross Z */
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x[0] = y[1] * z[2] - y[2] * z[1];
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x[1] = -y[0] * z[2] + y[2] * z[0];
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x[2] = y[0] * z[1] - y[1] * z[0];
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/* Recompute Y = Z cross X */
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y[0] = z[1] * x[2] - z[2] * x[1];
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y[1] = -z[0] * x[2] + z[2] * x[0];
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y[2] = z[0] * x[1] - z[1] * x[0];
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/* mpichler, 19950515 */
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/* cross product gives area of parallelogram, which is < 1.0 for
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* non-perpendicular unit-length vectors; so normalize x, y here
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*/
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mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
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if (mag) {
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x[0] /= mag;
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x[1] /= mag;
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x[2] /= mag;
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}
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mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
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if (mag) {
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y[0] /= mag;
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y[1] /= mag;
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y[2] /= mag;
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}
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#define M(row,col) m[col*4+row]
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M(0, 0) = x[0];
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M(0, 1) = x[1];
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M(0, 2) = x[2];
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M(0, 3) = 0.0;
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M(1, 0) = y[0];
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M(1, 1) = y[1];
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M(1, 2) = y[2];
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M(1, 3) = 0.0;
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M(2, 0) = z[0];
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M(2, 1) = z[1];
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M(2, 2) = z[2];
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M(2, 3) = 0.0;
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M(3, 0) = 0.0;
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M(3, 1) = 0.0;
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M(3, 2) = 0.0;
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M(3, 3) = 1.0;
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#undef M
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glMultMatrixf(m);
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/* Translate Eye to Origin */
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glTranslatef(-eyex, -eyey, -eyez);
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}
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||||
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||||
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/* function to release/destroy our resources and restoring the old desktop */
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void Quit( int returnCode )
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{
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/* clean up the window */
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SDL_Quit( );
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||||
/* and exit appropriately */
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exit( returnCode );
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}
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/* function to reset our viewport after a window resize */
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int resizeWindow( int width, int height )
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{
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/* Height / width ration */
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GLfloat ratio;
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/* Protect against a divide by zero */
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if ( height == 0 )
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height = 1;
|
||||
|
||||
ratio = ( GLfloat )width / ( GLfloat )height;
|
||||
|
||||
/* Setup our viewport. */
|
||||
glViewport( 0, 0, ( GLsizei )width, ( GLsizei )height );
|
||||
|
||||
/* change to the projection matrix and set our viewing volume. */
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glLoadIdentity( );
|
||||
|
||||
/* Set our perspective */
|
||||
gluPerspective( 45.0f, ratio, 0.1f, 100.0f );
|
||||
|
||||
/* Make sure we're chaning the model view and not the projection */
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
|
||||
/* Reset The View */
|
||||
glLoadIdentity( );
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
/* function to handle key press events */
|
||||
void handleKeyPress( SDL_keysym *keysym )
|
||||
{
|
||||
switch ( keysym->sym )
|
||||
{
|
||||
case SDLK_ESCAPE:
|
||||
/* ESC key was pressed */
|
||||
Quit( 0 );
|
||||
break;
|
||||
case SDLK_F1:
|
||||
/* F1 key was pressed
|
||||
* this toggles fullscreen mode
|
||||
*/
|
||||
SDL_WM_ToggleFullScreen( surface );
|
||||
break;
|
||||
case SDLK_LEFT:
|
||||
rotation -= 30;
|
||||
break;
|
||||
|
||||
case SDLK_RIGHT:
|
||||
rotation += 30;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Keycode: %d, %d, %d\n", keysym->sym, SDLK_LEFT, SDLK_RIGHT);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/* general OpenGL initialization function */
|
||||
int initGL( GLvoid )
|
||||
{
|
||||
|
||||
/* Enable smooth shading */
|
||||
glShadeModel( GL_SMOOTH );
|
||||
|
||||
/* Set the background black */
|
||||
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
|
||||
|
||||
/* Depth buffer setup */
|
||||
//glClearDepth( 1.0f );
|
||||
|
||||
/* Enables Depth Testing */
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
|
||||
/* The Type Of Depth Test To Do */
|
||||
glDepthFunc( GL_LEQUAL );
|
||||
|
||||
/* Really Nice Perspective Calculations */
|
||||
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
/* Here goes our drawing code */
|
||||
int drawGLScene( GLvoid )
|
||||
{
|
||||
|
||||
static int Frames = 0;
|
||||
static int T0 = 0;
|
||||
|
||||
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
|
||||
glClearColorx(0,0,0,255);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(45, (float)SCREEN_WIDTH / SCREEN_HEIGHT, 0.5f, 150);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
glLoadIdentity();
|
||||
|
||||
//Camera
|
||||
gluLookAt(0,0,5, 0,0,0, 0,1,0);
|
||||
|
||||
//Draw a triangle
|
||||
//glRotatef(iRot, 0, 1, 0);
|
||||
|
||||
glRotatef( rotation, 0.0f, 1.0f, 0.0f );
|
||||
|
||||
|
||||
glEnableClientState (GL_VERTEX_ARRAY);
|
||||
glEnableClientState (GL_COLOR_ARRAY);
|
||||
|
||||
/* Rotate The Triangle On The Y axis ( NEW ) */
|
||||
//glRotatef( Frames % 360, 0.0f, 1.0f, 0.0f );
|
||||
|
||||
/* GLES variant of drawing a triangle */
|
||||
const GLfloat triVertices[][9] = {
|
||||
{ /* Front Triangle */
|
||||
0.0f, 1.0f, 0.0f, /* Top Of Triangle */
|
||||
-1.0f, -1.0f, 1.0f, /* Left Of Triangle */
|
||||
1.0f, -1.0f, 1.0f /* Right Of Triangle */
|
||||
}, { /* Right Triangle */
|
||||
0.0f, 1.0f, 0.0f, /* Top Of Triangle */
|
||||
1.0f, -1.0f, 1.0f, /* Left Of Triangle */
|
||||
1.0f, -1.0f, -1.0f /* Right Of Triangle */
|
||||
}, { /* Back Triangle */
|
||||
0.0f, 1.0f, 0.0f, /* Top Of Triangle */
|
||||
1.0f, -1.0f, -1.0f, /* Left Of Triangle */
|
||||
-1.0f, -1.0f, -1.0f /* Right Of Triangle */
|
||||
}, { /* Left Triangle */
|
||||
0.0f, 1.0f, 0.0f, /* Top Of Triangle */
|
||||
-1.0f, -1.0f, -1.0f, /* Left Of Triangle */
|
||||
-1.0f, -1.0f, 1.0f /* Right Of Triangle */
|
||||
}
|
||||
};
|
||||
|
||||
/* unlike GL, GLES does not support RGB. We have to use RGBA instead */
|
||||
const GLfloat triColors[][12] = {
|
||||
{ /* Front triangle */
|
||||
1.0f, 0.0f, 0.0f, 1.0f, /* Red */
|
||||
0.0f, 1.0f, 0.0f, 1.0f, /* Green */
|
||||
0.0f, 0.0f, 1.0f, 1.0f /* Blue */
|
||||
}, { /* Right triangle */
|
||||
1.0f, 0.0f, 0.0f, 1.0f, /* Red */
|
||||
0.0f, 0.0f, 1.0f, 1.0f, /* Blue */
|
||||
0.0f, 1.0f, 0.0f, 1.0f /* Green */
|
||||
}, { /* Back triangle */
|
||||
1.0f, 0.0f, 0.0f, 1.0f, /* Red */
|
||||
0.0f, 1.0f, 0.0f, 1.0f, /* Green */
|
||||
0.0f, 0.0f, 1.0f, 1.0f /* Blue */
|
||||
}, { /* Left triangle */
|
||||
1.0f, 0.0f, 0.0f, 1.0f, /* Red */
|
||||
0.0f, 0.0f, 1.0f, 1.0f, /* Blue */
|
||||
0.0f, 1.0f, 0.0f, 1.0f /* Green */
|
||||
}
|
||||
};
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
int tri=0;
|
||||
|
||||
/* Loop through all Triangles */
|
||||
for(tri=0;tri<sizeof(triVertices)/(9*sizeof(GLfloat));tri++)
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, 0, triVertices[tri]);
|
||||
glColorPointer(4, GL_FLOAT, 0, triColors[tri]);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
|
||||
}
|
||||
|
||||
//__android_log_print(ANDROID_LOG_INFO, "SDL", "render %d", Frames++);
|
||||
|
||||
/* Draw it to the screen */
|
||||
SDL_GL_SwapBuffers( );
|
||||
|
||||
/* Gather our frames per second */
|
||||
Frames++;
|
||||
{
|
||||
GLint t = SDL_GetTicks();
|
||||
if (t - T0 >= 5000) {
|
||||
GLfloat seconds = (t - T0) / 1000.0;
|
||||
GLfloat fps = Frames / seconds;
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
|
||||
T0 = t;
|
||||
Frames = 0;
|
||||
}
|
||||
}
|
||||
|
||||
rotation++;
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
|
||||
struct
|
||||
{
|
||||
SDL_AudioSpec spec;
|
||||
Uint8 *sound; /* Pointer to wave data */
|
||||
Uint32 soundlen; /* Length of wave data */
|
||||
int soundpos; /* Current play position */
|
||||
} wave;
|
||||
|
||||
void SDLCALL
|
||||
fillerup(void *unused, Uint8 * stream, int len)
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","FILLERUP\n");
|
||||
|
||||
Uint8 *waveptr;
|
||||
int waveleft;
|
||||
|
||||
/* Set up the pointers */
|
||||
waveptr = wave.sound + wave.soundpos;
|
||||
waveleft = wave.soundlen - wave.soundpos;
|
||||
|
||||
/* Go! */
|
||||
while (waveleft <= len) {
|
||||
SDL_memcpy(stream, waveptr, waveleft);
|
||||
stream += waveleft;
|
||||
len -= waveleft;
|
||||
waveptr = wave.sound;
|
||||
waveleft = wave.soundlen;
|
||||
wave.soundpos = 0;
|
||||
}
|
||||
SDL_memcpy(stream, waveptr, len);
|
||||
wave.soundpos += len;
|
||||
}
|
||||
|
||||
void testAudio(){
|
||||
|
||||
const char *file = "/sdcard/sample.wav";
|
||||
|
||||
/* Load the SDL library */
|
||||
if (SDL_Init(SDL_INIT_AUDIO) < 0) {
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Couldn't initialize SDL Audio: %s\n", SDL_GetError());
|
||||
return;
|
||||
}else{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Init audio ok\n");
|
||||
}
|
||||
|
||||
/* Load the wave file into memory */
|
||||
if (SDL_LoadWAV(file, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't load %s: %s\n", file, SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
wave.spec.callback = fillerup;
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Loaded: %d\n", wave.soundlen);
|
||||
|
||||
|
||||
/* Initialize fillerup() variables */
|
||||
if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't open audio: %s\n", SDL_GetError());
|
||||
SDL_FreeWAV(wave.sound);
|
||||
return;
|
||||
}
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
|
||||
|
||||
/* Let the audio run */
|
||||
SDL_PauseAudio(0);
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Playing\n");
|
||||
|
||||
while (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING){
|
||||
//__android_log_print(ANDROID_LOG_INFO, "SDL","Still playing\n");
|
||||
SDL_Delay(100);
|
||||
}
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Closing down\n");
|
||||
|
||||
/* Clean up on signal */
|
||||
SDL_CloseAudio();
|
||||
SDL_FreeWAV(wave.sound);
|
||||
}
|
||||
|
||||
int SDL_main( int argc, char **argv )
|
||||
{
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","entry\n");
|
||||
|
||||
/* Flags to pass to SDL_SetVideoMode */
|
||||
int videoFlags;
|
||||
/* main loop variable */
|
||||
int done = FALSE;
|
||||
/* used to collect events */
|
||||
SDL_Event event;
|
||||
/* this holds some info about our display */
|
||||
const SDL_VideoInfo *videoInfo;
|
||||
/* whether or not the window is active */
|
||||
int isActive = TRUE;
|
||||
|
||||
/* initialize SDL */
|
||||
if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Video initialization failed: %s\n",
|
||||
SDL_GetError( ) );
|
||||
Quit( 1 );
|
||||
}
|
||||
|
||||
/* Fetch the video info */
|
||||
videoInfo = SDL_GetVideoInfo( );
|
||||
|
||||
if ( !videoInfo )
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Video query failed: %s\n",
|
||||
SDL_GetError( ) );
|
||||
Quit( 1 );
|
||||
}
|
||||
|
||||
/* the flags to pass to SDL_SetVideoMode */
|
||||
videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */
|
||||
videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */
|
||||
videoFlags |= SDL_HWPALETTE; /* Store the palette in hardware */
|
||||
videoFlags |= SDL_RESIZABLE; /* Enable window resizing */
|
||||
|
||||
/* This checks to see if surfaces can be stored in memory */
|
||||
if ( videoInfo->hw_available )
|
||||
videoFlags |= SDL_HWSURFACE;
|
||||
else
|
||||
videoFlags |= SDL_SWSURFACE;
|
||||
|
||||
/* This checks if hardware blits can be done */
|
||||
if ( videoInfo->blit_hw )
|
||||
videoFlags |= SDL_HWACCEL;
|
||||
|
||||
/* Sets up OpenGL double buffering */
|
||||
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
|
||||
|
||||
/* get a SDL surface */
|
||||
surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
|
||||
videoFlags );
|
||||
|
||||
/* Verify there is a surface */
|
||||
if ( !surface )
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "Video mode set failed: %s\n", SDL_GetError( ) );
|
||||
Quit( 1 );
|
||||
}
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Made a video mode!\n");
|
||||
|
||||
/* initialize OpenGL */
|
||||
initGL( );
|
||||
|
||||
/* resize the initial window */
|
||||
resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );
|
||||
|
||||
|
||||
//testAudio();
|
||||
|
||||
|
||||
/* wait for events */
|
||||
while ( !done )
|
||||
{
|
||||
/* handle the events in the queue */
|
||||
|
||||
while ( SDL_PollEvent( &event ) )
|
||||
{
|
||||
switch( event.type )
|
||||
{
|
||||
case SDL_ACTIVEEVENT:
|
||||
/* Something's happend with our focus
|
||||
* If we lost focus or we are iconified, we
|
||||
* shouldn't draw the screen
|
||||
*/
|
||||
if ( event.active.gain == 0 )
|
||||
isActive = FALSE;
|
||||
else
|
||||
isActive = TRUE;
|
||||
break;
|
||||
case SDL_VIDEORESIZE:
|
||||
/* handle resize event */
|
||||
surface = SDL_SetVideoMode( event.resize.w,
|
||||
event.resize.h,
|
||||
16, videoFlags );
|
||||
if ( !surface )
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","Could not get a surface after resize: %s\n", SDL_GetError( ) );
|
||||
Quit( 1 );
|
||||
}
|
||||
resizeWindow( event.resize.w, event.resize.h );
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
/* handle key presses */
|
||||
handleKeyPress( &event.key.keysym );
|
||||
break;
|
||||
case SDL_QUIT:
|
||||
/* handle quit requests */
|
||||
done = TRUE;
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL","App is shutting down\n");
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* draw the scene */
|
||||
if ( isActive )
|
||||
drawGLScene( );
|
||||
}
|
||||
|
||||
/* clean ourselves up and exit */
|
||||
Quit( 0 );
|
||||
|
||||
/* Should never get here */
|
||||
return( 0 );
|
||||
}
|
||||
|
||||
|
@ -1,10 +0,0 @@
|
||||
# This file is automatically generated by Android Tools.
|
||||
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
|
||||
#
|
||||
# This file must *NOT* be checked in Version Control Systems,
|
||||
# as it contains information specific to your local configuration.
|
||||
|
||||
# location of the SDK. This is only used by Ant
|
||||
# For customization when using a Version Control System, please read the
|
||||
# header note.
|
||||
sdk.dir=/home/paul/Projects/gsoc/sdk/android-sdk-linux_86
|
Binary file not shown.
Before Width: | Height: | Size: 4.0 KiB |
Binary file not shown.
Before Width: | Height: | Size: 1.7 KiB |
Binary file not shown.
Before Width: | Height: | Size: 2.5 KiB |
@ -1,13 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
android:orientation="vertical"
|
||||
android:layout_width="fill_parent"
|
||||
android:layout_height="fill_parent"
|
||||
>
|
||||
<TextView
|
||||
android:layout_width="fill_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="Hello World, SDLActivity"
|
||||
/>
|
||||
</LinearLayout>
|
||||
|
@ -1,4 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">SDLActivity</string>
|
||||
</resources>
|
@ -1,388 +0,0 @@
|
||||
package org.libsdl.app;
|
||||
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import javax.microedition.khronos.egl.*;
|
||||
|
||||
import android.app.*;
|
||||
import android.content.*;
|
||||
import android.view.*;
|
||||
import android.os.*;
|
||||
import android.util.Log;
|
||||
import android.graphics.*;
|
||||
import android.text.method.*;
|
||||
import android.text.*;
|
||||
import android.media.*;
|
||||
import android.hardware.*;
|
||||
import android.content.*;
|
||||
|
||||
import java.lang.*;
|
||||
|
||||
|
||||
/**
|
||||
SDL Activity
|
||||
*/
|
||||
public class SDLActivity extends Activity {
|
||||
|
||||
//Main components
|
||||
private static SDLActivity mSingleton;
|
||||
private static SDLSurface mSurface;
|
||||
|
||||
//Audio
|
||||
private static AudioTrack mAudioTrack;
|
||||
private static boolean bAudioIsEnabled;
|
||||
|
||||
//Sensors
|
||||
private static boolean bAccelIsEnabled;
|
||||
|
||||
//feature IDs. Must match up on the C side as well.
|
||||
private static int FEATURE_AUDIO = 1;
|
||||
private static int FEATURE_ACCEL = 2;
|
||||
|
||||
//Load the .so
|
||||
static {
|
||||
System.loadLibrary("sdlapp");
|
||||
}
|
||||
|
||||
//Setup
|
||||
protected void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
|
||||
//So we can call stuff from static callbacks
|
||||
mSingleton = this;
|
||||
|
||||
//Set up the surface
|
||||
mSurface = new SDLSurface(getApplication());
|
||||
setContentView(mSurface);
|
||||
SurfaceHolder holder = mSurface.getHolder();
|
||||
holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
|
||||
|
||||
}
|
||||
|
||||
//Audio
|
||||
public static boolean initAudio(){
|
||||
|
||||
//blah. Hardcoded things are bad. FIXME when we have more sound stuff
|
||||
//working properly.
|
||||
mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC,
|
||||
11025,
|
||||
AudioFormat.CHANNEL_CONFIGURATION_MONO,
|
||||
AudioFormat.ENCODING_PCM_8BIT,
|
||||
2048,
|
||||
AudioTrack.MODE_STREAM);
|
||||
bAudioIsEnabled = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
//Accel
|
||||
public static boolean initAccel(){
|
||||
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true);
|
||||
bAccelIsEnabled = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
public static boolean closeAccel(){
|
||||
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, false);
|
||||
bAccelIsEnabled = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//Events
|
||||
protected void onPause() {
|
||||
super.onPause();
|
||||
}
|
||||
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//C functions we call
|
||||
public static native void nativeInit();
|
||||
public static native void nativeQuit();
|
||||
public static native void nativeSetScreenSize(int width, int height);
|
||||
public static native void onNativeKeyDown(int keycode);
|
||||
public static native void onNativeKeyUp(int keycode);
|
||||
public static native void onNativeTouch(int action, float x,
|
||||
float y, float p);
|
||||
public static native void onNativeResize(int x, int y, int format);
|
||||
public static native void onNativeAccel(float x, float y, float z);
|
||||
|
||||
|
||||
|
||||
//Java functions called from C
|
||||
private static void createGLContext(){
|
||||
mSurface.initEGL();
|
||||
}
|
||||
|
||||
public static void flipBuffers(){
|
||||
mSurface.flipEGL();
|
||||
}
|
||||
|
||||
public static void updateAudio(byte [] buf){
|
||||
|
||||
if(mAudioTrack == null){
|
||||
return;
|
||||
}
|
||||
|
||||
mAudioTrack.write(buf, 0, buf.length);
|
||||
mAudioTrack.play();
|
||||
|
||||
Log.v("SDL","Played some audio");
|
||||
}
|
||||
|
||||
public static void enableFeature(int featureid, int enabled){
|
||||
Log.v("SDL","Feature " + featureid + " = " + enabled);
|
||||
|
||||
//Yuck. This is all horribly inelegent. If it gets to more than a few
|
||||
//'features' I'll rip this out and make something nicer, I promise :)
|
||||
if(featureid == FEATURE_AUDIO){
|
||||
if(enabled == 1){
|
||||
initAudio();
|
||||
}else{
|
||||
//We don't have one of these yet...
|
||||
//closeAudio();
|
||||
}
|
||||
}
|
||||
|
||||
else if(featureid == FEATURE_ACCEL){
|
||||
if(enabled == 1){
|
||||
initAccel();
|
||||
}else{
|
||||
closeAccel();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
Simple nativeInit() runnable
|
||||
*/
|
||||
class SDLRunner implements Runnable{
|
||||
public void run(){
|
||||
//SDLActivity.initAudio();
|
||||
|
||||
//Runs SDL_main()
|
||||
SDLActivity.nativeInit();
|
||||
|
||||
Log.v("SDL","SDL thread terminated");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
SDLSurface. This is what we draw on, so we need to know when it's created
|
||||
in order to do anything useful.
|
||||
|
||||
Because of this, that's where we set up the SDL thread
|
||||
*/
|
||||
class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
|
||||
View.OnKeyListener, View.OnTouchListener, SensorEventListener {
|
||||
|
||||
//This is what SDL runs in. It invokes SDL_main(), eventually
|
||||
private Thread mSDLThread;
|
||||
|
||||
//EGL private objects
|
||||
private EGLContext mEGLContext;
|
||||
private EGLSurface mEGLSurface;
|
||||
private EGLDisplay mEGLDisplay;
|
||||
|
||||
//Sensors
|
||||
private static SensorManager mSensorManager;
|
||||
|
||||
//Startup
|
||||
public SDLSurface(Context context) {
|
||||
super(context);
|
||||
getHolder().addCallback(this);
|
||||
|
||||
setFocusable(true);
|
||||
setFocusableInTouchMode(true);
|
||||
requestFocus();
|
||||
setOnKeyListener(this);
|
||||
setOnTouchListener(this);
|
||||
|
||||
mSensorManager = (SensorManager)context.getSystemService("sensor");
|
||||
}
|
||||
|
||||
//Called when we have a valid drawing surface
|
||||
public void surfaceCreated(SurfaceHolder holder) {
|
||||
Log.v("SDL","Surface created");
|
||||
|
||||
int width = getWidth();
|
||||
int height = getHeight();
|
||||
|
||||
//Set the width and height variables in C before we start SDL so we have
|
||||
//it available on init
|
||||
SDLActivity.nativeSetScreenSize(width, height);
|
||||
|
||||
//Now start up the C app thread
|
||||
mSDLThread = new Thread(new SDLRunner(), "SDLThread");
|
||||
mSDLThread.start();
|
||||
}
|
||||
|
||||
//Called when we lose the surface
|
||||
public void surfaceDestroyed(SurfaceHolder holder) {
|
||||
Log.v("SDL","Surface destroyed");
|
||||
|
||||
SDLActivity.nativeQuit();
|
||||
|
||||
//Now wait for the SDL thread to quit
|
||||
try{
|
||||
mSDLThread.wait();
|
||||
}catch(Exception e){
|
||||
Log.v("SDL","Problem stopping thread: " + e);
|
||||
}
|
||||
}
|
||||
|
||||
//Called when the surface is resized
|
||||
public void surfaceChanged(SurfaceHolder holder, int format,
|
||||
int width, int height) {
|
||||
Log.v("SDL","Surface resized");
|
||||
|
||||
SDLActivity.onNativeResize(width, height, format);
|
||||
}
|
||||
|
||||
//unused
|
||||
public void onDraw(Canvas canvas) {}
|
||||
|
||||
|
||||
//EGL functions
|
||||
public boolean initEGL(){
|
||||
Log.v("SDL","Starting up");
|
||||
|
||||
try{
|
||||
|
||||
EGL10 egl = (EGL10)EGLContext.getEGL();
|
||||
|
||||
EGLDisplay dpy = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
|
||||
|
||||
int[] version = new int[2];
|
||||
egl.eglInitialize(dpy, version);
|
||||
|
||||
int[] configSpec = {
|
||||
//EGL10.EGL_DEPTH_SIZE, 16,
|
||||
EGL10.EGL_NONE
|
||||
};
|
||||
EGLConfig[] configs = new EGLConfig[1];
|
||||
int[] num_config = new int[1];
|
||||
egl.eglChooseConfig(dpy, configSpec, configs, 1, num_config);
|
||||
EGLConfig config = configs[0];
|
||||
|
||||
EGLContext ctx = egl.eglCreateContext(dpy, config, EGL10.EGL_NO_CONTEXT, null);
|
||||
|
||||
EGLSurface surface = egl.eglCreateWindowSurface(dpy, config, this, null);
|
||||
|
||||
egl.eglMakeCurrent(dpy, surface, surface, ctx);
|
||||
|
||||
mEGLContext = ctx;
|
||||
mEGLDisplay = dpy;
|
||||
mEGLSurface = surface;
|
||||
|
||||
|
||||
}catch(Exception e){
|
||||
Log.v("SDL", e + "");
|
||||
for(StackTraceElement s : e.getStackTrace()){
|
||||
Log.v("SDL", s.toString());
|
||||
}
|
||||
}
|
||||
Log.v("SDL","Done making!");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//EGL buffer flip
|
||||
public void flipEGL(){
|
||||
try{
|
||||
|
||||
EGL10 egl = (EGL10)EGLContext.getEGL();
|
||||
GL10 gl = (GL10)mEGLContext.getGL();
|
||||
|
||||
egl.eglWaitNative(EGL10.EGL_NATIVE_RENDERABLE, null);
|
||||
|
||||
//drawing here
|
||||
|
||||
egl.eglWaitGL();
|
||||
|
||||
egl.eglSwapBuffers(mEGLDisplay, mEGLSurface);
|
||||
|
||||
|
||||
}catch(Exception e){
|
||||
Log.v("SDL", "flipEGL(): " + e);
|
||||
|
||||
for(StackTraceElement s : e.getStackTrace()){
|
||||
Log.v("SDL", s.toString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Key events
|
||||
public boolean onKey(View v, int keyCode, KeyEvent event){
|
||||
|
||||
if(event.getAction() == KeyEvent.ACTION_DOWN){
|
||||
SDLActivity.onNativeKeyDown(keyCode);
|
||||
return true;
|
||||
}
|
||||
|
||||
else if(event.getAction() == KeyEvent.ACTION_UP){
|
||||
SDLActivity.onNativeKeyUp(keyCode);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//Touch events
|
||||
public boolean onTouch(View v, MotionEvent event){
|
||||
|
||||
int action = event.getAction();
|
||||
float x = event.getX();
|
||||
float y = event.getY();
|
||||
float p = event.getPressure();
|
||||
|
||||
//TODO: Anything else we need to pass?
|
||||
SDLActivity.onNativeTouch(action, x, y, p);
|
||||
return true;
|
||||
}
|
||||
|
||||
//Sensor events
|
||||
public void enableSensor(int sensortype, boolean enabled){
|
||||
//TODO: This uses getDefaultSensor - what if we have >1 accels?
|
||||
if(enabled){
|
||||
mSensorManager.registerListener(this,
|
||||
mSensorManager.getDefaultSensor(sensortype),
|
||||
SensorManager.SENSOR_DELAY_GAME, null);
|
||||
}else{
|
||||
mSensorManager.unregisterListener(this,
|
||||
mSensorManager.getDefaultSensor(sensortype));
|
||||
}
|
||||
}
|
||||
|
||||
public void onAccuracyChanged(Sensor sensor, int accuracy){
|
||||
//TODO
|
||||
}
|
||||
|
||||
public void onSensorChanged(SensorEvent event){
|
||||
if(event.sensor.getType() == Sensor.TYPE_ACCELEROMETER){
|
||||
SDLActivity.onNativeAccel( event.values[0],
|
||||
event.values[1],
|
||||
event.values[2] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
@ -127,7 +127,7 @@ typedef unsigned int size_t;
|
||||
#define SDL_HAPTIC_DUMMY 1
|
||||
|
||||
/* Enable various shared object loading systems */
|
||||
#define SDL_LOADSO_DUMMY 1
|
||||
#define SDL_LOADSO_DLOPEN 1
|
||||
|
||||
/* Enable various threading systems */
|
||||
#define SDL_THREAD_PTHREAD 1
|
||||
|
@ -1,31 +1,39 @@
|
||||
/*
|
||||
SDL - Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2010 Sam Lantinga
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
|
||||
Sam Lantinga
|
||||
slouken@libsdl.org
|
||||
*/
|
||||
#include "SDL_config.h"
|
||||
|
||||
/*******************************************************************************
|
||||
This file links the Java side of Android with libsdl
|
||||
*******************************************************************************/
|
||||
#include <jni.h>
|
||||
#include <sys/time.h>
|
||||
#include <time.h>
|
||||
#include <android/log.h>
|
||||
#include <stdint.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <pthread.h>
|
||||
|
||||
#define DEBUG
|
||||
|
||||
|
||||
/*******************************************************************************
|
||||
Globals
|
||||
*******************************************************************************/
|
||||
static long _getTime(void){
|
||||
struct timeval now;
|
||||
gettimeofday(&now, NULL);
|
||||
return (long)(now.tv_sec*1000 + now.tv_usec/1000);
|
||||
}
|
||||
|
||||
JavaVM* mVM = NULL;
|
||||
JNIEnv* mEnv = NULL;
|
||||
JNIEnv* mAudioThreadEnv = NULL; //See the note below for why this is necessary
|
||||
JavaVM* mVM = NULL;
|
||||
|
||||
//Main activity
|
||||
jclass mActivityInstance;
|
||||
@ -36,7 +44,6 @@ jmethodID midFlipBuffers;
|
||||
jmethodID midEnableFeature;
|
||||
jmethodID midUpdateAudio;
|
||||
|
||||
extern "C" int SDL_main(int argc, char *argv[]);
|
||||
extern "C" int Android_OnKeyDown(int keycode);
|
||||
extern "C" int Android_OnKeyUp(int keycode);
|
||||
extern "C" void Android_SetScreenResolution(int width, int height);
|
||||
@ -57,21 +64,22 @@ float fLastAccelerometer[3];
|
||||
|
||||
/*******************************************************************************
|
||||
Functions called by JNI
|
||||
*******************************************************************************/
|
||||
*******************************************************************************/
|
||||
|
||||
//Library init
|
||||
extern "C" jint JNI_OnLoad(JavaVM* vm, void* reserved){
|
||||
// Library init
|
||||
extern "C" jint JNI_OnLoad(JavaVM* vm, void* reserved)
|
||||
{
|
||||
mVM = vm;
|
||||
|
||||
JNIEnv* env = NULL;
|
||||
jint result = -1;
|
||||
|
||||
if (vm->GetEnv((void**) &env, JNI_VERSION_1_4) != JNI_OK) {
|
||||
return result;
|
||||
}
|
||||
return JNI_VERSION_1_4;
|
||||
}
|
||||
|
||||
// Called before SDL_main() to initialize JNI bindings
|
||||
extern "C" void SDL_Android_Init(JNIEnv* env)
|
||||
{
|
||||
mEnv = env;
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "JNI: OnLoad");
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL_Android_Init()");
|
||||
|
||||
jclass cls = mEnv->FindClass ("org/libsdl/app/SDLActivity");
|
||||
mActivityInstance = cls;
|
||||
@ -81,62 +89,41 @@ extern "C" jint JNI_OnLoad(JavaVM* vm, void* reserved){
|
||||
midUpdateAudio = mEnv->GetStaticMethodID(cls,"updateAudio","([B)V");
|
||||
|
||||
if(!midCreateGLContext || !midFlipBuffers || !midEnableFeature ||
|
||||
!midUpdateAudio){
|
||||
!midUpdateAudio) {
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Bad mids\n");
|
||||
}else{
|
||||
} else {
|
||||
#ifdef DEBUG
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Good mids\n");
|
||||
#endif
|
||||
}
|
||||
|
||||
return JNI_VERSION_1_4;
|
||||
}
|
||||
|
||||
//Start up the SDL app
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_nativeInit( JNIEnv* env,
|
||||
jobject obj ){
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Native Init");
|
||||
|
||||
mEnv = env;
|
||||
bRenderingEnabled = true;
|
||||
|
||||
Android_EnableFeature(FEATURE_ACCEL, true);
|
||||
|
||||
char *argv[2];
|
||||
argv[0] = strdup("SDL_app");
|
||||
argv[1] = NULL;
|
||||
SDL_main(1, argv);
|
||||
}
|
||||
|
||||
//Keydown
|
||||
// Keydown
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_onNativeKeyDown(JNIEnv* env,
|
||||
jobject obj, jint keycode){
|
||||
|
||||
jobject obj, jint keycode)
|
||||
{
|
||||
int r = Android_OnKeyDown(keycode);
|
||||
#ifdef DEBUG
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL",
|
||||
"SDL: native key down %d, %d\n", keycode, r);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
//Keyup
|
||||
// Keyup
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_onNativeKeyUp(JNIEnv* env,
|
||||
jobject obj, jint keycode){
|
||||
|
||||
jobject obj, jint keycode)
|
||||
{
|
||||
int r = Android_OnKeyUp(keycode);
|
||||
#ifdef DEBUG
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL",
|
||||
"SDL: native key up %d, %d\n", keycode, r);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
//Touch
|
||||
// Touch
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_onNativeTouch(JNIEnv* env,
|
||||
jobject obj, jint action, jfloat x, jfloat y, jfloat p){
|
||||
|
||||
jobject obj, jint action, jfloat x, jfloat y, jfloat p)
|
||||
{
|
||||
#ifdef DEBUG
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL",
|
||||
"SDL: native touch event %d @ %f/%f, pressure %f\n",
|
||||
@ -144,42 +131,40 @@ extern "C" void Java_org_libsdl_app_SDLActivity_onNativeTouch(JNIEnv* env,
|
||||
#endif
|
||||
|
||||
//TODO: Pass this off to the SDL multitouch stuff
|
||||
|
||||
}
|
||||
|
||||
//Quit
|
||||
// Quit
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_nativeQuit( JNIEnv* env,
|
||||
jobject obj ){
|
||||
jobject obj )
|
||||
{
|
||||
// Stop rendering as we're no longer in the foreground
|
||||
bRenderingEnabled = false;
|
||||
|
||||
//Stop rendering as we're no longer in the foreground
|
||||
bRenderingEnabled = false;
|
||||
|
||||
//Inject a SDL_QUIT event
|
||||
int r = SDL_SendQuit();
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Native quit %d", r);
|
||||
// Inject a SDL_QUIT event
|
||||
SDL_SendQuit();
|
||||
}
|
||||
|
||||
//Screen size
|
||||
// Screen size
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_nativeSetScreenSize(
|
||||
JNIEnv* env, jobject obj, jint width, jint height){
|
||||
|
||||
JNIEnv* env, jobject obj, jint width, jint height)
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL",
|
||||
"SDL: Set screen size on init: %d/%d\n", width, height);
|
||||
Android_SetScreenResolution(width, height);
|
||||
|
||||
}
|
||||
|
||||
//Resize
|
||||
// Resize
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_onNativeResize(
|
||||
JNIEnv* env, jobject obj, jint width,
|
||||
jint height, jint format){
|
||||
jint height, jint format)
|
||||
{
|
||||
Android_OnResize(width, height, format);
|
||||
}
|
||||
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_onNativeAccel(
|
||||
JNIEnv* env, jobject obj,
|
||||
jfloat x, jfloat y, jfloat z){
|
||||
jfloat x, jfloat y, jfloat z)
|
||||
{
|
||||
fLastAccelerometer[0] = x;
|
||||
fLastAccelerometer[1] = y;
|
||||
fLastAccelerometer[2] = z;
|
||||
@ -190,38 +175,39 @@ extern "C" void Java_org_libsdl_app_SDLActivity_onNativeAccel(
|
||||
/*******************************************************************************
|
||||
Functions called by SDL into Java
|
||||
*******************************************************************************/
|
||||
extern "C" void Android_CreateContext(){
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: sdl_create_context()\n");
|
||||
extern "C" void Android_CreateContext()
|
||||
{
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: sdl_create_context()\n");
|
||||
|
||||
bRenderingEnabled = true;
|
||||
bRenderingEnabled = true;
|
||||
|
||||
mEnv->CallStaticVoidMethod(mActivityInstance, midCreateGLContext );
|
||||
}
|
||||
|
||||
extern "C" void Android_Render(){
|
||||
|
||||
if(!bRenderingEnabled){
|
||||
extern "C" void Android_Render()
|
||||
{
|
||||
if (!bRenderingEnabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
//When we get here, we've accumulated a full frame
|
||||
mEnv->CallStaticVoidMethod(mActivityInstance, midFlipBuffers );
|
||||
// When we get here, we've accumulated a full frame
|
||||
mEnv->CallStaticVoidMethod(mActivityInstance, midFlipBuffers);
|
||||
}
|
||||
|
||||
extern "C" void Android_EnableFeature(int featureid, bool enabled){
|
||||
|
||||
extern "C" void Android_EnableFeature(int featureid, bool enabled)
|
||||
{
|
||||
mEnv->CallStaticVoidMethod(mActivityInstance, midEnableFeature,
|
||||
featureid, (int)enabled);
|
||||
}
|
||||
|
||||
extern "C" void Android_UpdateAudioBuffer(unsigned char *buf, int len){
|
||||
|
||||
extern "C" void Android_UpdateAudioBuffer(unsigned char *buf, int len)
|
||||
{
|
||||
//Annoyingly we can't just call into Java from any thread. Because the audio
|
||||
//callback is dispatched from the SDL audio thread (that wasn't made from
|
||||
//java, we have to do some magic here to let the JVM know about the thread.
|
||||
//Because everything it touches on the Java side is static anyway, it's
|
||||
//not a big deal, just annoying.
|
||||
if(!mAudioThreadEnv){
|
||||
if(!mAudioThreadEnv) {
|
||||
__android_log_print(ANDROID_LOG_INFO, "SDL", "SDL: Need to set up audio thread env\n");
|
||||
|
||||
mVM->AttachCurrentThread(&mAudioThreadEnv, NULL);
|
30
src/main/android/SDL_android_main.cpp
Normal file
30
src/main/android/SDL_android_main.cpp
Normal file
@ -0,0 +1,30 @@
|
||||
|
||||
/* Include the SDL main definition header */
|
||||
#include "SDL_main.h"
|
||||
|
||||
/*******************************************************************************
|
||||
Functions called by JNI
|
||||
*******************************************************************************/
|
||||
#include <jni.h>
|
||||
|
||||
// Called before SDL_main() to initialize JNI bindings in SDL library
|
||||
extern "C" void SDL_Android_Init(JNIEnv* env);
|
||||
|
||||
// Library init
|
||||
extern "C" jint JNI_OnLoad(JavaVM* vm, void* reserved)
|
||||
{
|
||||
return JNI_VERSION_1_4;
|
||||
}
|
||||
|
||||
// Start up the SDL app
|
||||
extern "C" void Java_org_libsdl_app_SDLActivity_nativeInit( JNIEnv* env, jobject obj )
|
||||
{
|
||||
/* This interface could expand with ABI negotiation, calbacks, etc. */
|
||||
SDL_Android_Init(env);
|
||||
|
||||
/* Run the application code! */
|
||||
char *argv[2];
|
||||
argv[0] = strdup("SDL_app");
|
||||
argv[1] = NULL;
|
||||
SDL_main(1, argv);
|
||||
}
|
Loading…
Reference in New Issue
Block a user