/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "entry_p.h" #if ENTRY_CONFIG_USE_NATIVE && BX_PLATFORM_ANDROID #include #include #include #include #include #include #include #include extern "C" { #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wunused-parameter" #include #pragma GCC diagnostic pop } // extern "C" namespace entry { struct GamepadRemap { uint16_t m_keyCode; Key::Enum m_key; }; static GamepadRemap s_gamepadRemap[] = { { AKEYCODE_DPAD_UP, Key::GamepadUp }, { AKEYCODE_DPAD_DOWN, Key::GamepadDown }, { AKEYCODE_DPAD_LEFT, Key::GamepadLeft }, { AKEYCODE_DPAD_RIGHT, Key::GamepadRight }, { AKEYCODE_BUTTON_START, Key::GamepadStart }, { AKEYCODE_BACK, Key::GamepadBack }, { AKEYCODE_BUTTON_THUMBL, Key::GamepadThumbL }, { AKEYCODE_BUTTON_THUMBR, Key::GamepadThumbR }, { AKEYCODE_BUTTON_L1, Key::GamepadShoulderL }, { AKEYCODE_BUTTON_R1, Key::GamepadShoulderR }, { AKEYCODE_GUIDE, Key::GamepadGuide }, { AKEYCODE_BUTTON_A, Key::GamepadA }, { AKEYCODE_BUTTON_B, Key::GamepadB }, { AKEYCODE_BUTTON_X, Key::GamepadX }, { AKEYCODE_BUTTON_Y, Key::GamepadY }, }; struct GamepadAxisRemap { int32_t m_event; GamepadAxis::Enum m_axis; bool m_convert; }; static GamepadAxisRemap s_translateAxis[] = { { AMOTION_EVENT_AXIS_X, GamepadAxis::LeftX, false }, { AMOTION_EVENT_AXIS_Y, GamepadAxis::LeftY, false }, { AMOTION_EVENT_AXIS_LTRIGGER, GamepadAxis::LeftZ, false }, { AMOTION_EVENT_AXIS_Z, GamepadAxis::RightX, true }, { AMOTION_EVENT_AXIS_RZ, GamepadAxis::RightY, false }, { AMOTION_EVENT_AXIS_RTRIGGER, GamepadAxis::RightZ, false }, }; struct MainThreadEntry { int m_argc; char** m_argv; static int32_t threadFunc(void* _userData); }; struct Context { Context() : m_window(NULL) , m_count(0) { memset(m_value, 0, sizeof(m_value) ); // Deadzone values from xinput.h m_deadzone[GamepadAxis::LeftX ] = m_deadzone[GamepadAxis::LeftY ] = 7849; m_deadzone[GamepadAxis::RightX] = m_deadzone[GamepadAxis::RightY] = 8689; m_deadzone[GamepadAxis::LeftZ ] = m_deadzone[GamepadAxis::RightZ] = 30; } void run(android_app* _app) { m_app = _app; m_app->userData = (void*)this; m_app->onAppCmd = onAppCmdCB; m_app->onInputEvent = onInputEventCB; ANativeActivity_setWindowFlags(m_app->activity, 0 | AWINDOW_FLAG_FULLSCREEN | AWINDOW_FLAG_KEEP_SCREEN_ON , 0 ); const char* argv[1] = { "android.so" }; m_mte.m_argc = 1; m_mte.m_argv = const_cast(argv); while (0 == m_app->destroyRequested) { int32_t num; android_poll_source* source; /*int32_t id =*/ ALooper_pollAll(-1, NULL, &num, (void**)&source); if (NULL != source) { source->process(m_app, source); } } m_thread.shutdown(); } void onAppCmd(int32_t _cmd) { switch (_cmd) { case APP_CMD_INPUT_CHANGED: // Command from main thread: the AInputQueue has changed. Upon processing // this command, android_app->inputQueue will be updated to the new queue // (or NULL). break; case APP_CMD_INIT_WINDOW: // Command from main thread: a new ANativeWindow is ready for use. Upon // receiving this command, android_app->window will contain the new window // surface. if (m_window == NULL) { m_window = m_app->window; bgfx::androidSetWindow(m_window); int32_t width = ANativeWindow_getWidth(m_window); int32_t height = ANativeWindow_getHeight(m_window); DBG("ANativeWindow width %d, height %d", width, height); WindowHandle defaultWindow = { 0 }; m_eventQueue.postSizeEvent(defaultWindow, width, height); m_thread.init(MainThreadEntry::threadFunc, &m_mte); } break; case APP_CMD_TERM_WINDOW: // Command from main thread: the existing ANativeWindow needs to be // terminated. Upon receiving this command, android_app->window still // contains the existing window; after calling android_app_exec_cmd // it will be set to NULL. break; case APP_CMD_WINDOW_RESIZED: // Command from main thread: the current ANativeWindow has been resized. // Please redraw with its new size. break; case APP_CMD_WINDOW_REDRAW_NEEDED: // Command from main thread: the system needs that the current ANativeWindow // be redrawn. You should redraw the window before handing this to // android_app_exec_cmd() in order to avoid transient drawing glitches. break; case APP_CMD_CONTENT_RECT_CHANGED: // Command from main thread: the content area of the window has changed, // such as from the soft input window being shown or hidden. You can // find the new content rect in android_app::contentRect. break; case APP_CMD_GAINED_FOCUS: // Command from main thread: the app's activity window has gained // input focus. break; case APP_CMD_LOST_FOCUS: // Command from main thread: the app's activity window has lost // input focus. break; case APP_CMD_CONFIG_CHANGED: // Command from main thread: the current device configuration has changed. break; case APP_CMD_LOW_MEMORY: // Command from main thread: the system is running low on memory. // Try to reduce your memory use. break; case APP_CMD_START: // Command from main thread: the app's activity has been started. break; case APP_CMD_RESUME: // Command from main thread: the app's activity has been resumed. break; case APP_CMD_SAVE_STATE: // Command from main thread: the app should generate a new saved state // for itself, to restore from later if needed. If you have saved state, // allocate it with malloc and place it in android_app.savedState with // the size in android_app.savedStateSize. The will be freed for you // later. break; case APP_CMD_PAUSE: // Command from main thread: the app's activity has been paused. break; case APP_CMD_STOP: // Command from main thread: the app's activity has been stopped. break; case APP_CMD_DESTROY: // Command from main thread: the app's activity is being destroyed, // and waiting for the app thread to clean up and exit before proceeding. m_eventQueue.postExitEvent(); break; } } bool filter(GamepadAxis::Enum _axis, int32_t* _value) { const int32_t old = m_value[_axis]; const int32_t deadzone = m_deadzone[_axis]; int32_t value = *_value; value = value > deadzone || value < -deadzone ? value : 0; m_value[_axis] = value; *_value = value; return old != value; } int32_t onInputEvent(AInputEvent* _event) { WindowHandle defaultWindow = { 0 }; GamepadHandle handle = { 0 }; const int32_t type = AInputEvent_getType(_event); const int32_t source = AInputEvent_getSource(_event); const int32_t actionBits = AMotionEvent_getAction(_event); switch (type) { case AINPUT_EVENT_TYPE_MOTION: { if (0 != (source & (AINPUT_SOURCE_GAMEPAD|AINPUT_SOURCE_JOYSTICK) ) ) { for (uint32_t ii = 0; ii < BX_COUNTOF(s_translateAxis); ++ii) { const float fval = AMotionEvent_getAxisValue(_event, s_translateAxis[ii].m_event, 0); int32_t value = int32_t( (s_translateAxis[ii].m_convert ? fval * 2.0f + 1.0f : fval) * INT16_MAX); GamepadAxis::Enum axis = s_translateAxis[ii].m_axis; if (filter(axis, &value) ) { m_eventQueue.postAxisEvent(defaultWindow, handle, axis, value); } } return 1; } else { float mx = AMotionEvent_getX(_event, 0); float my = AMotionEvent_getY(_event, 0); int32_t count = AMotionEvent_getPointerCount(_event); int32_t action = (actionBits & AMOTION_EVENT_ACTION_MASK); int32_t index = (actionBits & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; count = m_count; switch (action) { case AMOTION_EVENT_ACTION_DOWN: case AMOTION_EVENT_ACTION_POINTER_DOWN: m_count++; break; case AMOTION_EVENT_ACTION_UP: case AMOTION_EVENT_ACTION_POINTER_UP: m_count--; break; default: break; } if (count != m_count) { m_eventQueue.postMouseEvent(defaultWindow , (int32_t)mx , (int32_t)my , 0 , 1 == count ? MouseButton::Left : MouseButton::Right , false ); if (0 != m_count) { m_eventQueue.postMouseEvent(defaultWindow , (int32_t)mx , (int32_t)my , 0 , 1 == m_count ? MouseButton::Left : MouseButton::Right , true ); } } switch (action) { case AMOTION_EVENT_ACTION_MOVE: if (0 == index) { m_eventQueue.postMouseEvent(defaultWindow , (int32_t)mx , (int32_t)my , 0 ); } break; default: break; } } } break; case AINPUT_EVENT_TYPE_KEY: { int32_t keyCode = AKeyEvent_getKeyCode(_event); if (0 != (source & (AINPUT_SOURCE_GAMEPAD|AINPUT_SOURCE_JOYSTICK) ) ) { for (uint32_t jj = 0; jj < BX_COUNTOF(s_gamepadRemap); ++jj) { if (keyCode == s_gamepadRemap[jj].m_keyCode) { m_eventQueue.postKeyEvent(defaultWindow, s_gamepadRemap[jj].m_key, 0, actionBits == AKEY_EVENT_ACTION_DOWN); break; } } } return 1; } break; default: DBG("type %d", type); break; } return 0; } static void onAppCmdCB(struct android_app* _app, int32_t _cmd) { Context* self = (Context*)_app->userData; self->onAppCmd(_cmd); } static int32_t onInputEventCB(struct android_app* _app, AInputEvent* _event) { Context* self = (Context*)_app->userData; return self->onInputEvent(_event); } MainThreadEntry m_mte; bx::Thread m_thread; EventQueue m_eventQueue; ANativeWindow* m_window; android_app* m_app; int32_t m_count; int32_t m_value[GamepadAxis::Count]; int32_t m_deadzone[GamepadAxis::Count]; }; static Context s_ctx; const Event* poll() { return s_ctx.m_eventQueue.poll(); } const Event* poll(WindowHandle _handle) { return s_ctx.m_eventQueue.poll(_handle); } void release(const Event* _event) { s_ctx.m_eventQueue.release(_event); } WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags, const char* _title) { BX_UNUSED(_x, _y, _width, _height, _flags, _title); WindowHandle handle = { UINT16_MAX }; return handle; } void destroyWindow(WindowHandle _handle) { BX_UNUSED(_handle); } void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y) { BX_UNUSED(_handle, _x, _y); } void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height) { BX_UNUSED(_handle, _width, _height); } void setWindowTitle(WindowHandle _handle, const char* _title) { BX_UNUSED(_handle, _title); } void toggleWindowFrame(WindowHandle _handle) { BX_UNUSED(_handle); } void setMouseLock(WindowHandle _handle, bool _lock) { BX_UNUSED(_handle, _lock); } int32_t MainThreadEntry::threadFunc(void* _userData) { int32_t result = chdir("/sdcard/bgfx/examples/runtime"); BX_CHECK(0 == result, "Failed to chdir to dir. android.permission.WRITE_EXTERNAL_STORAGE?", errno); MainThreadEntry* self = (MainThreadEntry*)_userData; result = main(self->m_argc, self->m_argv); // PostMessage(s_ctx.m_hwnd, WM_QUIT, 0, 0); return result; } } // namespace entry extern "C" void android_main(android_app* _app) { using namespace entry; s_ctx.run(_app); } #endif // ENTRY_CONFIG_USE_NATIVE && BX_PLATFORM_ANDROID