if (window == NULL)
return EVENT_NOT_HANDLED;
- /* FIXME: in Android, when key is repeated, down and up events
- happen most often at the exact same time. This makes it
- impossible to animate based on key press time. */
- /* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
+ /* FIXME: in Android, when a key is repeated, down
+ and up events happen most often at the exact same time. This
+ makes it impossible to animate based on key press time. */
+ /* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
+ /* This looks like a bug in the Android virtual keyboard system :/
+ Real buttons such as the Back button appear to work correctly
+ (series of down events with proper getRepeatCount value). */
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {
/* LOGI("action: %d", AKeyEvent_getAction(event)); */
}
}
- if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
- int32_t action = AMotionEvent_getAction(event);
+ int32_t source = AInputEvent_getSource(event);
+ if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION
+ && source == AINPUT_SOURCE_TOUCHSCREEN) {
+ int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
+ /* Pointer ID for clicks */
+ int32_t pidx = AMotionEvent_getAction(event) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
+ /* TODO: Handle multi-touch; also handle multiple sources/devices */
+ /* cf. http://sourceforge.net/mailarchive/forum.php?thread_name=20120518071314.GA28061%40perso.beuc.net&forum_name=freeglut-developer */
+ if (0) {
+ LOGI("motion action=%d index=%d source=%d", action, pidx, source);
+ int count = AMotionEvent_getPointerCount(event);
+ int i;
+ for (i = 0; i < count; i++) {
+ LOGI("multi(%d): %.01f,%.01f",
+ AMotionEvent_getPointerId(event, i),
+ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i));
+ }
+ }
float x = AMotionEvent_getX(event, 0);
float y = AMotionEvent_getY(event, 0);
- LOGI("motion %.01f,%.01f action=%d", x, y, AMotionEvent_getAction(event));
-
+
/* Virtual arrows PAD */
/* Don't interfere with existing mouse move event */
if (!touchscreen.in_mmotion) {
if (!touchscreen.vpad.on) {
window->State.MouseX = x;
window->State.MouseY = y;
- LOGI("Changed mouse position: %f,%f", x, y);
if (action == AMOTION_EVENT_ACTION_DOWN && FETCH_WCB(*window, Mouse)) {
touchscreen.in_mmotion = true;
INVOKE_WCB(*window, Mouse, (GLUT_LEFT_BUTTON, GLUT_DOWN, x, y));
break;
case APP_CMD_INIT_WINDOW: /* surfaceCreated */
/* The window is being shown, get it ready. */
- LOGI("handle_cmd: APP_CMD_INIT_WINDOW");
+ LOGI("handle_cmd: APP_CMD_INIT_WINDOW %p", app->window);
fgDisplay.pDisplay.single_native_window = app->window;
- /* glPlatformOpenWindow was waiting for Handle to be defined and
- will now return from fgPlatformProcessSingleEvent() */
+ /* start|resume: glPlatformOpenWindow was waiting for Handle to be
+ defined and will now continue processing */
break;
case APP_CMD_GAINED_FOCUS:
LOGI("handle_cmd: APP_CMD_GAINED_FOCUS");
/* The application is being hidden, but may be restored */
LOGI("handle_cmd: APP_CMD_TERM_WINDOW");
fghPlatformCloseWindowEGL(window);
+ window->State.NeedToInitContext = GL_TRUE;
fgDisplay.pDisplay.single_native_window = NULL;
break;
case APP_CMD_STOP:
/* If we're not in RESUME state, Android paused us, so wait */
struct android_app* app = fgDisplay.pDisplay.app;
if (app->destroyRequested != 1 && app->activityState != APP_CMD_RESUME) {
+ INVOKE_WCB(*window, Pause, ());
+
int FOREVER = -1;
while (app->destroyRequested != 1 && (app->activityState != APP_CMD_RESUME)) {
if ((ident=ALooper_pollOnce(FOREVER, NULL, &events, (void**)&source)) >= 0) {
}
}
}
- /* If coming back from a pause: */
+ /* Coming back from a pause: */
/* - Recreate window context and surface */
/* - Call user-defined hook to restore resources (textures...) */
/* - Exit pause looop */
if (app->destroyRequested != 1) {
/* Android is full-screen only, simplified call.. */
/* Ideally we'd have a fgPlatformReopenWindow() */
+ /* If we're hidden by a non-fullscreen or translucent activity,
+ we'll be paused but not stopped, and keep the current
+ surface; in which case fgPlatformOpenWindow will no-op. */
fgPlatformOpenWindow(window, "", GL_FALSE, 0, 0, GL_FALSE, 0, 0, GL_FALSE, GL_FALSE);
- /* TODO: INVOKE_WCB(*window, Pause?); */
- /* TODO: INVOKE_WCB(*window, LoadResources/ContextLost/...?); */
- /* TODO: INVOKE_WCB(*window, Resume?); */
+
+ if (!FETCH_WCB(*window, InitContext))
+ fgWarning("Resuming application, but no callback to reload context resources (glutInitContextFunc)");
}
+
+ INVOKE_WCB(*window, Resume, ());
}
}