#include <GL/freeglut.h>
#include "fg_internal.h"
#include "fg_main.h"
+#include "egl/fg_window_egl.h"
#include <android/log.h>
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "FreeGLUT", __VA_ARGS__))
* Process the next input event.
*/
int32_t handle_input(struct android_app* app, AInputEvent* event) {
- SFG_Window* window = fgStructure.CurrentWindow;
-
- /* 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 */
+ SFG_Window* window = fgWindowByHandle(app->window);
+ if (window == NULL)
+ return EVENT_NOT_HANDLED;
+
+ /* 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));
* Process the next main command.
*/
void handle_cmd(struct android_app* app, int32_t cmd) {
+ SFG_Window* window = fgWindowByHandle(app->window); /* may be NULL */
switch (cmd) {
- case APP_CMD_SAVE_STATE:
- /* The system has asked us to save our current state. Do so. */
- LOGI("handle_cmd: APP_CMD_SAVE_STATE");
- break;
- case APP_CMD_INIT_WINDOW:
- /* The window is being shown, get it ready. */
- LOGI("handle_cmd: APP_CMD_INIT_WINDOW");
- fgDisplay.pDisplay.single_window->Window.Handle = app->window;
- /* glPlatformOpenWindow was waiting for Handle to be defined and
- will now return from fgPlatformProcessSingleEvent() */
+ /* App life cycle, in that order: */
+ case APP_CMD_START:
+ LOGI("handle_cmd: APP_CMD_START");
break;
- case APP_CMD_TERM_WINDOW:
- /* The window is being hidden or closed, clean it up. */
- LOGI("handle_cmd: APP_CMD_TERM_WINDOW");
- fgDestroyWindow(fgDisplay.pDisplay.single_window);
- fgDisplay.pDisplay.single_window = NULL;
+ case APP_CMD_RESUME:
+ LOGI("handle_cmd: APP_CMD_RESUME");
+ /* Cf. fgPlatformProcessSingleEvent */
break;
- case APP_CMD_DESTROY:
- LOGI("handle_cmd: APP_CMD_DESTROY");
- /* glue has already set android_app->destroyRequested=1 */
+ case APP_CMD_INIT_WINDOW: /* surfaceCreated */
+ /* The window is being shown, get it ready. */
+ LOGI("handle_cmd: APP_CMD_INIT_WINDOW %p", app->window);
+ fgDisplay.pDisplay.single_native_window = app->window;
+ /* 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");
break;
+ case APP_CMD_WINDOW_RESIZED:
+ LOGI("handle_cmd: APP_CMD_WINDOW_RESIZED");
+ if (window->Window.pContext.egl.Surface != EGL_NO_SURFACE)
+ /* Make ProcessSingleEvent detect the new size, only available
+ after the next SwapBuffer */
+ glutPostRedisplay();
+ break;
+
+ case APP_CMD_SAVE_STATE: /* onSaveInstanceState */
+ /* The system has asked us to save our current state, when it
+ pauses the application without destroying it right after. */
+ app->savedState = strdup("Detect me as non-NULL on next android_main");
+ app->savedStateSize = strlen(app->savedState) + 1;
+ LOGI("handle_cmd: APP_CMD_SAVE_STATE");
+ break;
+ case APP_CMD_PAUSE:
+ LOGI("handle_cmd: APP_CMD_PAUSE");
+ /* Cf. fgPlatformProcessSingleEvent */
+ break;
case APP_CMD_LOST_FOCUS:
LOGI("handle_cmd: APP_CMD_LOST_FOCUS");
break;
+ case APP_CMD_TERM_WINDOW: /* surfaceDestroyed */
+ /* 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:
+ LOGI("handle_cmd: APP_CMD_STOP");
+ break;
+ case APP_CMD_DESTROY: /* Activity.onDestroy */
+ LOGI("handle_cmd: APP_CMD_DESTROY");
+ /* User closed the application for good, let's kill the window */
+ {
+ /* Can't use fgWindowByHandle as app->window is NULL */
+ SFG_Window* window = fgStructure.CurrentWindow;
+ if (window != NULL) {
+ fgDestroyWindow(window);
+ } else {
+ LOGI("APP_CMD_DESTROY: No current window");
+ }
+ }
+ /* glue has already set android_app->destroyRequested=1 */
+ break;
+
case APP_CMD_CONFIG_CHANGED:
/* Handle rotation / orientation change */
LOGI("handle_cmd: APP_CMD_CONFIG_CHANGED");
break;
- case APP_CMD_WINDOW_RESIZED:
- LOGI("handle_cmd: APP_CMD_WINDOW_RESIZED");
- if (fgDisplay.pDisplay.single_window->Window.pContext.egl.Surface != EGL_NO_SURFACE)
- /* Make ProcessSingleEvent detect the new size, only available
- after the next SwapBuffer */
- glutPostRedisplay();
+ case APP_CMD_LOW_MEMORY:
+ LOGI("handle_cmd: APP_CMD_LOW_MEMORY");
break;
default:
LOGI("handle_cmd: unhandled cmd=%d", cmd);
}
}
+void fgPlatformOpenWindow( SFG_Window* window, const char* title,
+ GLboolean positionUse, int x, int y,
+ GLboolean sizeUse, int w, int h,
+ GLboolean gameMode, GLboolean isSubWindow );
+
void fgPlatformProcessSingleEvent ( void )
{
/* When the screen is resized, the window handle still points to the
/* Interestingly, on a Samsung Galaxy S/PowerVR SGX540 GPU/Android
2.3, that next SwapBuffer is fake (but still necessary to get the
new size). */
- SFG_Window* window = fgDisplay.pDisplay.single_window;
+ SFG_Window* window = fgStructure.CurrentWindow;
if (window != NULL && window->Window.Handle != NULL) {
int32_t width = ANativeWindow_getWidth(window->Window.Handle);
int32_t height = ANativeWindow_getHeight(window->Window.Handle);
source->process(source->app, source);
}
}
+
+ /* 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) {
+ /* Process this event. */
+ if (source != NULL) {
+ source->process(source->app, source);
+ }
+ }
+ }
+ /* 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);
+
+ if (!FETCH_WCB(*window, InitContext))
+ fgWarning("Resuming application, but no callback to reload context resources (glutInitContextFunc)");
+ }
+
+ INVOKE_WCB(*window, Resume, ());
+ }
}
void fgPlatformMainLoopPreliminaryWork ( void )