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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platformAndroid/platformAndroid.h"
- #include "platform/platformVideo.h"
- #include "platformAndroid/AndroidOGLVideo.h"
- #include "platformAndroid/AndroidConsole.h"
- #include "platform/platformInput.h"
- #include "game/gameInterface.h"
- #include "console/consoleTypes.h"
- #include "console/console.h"
- #include "platformAndroid/AndroidEvents.h"
- #include "platform/threads/thread.h"
- #include "platformAndroid/AndroidWindow.h"
- #include "platformAndroid/platformGL.h"
- bool getStatusBarHidden();
- bool setStatusBarHidden(bool);
- void setStatusBarType(S32);
- //------------------------------------------------------------------------------
- #pragma mark ---- PlatState ----
- AndroidPlatState platState;
- AndroidPlatState::AndroidPlatState()
- {
- captureDisplay = true;
- fadeWindows = true;
- backgrounded = false;
- minimized = false;
- quit = false;
- portrait = true;//-Mat Android is in portrait mode by default
- // start with something reasonable.
- desktopBitsPixel = ANDROID_DEFAULT_RESOLUTION_BIT_DEPTH;
- desktopWidth = _AndroidGetScreenWidth();
- desktopHeight = _AndroidGetScreenHeight();
- fullscreen = true;
- osVersion = 0;
- dStrcpy(appWindowTitle, "Android Torque Game Engine");
- // Semaphore for alerts. We put the app in a modal state by blocking the main
- alertSemaphore = Semaphore::createSemaphore(0);
- // directory that contains main.cs . This will help us detect whether we are
- // running with the scripts in the bundle or not.
- mainDotCsDir = NULL;
- }
- //------------------------------------------------------------------------------
- // DGL, the Gui, and TS use this for various purposes.
- const Point2I &Platform::getWindowSize()
- {
- return platState.windowSize;
- }
- //------------------------------------------------------------------------------
- // save the window size, for DGL's use
- void Platform::setWindowSize(U32 newWidth, U32 newHeight)
- {
- platState.windowSize.set(newWidth, newHeight);
- }
- //------------------------------------------------------------------------------
- // Issue a minimize event. The standard handler will handle it.
- void Platform::minimizeWindow()
- {
- //no minimizing on Android
- }
- void Platform::restoreWindow()
- {
- //no minimizing on Android
- }
- //------------------------------------------------------------------------------
- void Platform::setWindowTitle(const char *title)
- {
- //no window titles on Android
- }
- #pragma mark ---- Init funcs ----
- //------------------------------------------------------------------------------
- void Platform::init()
- {
- Con::setVariable("$platform", "Android");
-
- AndroidConsole::create();
- //if ( !AndroidConsole::isEnabled() )
- Input::init();
- // allow users to specify whether to capture the display or not when going fullscreen
- Con::addVariable("pref::Android::captureDisplay", TypeBool, &platState.captureDisplay);
- Con::addVariable("pref::Android::fadeWindows", TypeBool, &platState.fadeWindows);
- // create the opengl display device
- DisplayDevice *dev = NULL;
- Con::printf("Video Init:");
- Video::init();
- dev = OpenGLDevice::create();
- if (dev)
- Con::printf(" Accelerated OpenGL display device detected.");
- else
- Con::printf(" Accelerated OpenGL display device not detected.");
- // and now we can install the device.
- Video::installDevice(dev);
- Con::printf("");
- }
- //------------------------------------------------------------------------------
- void Platform::shutdown()
- {
- setMouseLock(false);
- Video::destroy();
- Input::destroy();
- AndroidConsole::destroy();
- }
- //Hidden by Default. 1 Black Opaque, 2 Black Translucent
- S32 gScreenOrientation = 0;
- S32 gStatusBarType = 0;
- bool gStatusBarHidden = true;
- //------------------------------------------------------------------------------
- void Platform::initWindow(const Point2I &initialSize, const char *name)
- {
- S32 resolutionWidth = _AndroidGetScreenWidth();
- S32 resolutionHeight = _AndroidGetScreenHeight();
- dSprintf(platState.appWindowTitle, sizeof(platState.appWindowTitle), name);
- platState.windowSize.x = _AndroidGetScreenWidth();
- platState.windowSize.y = _AndroidGetScreenHeight();
- //Default to landscape, and run into portrait if requested.
- S32 orientation = _AndroidGameGetOrientation();
- if (orientation == ACONFIGURATION_ORIENTATION_PORT)
- {
- gScreenOrientation = 1;
- platState.portrait = true;
- }
- else
- {
- gScreenOrientation = 0;
- platState.portrait = false;
- }
- bool fullScreen;
- U32 bpp = Con::getIntVariable("$pref::Android::ScreenDepth"); //ANDROID_DEFAULT_RESOLUTION_BIT_DEPTH;
- if (!bpp)
- {
- Con::printf("Default BPP Chosen , $pref::Android::ScreenDepth was not found.");
- bpp = ANDROID_DEFAULT_RESOLUTION_BIT_DEPTH;
- }
-
- fullScreen = true;
- //
- DisplayDevice::init();
-
- // this will create a rendering context & window
- bool ok = Video::setDevice("OpenGL", platState.windowSize.x, platState.windowSize.y, bpp, fullScreen);
- if (!ok)
- {
- AssertFatal( false, "Could not find a compatible display device!" );
- }
-
- //Luma: Clear frame buffer to BLACK to start with
- //NOTE: This should probably be set by the user to be the color closest to Default.png in order to minimize any popping effect... $pref:: anyone? Are $pref::s even valid at this point in the Init process?
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- }
- //--------------------------------------
- // run app function: not applicable to Android
- //--------------------------------------
- // run other apps
- int runApp(const char *fileName, const char *batchArgs, bool blocking = false)
- {
- return 0;
- }
- bool appIsRunning(int batchId)
- {
- return false;
- }
- bool Platform::openWebBrowser(const char *webAddress)
- {
- //TODO: convert to JNI code
- //Intent browserIntent = new Intent(Intent.ACTION_VIEW, Uri.parse("http://www.google.com"));
- //startActivity(browserIntent);
- return true;
- }
- ConsoleFunction(setScreenOrientation, bool, 3, 3, "Sets the orientation of the screen ( portrait/landscape, upside down or right-side up )\n"
- "@(bool portrait, bool upside_down)"){
- adprintf("screen orientation is set via the manifest file on android");
- return false;
- }
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