entry_android.cpp 13 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "entry_p.h"
  6. #if ENTRY_CONFIG_USE_NATIVE && BX_PLATFORM_ANDROID
  7. #include <bgfx/platform.h>
  8. #include <stdio.h>
  9. #include <bx/thread.h>
  10. #include <android/input.h>
  11. #include <android/log.h>
  12. #include <android/looper.h>
  13. #include <android/window.h>
  14. #include <android_native_app_glue.h>
  15. #include <android/native_window.h>
  16. extern "C"
  17. {
  18. #pragma GCC diagnostic push
  19. #pragma GCC diagnostic ignored "-Wunused-parameter"
  20. #include <android_native_app_glue.c>
  21. #pragma GCC diagnostic pop
  22. } // extern "C"
  23. namespace entry
  24. {
  25. ///
  26. inline void androidSetWindow(::ANativeWindow* _window)
  27. {
  28. bgfx::PlatformData pd;
  29. pd.ndt = NULL;
  30. pd.nwh = _window;
  31. pd.context = NULL;
  32. pd.backBuffer = NULL;
  33. pd.backBufferDS = NULL;
  34. bgfx::setPlatformData(pd);
  35. }
  36. struct GamepadRemap
  37. {
  38. uint16_t m_keyCode;
  39. Key::Enum m_key;
  40. };
  41. static GamepadRemap s_gamepadRemap[] =
  42. {
  43. { AKEYCODE_DPAD_UP, Key::GamepadUp },
  44. { AKEYCODE_DPAD_DOWN, Key::GamepadDown },
  45. { AKEYCODE_DPAD_LEFT, Key::GamepadLeft },
  46. { AKEYCODE_DPAD_RIGHT, Key::GamepadRight },
  47. { AKEYCODE_BUTTON_START, Key::GamepadStart },
  48. { AKEYCODE_BACK, Key::GamepadBack },
  49. { AKEYCODE_BUTTON_THUMBL, Key::GamepadThumbL },
  50. { AKEYCODE_BUTTON_THUMBR, Key::GamepadThumbR },
  51. { AKEYCODE_BUTTON_L1, Key::GamepadShoulderL },
  52. { AKEYCODE_BUTTON_R1, Key::GamepadShoulderR },
  53. { AKEYCODE_GUIDE, Key::GamepadGuide },
  54. { AKEYCODE_BUTTON_A, Key::GamepadA },
  55. { AKEYCODE_BUTTON_B, Key::GamepadB },
  56. { AKEYCODE_BUTTON_X, Key::GamepadX },
  57. { AKEYCODE_BUTTON_Y, Key::GamepadY },
  58. };
  59. struct GamepadAxisRemap
  60. {
  61. int32_t m_event;
  62. GamepadAxis::Enum m_axis;
  63. bool m_convert;
  64. };
  65. static GamepadAxisRemap s_translateAxis[] =
  66. {
  67. { AMOTION_EVENT_AXIS_X, GamepadAxis::LeftX, false },
  68. { AMOTION_EVENT_AXIS_Y, GamepadAxis::LeftY, false },
  69. { AMOTION_EVENT_AXIS_LTRIGGER, GamepadAxis::LeftZ, false },
  70. { AMOTION_EVENT_AXIS_Z, GamepadAxis::RightX, true },
  71. { AMOTION_EVENT_AXIS_RZ, GamepadAxis::RightY, false },
  72. { AMOTION_EVENT_AXIS_RTRIGGER, GamepadAxis::RightZ, false },
  73. };
  74. struct MainThreadEntry
  75. {
  76. int m_argc;
  77. const char* const* m_argv;
  78. static int32_t threadFunc(void* _userData);
  79. };
  80. struct Context
  81. {
  82. Context()
  83. : m_window(NULL)
  84. {
  85. bx::memSet(m_value, 0, sizeof(m_value) );
  86. // Deadzone values from xinput.h
  87. m_deadzone[GamepadAxis::LeftX ] =
  88. m_deadzone[GamepadAxis::LeftY ] = 7849;
  89. m_deadzone[GamepadAxis::RightX] =
  90. m_deadzone[GamepadAxis::RightY] = 8689;
  91. m_deadzone[GamepadAxis::LeftZ ] =
  92. m_deadzone[GamepadAxis::RightZ] = 30;
  93. }
  94. void run(android_app* _app)
  95. {
  96. m_app = _app;
  97. m_app->userData = (void*)this;
  98. m_app->onAppCmd = onAppCmdCB;
  99. m_app->onInputEvent = onInputEventCB;
  100. ANativeActivity_setWindowFlags(m_app->activity, 0
  101. | AWINDOW_FLAG_FULLSCREEN
  102. | AWINDOW_FLAG_KEEP_SCREEN_ON
  103. , 0
  104. );
  105. const char* const argv[1] = { "android.so" };
  106. m_mte.m_argc = 1;
  107. m_mte.m_argv = argv;
  108. while (0 == m_app->destroyRequested)
  109. {
  110. int32_t num;
  111. android_poll_source* source;
  112. /*int32_t id =*/ ALooper_pollAll(-1, NULL, &num, (void**)&source);
  113. if (NULL != source)
  114. {
  115. source->process(m_app, source);
  116. }
  117. }
  118. m_thread.shutdown();
  119. }
  120. void onAppCmd(int32_t _cmd)
  121. {
  122. switch (_cmd)
  123. {
  124. case APP_CMD_INPUT_CHANGED:
  125. // Command from main thread: the AInputQueue has changed. Upon processing
  126. // this command, android_app->inputQueue will be updated to the new queue
  127. // (or NULL).
  128. break;
  129. case APP_CMD_INIT_WINDOW:
  130. // Command from main thread: a new ANativeWindow is ready for use. Upon
  131. // receiving this command, android_app->window will contain the new window
  132. // surface.
  133. if (m_window != m_app->window)
  134. {
  135. m_window = m_app->window;
  136. androidSetWindow(m_window);
  137. int32_t width = ANativeWindow_getWidth(m_window);
  138. int32_t height = ANativeWindow_getHeight(m_window);
  139. DBG("ANativeWindow width %d, height %d", width, height);
  140. WindowHandle defaultWindow = { 0 };
  141. m_eventQueue.postSizeEvent(defaultWindow, width, height);
  142. if (!m_thread.isRunning() )
  143. {
  144. m_thread.init(MainThreadEntry::threadFunc, &m_mte);
  145. }
  146. }
  147. break;
  148. case APP_CMD_TERM_WINDOW:
  149. // Command from main thread: the existing ANativeWindow needs to be
  150. // terminated. Upon receiving this command, android_app->window still
  151. // contains the existing window; after calling android_app_exec_cmd
  152. // it will be set to NULL.
  153. break;
  154. case APP_CMD_WINDOW_RESIZED:
  155. // Command from main thread: the current ANativeWindow has been resized.
  156. // Please redraw with its new size.
  157. break;
  158. case APP_CMD_WINDOW_REDRAW_NEEDED:
  159. // Command from main thread: the system needs that the current ANativeWindow
  160. // be redrawn. You should redraw the window before handing this to
  161. // android_app_exec_cmd() in order to avoid transient drawing glitches.
  162. break;
  163. case APP_CMD_CONTENT_RECT_CHANGED:
  164. // Command from main thread: the content area of the window has changed,
  165. // such as from the soft input window being shown or hidden. You can
  166. // find the new content rect in android_app::contentRect.
  167. break;
  168. case APP_CMD_GAINED_FOCUS:
  169. {
  170. // Command from main thread: the app's activity window has gained
  171. // input focus.
  172. WindowHandle defaultWindow = { 0 };
  173. m_eventQueue.postSuspendEvent(defaultWindow, Suspend::WillResume);
  174. break;
  175. }
  176. case APP_CMD_LOST_FOCUS:
  177. {
  178. // Command from main thread: the app's activity window has lost
  179. // input focus.
  180. WindowHandle defaultWindow = { 0 };
  181. m_eventQueue.postSuspendEvent(defaultWindow, Suspend::WillSuspend);
  182. break;
  183. }
  184. case APP_CMD_CONFIG_CHANGED:
  185. // Command from main thread: the current device configuration has changed.
  186. break;
  187. case APP_CMD_LOW_MEMORY:
  188. // Command from main thread: the system is running low on memory.
  189. // Try to reduce your memory use.
  190. break;
  191. case APP_CMD_START:
  192. // Command from main thread: the app's activity has been started.
  193. break;
  194. case APP_CMD_RESUME:
  195. {
  196. // Command from main thread: the app's activity has been resumed.
  197. WindowHandle defaultWindow = { 0 };
  198. m_eventQueue.postSuspendEvent(defaultWindow, Suspend::DidResume);
  199. break;
  200. }
  201. case APP_CMD_SAVE_STATE:
  202. // Command from main thread: the app should generate a new saved state
  203. // for itself, to restore from later if needed. If you have saved state,
  204. // allocate it with malloc and place it in android_app.savedState with
  205. // the size in android_app.savedStateSize. The will be freed for you
  206. // later.
  207. break;
  208. case APP_CMD_PAUSE:
  209. {
  210. // Command from main thread: the app's activity has been paused.
  211. WindowHandle defaultWindow = { 0 };
  212. m_eventQueue.postSuspendEvent(defaultWindow, Suspend::DidSuspend);
  213. break;
  214. }
  215. case APP_CMD_STOP:
  216. // Command from main thread: the app's activity has been stopped.
  217. break;
  218. case APP_CMD_DESTROY:
  219. // Command from main thread: the app's activity is being destroyed,
  220. // and waiting for the app thread to clean up and exit before proceeding.
  221. m_eventQueue.postExitEvent();
  222. break;
  223. }
  224. }
  225. bool filter(GamepadAxis::Enum _axis, int32_t* _value)
  226. {
  227. const int32_t old = m_value[_axis];
  228. const int32_t deadzone = m_deadzone[_axis];
  229. int32_t value = *_value;
  230. value = value > deadzone || value < -deadzone ? value : 0;
  231. m_value[_axis] = value;
  232. *_value = value;
  233. return old != value;
  234. }
  235. int32_t onInputEvent(AInputEvent* _event)
  236. {
  237. WindowHandle defaultWindow = { 0 };
  238. GamepadHandle handle = { 0 };
  239. const int32_t type = AInputEvent_getType(_event);
  240. const int32_t source = AInputEvent_getSource(_event);
  241. const int32_t actionBits = AMotionEvent_getAction(_event);
  242. switch (type)
  243. {
  244. case AINPUT_EVENT_TYPE_MOTION:
  245. {
  246. if (0 != (source & (AINPUT_SOURCE_GAMEPAD|AINPUT_SOURCE_JOYSTICK) ) )
  247. {
  248. for (uint32_t ii = 0; ii < BX_COUNTOF(s_translateAxis); ++ii)
  249. {
  250. const float fval = AMotionEvent_getAxisValue(_event, s_translateAxis[ii].m_event, 0);
  251. int32_t value = int32_t( (s_translateAxis[ii].m_convert ? fval * 2.0f + 1.0f : fval) * INT16_MAX);
  252. GamepadAxis::Enum axis = s_translateAxis[ii].m_axis;
  253. if (filter(axis, &value) )
  254. {
  255. m_eventQueue.postAxisEvent(defaultWindow, handle, axis, value);
  256. }
  257. }
  258. return 1;
  259. }
  260. else
  261. {
  262. float mx = AMotionEvent_getX(_event, 0);
  263. float my = AMotionEvent_getY(_event, 0);
  264. int32_t count = AMotionEvent_getPointerCount(_event);
  265. int32_t action = (actionBits & AMOTION_EVENT_ACTION_MASK);
  266. int32_t index = (actionBits & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
  267. // Simulate left mouse click with 1st touch and right mouse click with 2nd touch. ignore other touchs
  268. if (count < 2)
  269. {
  270. switch (action)
  271. {
  272. case AMOTION_EVENT_ACTION_DOWN:
  273. case AMOTION_EVENT_ACTION_POINTER_DOWN:
  274. m_eventQueue.postMouseEvent(defaultWindow
  275. , (int32_t)mx
  276. , (int32_t)my
  277. , 0
  278. , action == AMOTION_EVENT_ACTION_DOWN ? MouseButton::Left : MouseButton::Right
  279. , true
  280. );
  281. break;
  282. case AMOTION_EVENT_ACTION_UP:
  283. case AMOTION_EVENT_ACTION_POINTER_UP:
  284. m_eventQueue.postMouseEvent(defaultWindow
  285. , (int32_t)mx
  286. , (int32_t)my
  287. , 0
  288. , action == AMOTION_EVENT_ACTION_UP ? MouseButton::Left : MouseButton::Right
  289. , false
  290. );
  291. break;
  292. default:
  293. break;
  294. }
  295. }
  296. switch (action)
  297. {
  298. case AMOTION_EVENT_ACTION_MOVE:
  299. if (0 == index)
  300. {
  301. m_eventQueue.postMouseEvent(defaultWindow
  302. , (int32_t)mx
  303. , (int32_t)my
  304. , 0
  305. );
  306. }
  307. break;
  308. default:
  309. break;
  310. }
  311. }
  312. }
  313. break;
  314. case AINPUT_EVENT_TYPE_KEY:
  315. {
  316. int32_t keyCode = AKeyEvent_getKeyCode(_event);
  317. if (0 != (source & (AINPUT_SOURCE_GAMEPAD|AINPUT_SOURCE_JOYSTICK) ) )
  318. {
  319. for (uint32_t jj = 0; jj < BX_COUNTOF(s_gamepadRemap); ++jj)
  320. {
  321. if (keyCode == s_gamepadRemap[jj].m_keyCode)
  322. {
  323. m_eventQueue.postKeyEvent(defaultWindow, s_gamepadRemap[jj].m_key, 0, actionBits == AKEY_EVENT_ACTION_DOWN);
  324. break;
  325. }
  326. }
  327. }
  328. return 1;
  329. }
  330. break;
  331. default:
  332. DBG("type %d", type);
  333. break;
  334. }
  335. return 0;
  336. }
  337. static void onAppCmdCB(struct android_app* _app, int32_t _cmd)
  338. {
  339. Context* self = (Context*)_app->userData;
  340. self->onAppCmd(_cmd);
  341. }
  342. static int32_t onInputEventCB(struct android_app* _app, AInputEvent* _event)
  343. {
  344. Context* self = (Context*)_app->userData;
  345. return self->onInputEvent(_event);
  346. }
  347. MainThreadEntry m_mte;
  348. bx::Thread m_thread;
  349. EventQueue m_eventQueue;
  350. ANativeWindow* m_window;
  351. android_app* m_app;
  352. int32_t m_value[GamepadAxis::Count];
  353. int32_t m_deadzone[GamepadAxis::Count];
  354. };
  355. static Context s_ctx;
  356. const Event* poll()
  357. {
  358. return s_ctx.m_eventQueue.poll();
  359. }
  360. const Event* poll(WindowHandle _handle)
  361. {
  362. return s_ctx.m_eventQueue.poll(_handle);
  363. }
  364. void release(const Event* _event)
  365. {
  366. s_ctx.m_eventQueue.release(_event);
  367. }
  368. WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags, const char* _title)
  369. {
  370. BX_UNUSED(_x, _y, _width, _height, _flags, _title);
  371. WindowHandle handle = { UINT16_MAX };
  372. return handle;
  373. }
  374. void destroyWindow(WindowHandle _handle)
  375. {
  376. BX_UNUSED(_handle);
  377. }
  378. void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y)
  379. {
  380. BX_UNUSED(_handle, _x, _y);
  381. }
  382. void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height)
  383. {
  384. BX_UNUSED(_handle, _width, _height);
  385. }
  386. void setWindowTitle(WindowHandle _handle, const char* _title)
  387. {
  388. BX_UNUSED(_handle, _title);
  389. }
  390. void toggleWindowFrame(WindowHandle _handle)
  391. {
  392. BX_UNUSED(_handle);
  393. }
  394. void toggleFullscreen(WindowHandle _handle)
  395. {
  396. BX_UNUSED(_handle);
  397. }
  398. void setMouseLock(WindowHandle _handle, bool _lock)
  399. {
  400. BX_UNUSED(_handle, _lock);
  401. }
  402. int32_t MainThreadEntry::threadFunc(void* _userData)
  403. {
  404. int32_t result = chdir("/sdcard/bgfx/examples/runtime");
  405. BX_CHECK(0 == result, "Failed to chdir to dir. android.permission.WRITE_EXTERNAL_STORAGE?", errno);
  406. MainThreadEntry* self = (MainThreadEntry*)_userData;
  407. result = main(self->m_argc, self->m_argv);
  408. // PostMessage(s_ctx.m_hwnd, WM_QUIT, 0, 0);
  409. return result;
  410. }
  411. } // namespace entry
  412. extern "C" void android_main(android_app* _app)
  413. {
  414. using namespace entry;
  415. s_ctx.run(_app);
  416. }
  417. #endif // ENTRY_CONFIG_USE_NATIVE && BX_PLATFORM_ANDROID