entry_android.cpp 13 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "entry_p.h"
  6. #if ENTRY_CONFIG_USE_NATIVE && BX_PLATFORM_ANDROID
  7. #include <bgfx/bgfxplatform.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. extern "C"
  16. {
  17. #pragma GCC diagnostic push
  18. #pragma GCC diagnostic ignored "-Wunused-parameter"
  19. #include <android_native_app_glue.c>
  20. #pragma GCC diagnostic pop
  21. } // extern "C"
  22. namespace entry
  23. {
  24. struct GamepadRemap
  25. {
  26. uint16_t m_keyCode;
  27. Key::Enum m_key;
  28. };
  29. static GamepadRemap s_gamepadRemap[] =
  30. {
  31. { AKEYCODE_DPAD_UP, Key::GamepadUp },
  32. { AKEYCODE_DPAD_DOWN, Key::GamepadDown },
  33. { AKEYCODE_DPAD_LEFT, Key::GamepadLeft },
  34. { AKEYCODE_DPAD_RIGHT, Key::GamepadRight },
  35. { AKEYCODE_BUTTON_START, Key::GamepadStart },
  36. { AKEYCODE_BACK, Key::GamepadBack },
  37. { AKEYCODE_BUTTON_THUMBL, Key::GamepadThumbL },
  38. { AKEYCODE_BUTTON_THUMBR, Key::GamepadThumbR },
  39. { AKEYCODE_BUTTON_L1, Key::GamepadShoulderL },
  40. { AKEYCODE_BUTTON_R1, Key::GamepadShoulderR },
  41. { AKEYCODE_GUIDE, Key::GamepadGuide },
  42. { AKEYCODE_BUTTON_A, Key::GamepadA },
  43. { AKEYCODE_BUTTON_B, Key::GamepadB },
  44. { AKEYCODE_BUTTON_X, Key::GamepadX },
  45. { AKEYCODE_BUTTON_Y, Key::GamepadY },
  46. };
  47. struct GamepadAxisRemap
  48. {
  49. int32_t m_event;
  50. GamepadAxis::Enum m_axis;
  51. bool m_convert;
  52. };
  53. static GamepadAxisRemap s_translateAxis[] =
  54. {
  55. { AMOTION_EVENT_AXIS_X, GamepadAxis::LeftX, false },
  56. { AMOTION_EVENT_AXIS_Y, GamepadAxis::LeftY, false },
  57. { AMOTION_EVENT_AXIS_LTRIGGER, GamepadAxis::LeftZ, false },
  58. { AMOTION_EVENT_AXIS_Z, GamepadAxis::RightX, true },
  59. { AMOTION_EVENT_AXIS_RZ, GamepadAxis::RightY, false },
  60. { AMOTION_EVENT_AXIS_RTRIGGER, GamepadAxis::RightZ, false },
  61. };
  62. struct MainThreadEntry
  63. {
  64. int m_argc;
  65. char** m_argv;
  66. static int32_t threadFunc(void* _userData);
  67. };
  68. struct Context
  69. {
  70. Context()
  71. : m_window(NULL)
  72. , m_count(0)
  73. {
  74. memset(m_value, 0, sizeof(m_value) );
  75. // Deadzone values from xinput.h
  76. m_deadzone[GamepadAxis::LeftX ] =
  77. m_deadzone[GamepadAxis::LeftY ] = 7849;
  78. m_deadzone[GamepadAxis::RightX] =
  79. m_deadzone[GamepadAxis::RightY] = 8689;
  80. m_deadzone[GamepadAxis::LeftZ ] =
  81. m_deadzone[GamepadAxis::RightZ] = 30;
  82. }
  83. void run(android_app* _app)
  84. {
  85. m_app = _app;
  86. m_app->userData = (void*)this;
  87. m_app->onAppCmd = onAppCmdCB;
  88. m_app->onInputEvent = onInputEventCB;
  89. ANativeActivity_setWindowFlags(m_app->activity, 0
  90. | AWINDOW_FLAG_FULLSCREEN
  91. | AWINDOW_FLAG_KEEP_SCREEN_ON
  92. , 0
  93. );
  94. const char* argv[1] = { "android.so" };
  95. m_mte.m_argc = 1;
  96. m_mte.m_argv = const_cast<char**>(argv);
  97. while (0 == m_app->destroyRequested)
  98. {
  99. int32_t num;
  100. android_poll_source* source;
  101. /*int32_t id =*/ ALooper_pollAll(-1, NULL, &num, (void**)&source);
  102. if (NULL != source)
  103. {
  104. source->process(m_app, source);
  105. }
  106. }
  107. m_thread.shutdown();
  108. }
  109. void onAppCmd(int32_t _cmd)
  110. {
  111. switch (_cmd)
  112. {
  113. case APP_CMD_INPUT_CHANGED:
  114. // Command from main thread: the AInputQueue has changed. Upon processing
  115. // this command, android_app->inputQueue will be updated to the new queue
  116. // (or NULL).
  117. break;
  118. case APP_CMD_INIT_WINDOW:
  119. // Command from main thread: a new ANativeWindow is ready for use. Upon
  120. // receiving this command, android_app->window will contain the new window
  121. // surface.
  122. if (m_window == NULL)
  123. {
  124. m_window = m_app->window;
  125. bgfx::androidSetWindow(m_window);
  126. int32_t width = ANativeWindow_getWidth(m_window);
  127. int32_t height = ANativeWindow_getHeight(m_window);
  128. DBG("ANativeWindow width %d, height %d", width, height);
  129. WindowHandle defaultWindow = { 0 };
  130. m_eventQueue.postSizeEvent(defaultWindow, width, height);
  131. m_thread.init(MainThreadEntry::threadFunc, &m_mte);
  132. }
  133. break;
  134. case APP_CMD_TERM_WINDOW:
  135. // Command from main thread: the existing ANativeWindow needs to be
  136. // terminated. Upon receiving this command, android_app->window still
  137. // contains the existing window; after calling android_app_exec_cmd
  138. // it will be set to NULL.
  139. break;
  140. case APP_CMD_WINDOW_RESIZED:
  141. // Command from main thread: the current ANativeWindow has been resized.
  142. // Please redraw with its new size.
  143. break;
  144. case APP_CMD_WINDOW_REDRAW_NEEDED:
  145. // Command from main thread: the system needs that the current ANativeWindow
  146. // be redrawn. You should redraw the window before handing this to
  147. // android_app_exec_cmd() in order to avoid transient drawing glitches.
  148. break;
  149. case APP_CMD_CONTENT_RECT_CHANGED:
  150. // Command from main thread: the content area of the window has changed,
  151. // such as from the soft input window being shown or hidden. You can
  152. // find the new content rect in android_app::contentRect.
  153. break;
  154. case APP_CMD_GAINED_FOCUS:
  155. {
  156. // Command from main thread: the app's activity window has gained
  157. // input focus.
  158. WindowHandle defaultWindow = { 0 };
  159. m_eventQueue.postSuspendEvent(defaultWindow, Suspend::WillResume);
  160. break;
  161. }
  162. case APP_CMD_LOST_FOCUS:
  163. {
  164. // Command from main thread: the app's activity window has lost
  165. // input focus.
  166. WindowHandle defaultWindow = { 0 };
  167. m_eventQueue.postSuspendEvent(defaultWindow, Suspend::WillSuspend);
  168. break;
  169. }
  170. case APP_CMD_CONFIG_CHANGED:
  171. // Command from main thread: the current device configuration has changed.
  172. break;
  173. case APP_CMD_LOW_MEMORY:
  174. // Command from main thread: the system is running low on memory.
  175. // Try to reduce your memory use.
  176. break;
  177. case APP_CMD_START:
  178. // Command from main thread: the app's activity has been started.
  179. break;
  180. case APP_CMD_RESUME:
  181. {
  182. // Command from main thread: the app's activity has been resumed.
  183. WindowHandle defaultWindow = { 0 };
  184. m_eventQueue.postSuspendEvent(defaultWindow, Suspend::DidResume);
  185. break;
  186. }
  187. case APP_CMD_SAVE_STATE:
  188. // Command from main thread: the app should generate a new saved state
  189. // for itself, to restore from later if needed. If you have saved state,
  190. // allocate it with malloc and place it in android_app.savedState with
  191. // the size in android_app.savedStateSize. The will be freed for you
  192. // later.
  193. break;
  194. case APP_CMD_PAUSE:
  195. {
  196. // Command from main thread: the app's activity has been paused.
  197. WindowHandle defaultWindow = { 0 };
  198. m_eventQueue.postSuspendEvent(defaultWindow, Suspend::DidSuspend);
  199. break;
  200. }
  201. case APP_CMD_STOP:
  202. // Command from main thread: the app's activity has been stopped.
  203. break;
  204. case APP_CMD_DESTROY:
  205. // Command from main thread: the app's activity is being destroyed,
  206. // and waiting for the app thread to clean up and exit before proceeding.
  207. m_eventQueue.postExitEvent();
  208. break;
  209. }
  210. }
  211. bool filter(GamepadAxis::Enum _axis, int32_t* _value)
  212. {
  213. const int32_t old = m_value[_axis];
  214. const int32_t deadzone = m_deadzone[_axis];
  215. int32_t value = *_value;
  216. value = value > deadzone || value < -deadzone ? value : 0;
  217. m_value[_axis] = value;
  218. *_value = value;
  219. return old != value;
  220. }
  221. int32_t onInputEvent(AInputEvent* _event)
  222. {
  223. WindowHandle defaultWindow = { 0 };
  224. GamepadHandle handle = { 0 };
  225. const int32_t type = AInputEvent_getType(_event);
  226. const int32_t source = AInputEvent_getSource(_event);
  227. const int32_t actionBits = AMotionEvent_getAction(_event);
  228. switch (type)
  229. {
  230. case AINPUT_EVENT_TYPE_MOTION:
  231. {
  232. if (0 != (source & (AINPUT_SOURCE_GAMEPAD|AINPUT_SOURCE_JOYSTICK) ) )
  233. {
  234. for (uint32_t ii = 0; ii < BX_COUNTOF(s_translateAxis); ++ii)
  235. {
  236. const float fval = AMotionEvent_getAxisValue(_event, s_translateAxis[ii].m_event, 0);
  237. int32_t value = int32_t( (s_translateAxis[ii].m_convert ? fval * 2.0f + 1.0f : fval) * INT16_MAX);
  238. GamepadAxis::Enum axis = s_translateAxis[ii].m_axis;
  239. if (filter(axis, &value) )
  240. {
  241. m_eventQueue.postAxisEvent(defaultWindow, handle, axis, value);
  242. }
  243. }
  244. return 1;
  245. }
  246. else
  247. {
  248. float mx = AMotionEvent_getX(_event, 0);
  249. float my = AMotionEvent_getY(_event, 0);
  250. int32_t count = AMotionEvent_getPointerCount(_event);
  251. int32_t action = (actionBits & AMOTION_EVENT_ACTION_MASK);
  252. int32_t index = (actionBits & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
  253. count = m_count;
  254. switch (action)
  255. {
  256. case AMOTION_EVENT_ACTION_DOWN:
  257. case AMOTION_EVENT_ACTION_POINTER_DOWN:
  258. m_count++;
  259. break;
  260. case AMOTION_EVENT_ACTION_UP:
  261. case AMOTION_EVENT_ACTION_POINTER_UP:
  262. m_count--;
  263. break;
  264. default:
  265. break;
  266. }
  267. if (count != m_count)
  268. {
  269. m_eventQueue.postMouseEvent(defaultWindow
  270. , (int32_t)mx
  271. , (int32_t)my
  272. , 0
  273. , 1 == count ? MouseButton::Left : MouseButton::Right
  274. , false
  275. );
  276. if (0 != m_count)
  277. {
  278. m_eventQueue.postMouseEvent(defaultWindow
  279. , (int32_t)mx
  280. , (int32_t)my
  281. , 0
  282. , 1 == m_count ? MouseButton::Left : MouseButton::Right
  283. , true
  284. );
  285. }
  286. }
  287. switch (action)
  288. {
  289. case AMOTION_EVENT_ACTION_MOVE:
  290. if (0 == index)
  291. {
  292. m_eventQueue.postMouseEvent(defaultWindow
  293. , (int32_t)mx
  294. , (int32_t)my
  295. , 0
  296. );
  297. }
  298. break;
  299. default:
  300. break;
  301. }
  302. }
  303. }
  304. break;
  305. case AINPUT_EVENT_TYPE_KEY:
  306. {
  307. int32_t keyCode = AKeyEvent_getKeyCode(_event);
  308. if (0 != (source & (AINPUT_SOURCE_GAMEPAD|AINPUT_SOURCE_JOYSTICK) ) )
  309. {
  310. for (uint32_t jj = 0; jj < BX_COUNTOF(s_gamepadRemap); ++jj)
  311. {
  312. if (keyCode == s_gamepadRemap[jj].m_keyCode)
  313. {
  314. m_eventQueue.postKeyEvent(defaultWindow, s_gamepadRemap[jj].m_key, 0, actionBits == AKEY_EVENT_ACTION_DOWN);
  315. break;
  316. }
  317. }
  318. }
  319. return 1;
  320. }
  321. break;
  322. default:
  323. DBG("type %d", type);
  324. break;
  325. }
  326. return 0;
  327. }
  328. static void onAppCmdCB(struct android_app* _app, int32_t _cmd)
  329. {
  330. Context* self = (Context*)_app->userData;
  331. self->onAppCmd(_cmd);
  332. }
  333. static int32_t onInputEventCB(struct android_app* _app, AInputEvent* _event)
  334. {
  335. Context* self = (Context*)_app->userData;
  336. return self->onInputEvent(_event);
  337. }
  338. MainThreadEntry m_mte;
  339. bx::Thread m_thread;
  340. EventQueue m_eventQueue;
  341. ANativeWindow* m_window;
  342. android_app* m_app;
  343. int32_t m_count;
  344. int32_t m_value[GamepadAxis::Count];
  345. int32_t m_deadzone[GamepadAxis::Count];
  346. };
  347. static Context s_ctx;
  348. const Event* poll()
  349. {
  350. return s_ctx.m_eventQueue.poll();
  351. }
  352. const Event* poll(WindowHandle _handle)
  353. {
  354. return s_ctx.m_eventQueue.poll(_handle);
  355. }
  356. void release(const Event* _event)
  357. {
  358. s_ctx.m_eventQueue.release(_event);
  359. }
  360. WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags, const char* _title)
  361. {
  362. BX_UNUSED(_x, _y, _width, _height, _flags, _title);
  363. WindowHandle handle = { UINT16_MAX };
  364. return handle;
  365. }
  366. void destroyWindow(WindowHandle _handle)
  367. {
  368. BX_UNUSED(_handle);
  369. }
  370. void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y)
  371. {
  372. BX_UNUSED(_handle, _x, _y);
  373. }
  374. void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height)
  375. {
  376. BX_UNUSED(_handle, _width, _height);
  377. }
  378. void setWindowTitle(WindowHandle _handle, const char* _title)
  379. {
  380. BX_UNUSED(_handle, _title);
  381. }
  382. void toggleWindowFrame(WindowHandle _handle)
  383. {
  384. BX_UNUSED(_handle);
  385. }
  386. void toggleFullscreen(WindowHandle _handle)
  387. {
  388. BX_UNUSED(_handle);
  389. }
  390. void setMouseLock(WindowHandle _handle, bool _lock)
  391. {
  392. BX_UNUSED(_handle, _lock);
  393. }
  394. int32_t MainThreadEntry::threadFunc(void* _userData)
  395. {
  396. int32_t result = chdir("/sdcard/bgfx/examples/runtime");
  397. BX_CHECK(0 == result, "Failed to chdir to dir. android.permission.WRITE_EXTERNAL_STORAGE?", errno);
  398. MainThreadEntry* self = (MainThreadEntry*)_userData;
  399. result = main(self->m_argc, self->m_argv);
  400. // PostMessage(s_ctx.m_hwnd, WM_QUIT, 0, 0);
  401. return result;
  402. }
  403. } // namespace entry
  404. extern "C" void android_main(android_app* _app)
  405. {
  406. using namespace entry;
  407. s_ctx.run(_app);
  408. }
  409. #endif // ENTRY_CONFIG_USE_NATIVE && BX_PLATFORM_ANDROID