Fixes #2022, do not resume on Android when surfaceChanged

If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.

Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
This commit is contained in:
Gabriel Jacobo 2013-08-12 11:13:50 -03:00
commit dad420670f
859 changed files with 310893 additions and 0 deletions

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<?xml version="1.0" encoding="utf-8"?>
<!-- Replace org.libsdl.app with the identifier of your game below, e.g.
com.gamemaker.game
-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.libsdl.app"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto">
<!-- Create a Java class extending SDLActivity and place it in a
directory under src matching the package, e.g.
src/com/gamemaker/game/MyGame.java
then replace "SDLActivity" with the name of your class (e.g. "MyGame")
in the XML below.
An example Java class can be found in README-android.txt
-->
<application android:label="@string/app_name"
android:icon="@drawable/ic_launcher"
android:allowBackup="true"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen">
<activity android:name="SDLActivity"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<!-- Android 2.3.3 -->
<uses-sdk android:minSdkVersion="10" android:targetSdkVersion="10" />
<!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" />
<!-- Allow writing to external storage -->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
</manifest>

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# This file is used to override default values used by the Ant build system.
#
# This file must be checked into Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.

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# This file is used to override default values used by the Ant build system.
#
# This file must be checked in Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.

93
android-project/build.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!-- This should be changed to the name of your project -->
<project name="SDLActivity" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var.
This must be done before we load project.properties since
the proguard config can use sdk.dir -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system use,
# "build.properties", and override values to adapt the script to your
# project structure.
# Project target.
target=android-7

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include $(call all-subdir-makefiles)

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# Uncomment this if you're using STL in your project
# See CPLUSPLUS-SUPPORT.html in the NDK documentation for more information
# APP_STL := stlport_static

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LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := main
SDL_PATH := ../SDL
LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include
# Add your application source files here...
LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \
YourSourceHere.c
LOCAL_SHARED_LIBRARIES := SDL2
LOCAL_LDLIBS := -lGLESv1_CM -llog
include $(BUILD_SHARED_LIBRARY)

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# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}

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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# Project target.
target=android-10

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<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
<TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="Hello World, SDLActivity"
/>
</LinearLayout>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">SDL App</string>
</resources>

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package org.libsdl.app;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;
import android.app.*;
import android.content.*;
import android.view.*;
import android.view.inputmethod.BaseInputConnection;
import android.view.inputmethod.EditorInfo;
import android.view.inputmethod.InputConnection;
import android.view.inputmethod.InputMethodManager;
import android.widget.AbsoluteLayout;
import android.os.*;
import android.util.Log;
import android.graphics.*;
import android.media.*;
import android.hardware.*;
/**
SDL Activity
*/
public class SDLActivity extends Activity {
private static final String TAG = "SDL";
// Keep track of the paused state
public static boolean mIsPaused = false, mIsSurfaceReady = false, mHasFocus = true;
// Main components
protected static SDLActivity mSingleton;
protected static SDLSurface mSurface;
protected static View mTextEdit;
protected static ViewGroup mLayout;
// This is what SDL runs in. It invokes SDL_main(), eventually
protected static Thread mSDLThread;
// Audio
protected static Thread mAudioThread;
protected static AudioTrack mAudioTrack;
// EGL objects
protected static EGLContext mEGLContext;
protected static EGLSurface mEGLSurface;
protected static EGLDisplay mEGLDisplay;
protected static EGLConfig mEGLConfig;
protected static int mGLMajor, mGLMinor;
// Load the .so
static {
System.loadLibrary("SDL2");
//System.loadLibrary("SDL2_image");
//System.loadLibrary("SDL2_mixer");
//System.loadLibrary("SDL2_net");
//System.loadLibrary("SDL2_ttf");
System.loadLibrary("main");
}
// Setup
@Override
protected void onCreate(Bundle savedInstanceState) {
//Log.v("SDL", "onCreate()");
super.onCreate(savedInstanceState);
// So we can call stuff from static callbacks
mSingleton = this;
// Set up the surface
mEGLSurface = EGL10.EGL_NO_SURFACE;
mSurface = new SDLSurface(getApplication());
mEGLContext = EGL10.EGL_NO_CONTEXT;
mLayout = new AbsoluteLayout(this);
mLayout.addView(mSurface);
setContentView(mLayout);
}
// Events
@Override
protected void onPause() {
Log.v("SDL", "onPause()");
super.onPause();
SDLActivity.handlePause();
}
@Override
protected void onResume() {
Log.v("SDL", "onResume()");
super.onResume();
SDLActivity.handleResume();
}
@Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
Log.v("SDL", "onWindowFocusChanged(): " + hasFocus);
SDLActivity.mHasFocus = hasFocus;
if (hasFocus) {
SDLActivity.handleResume();
}
}
@Override
public void onLowMemory() {
Log.v("SDL", "onLowMemory()");
super.onLowMemory();
SDLActivity.nativeLowMemory();
}
@Override
protected void onDestroy() {
super.onDestroy();
Log.v("SDL", "onDestroy()");
// Send a quit message to the application
SDLActivity.nativeQuit();
// Now wait for the SDL thread to quit
if (mSDLThread != null) {
try {
mSDLThread.join();
} catch(Exception e) {
Log.v("SDL", "Problem stopping thread: " + e);
}
mSDLThread = null;
//Log.v("SDL", "Finished waiting for SDL thread");
}
}
@Override
public boolean dispatchKeyEvent(KeyEvent event) {
int keyCode = event.getKeyCode();
// Ignore volume keys so they're handled by Android
if (keyCode == KeyEvent.KEYCODE_VOLUME_DOWN ||
keyCode == KeyEvent.KEYCODE_VOLUME_UP) {
return false;
}
return super.dispatchKeyEvent(event);
}
/** Called by onPause or surfaceDestroyed. Even if surfaceDestroyed
* is the first to be called, mIsSurfaceReady should still be set
* to 'true' during the call to onPause (in a usual scenario).
*/
public static void handlePause() {
if (!SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady) {
SDLActivity.mIsPaused = true;
SDLActivity.nativePause();
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, false);
}
}
/** Called by onResume or surfaceCreated. An actual resume should be done only when the surface is ready.
* Note: Some Android variants may send multiple surfaceChanged events, so we don't need to resume
* every time we get one of those events, only if it comes after surfaceDestroyed
*/
public static void handleResume() {
if (SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady && SDLActivity.mHasFocus) {
SDLActivity.mIsPaused = false;
SDLActivity.nativeResume();
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true);
}
}
// Messages from the SDLMain thread
static final int COMMAND_CHANGE_TITLE = 1;
static final int COMMAND_UNUSED = 2;
static final int COMMAND_TEXTEDIT_HIDE = 3;
protected static final int COMMAND_USER = 0x8000;
/**
* This method is called by SDL if SDL did not handle a message itself.
* This happens if a received message contains an unsupported command.
* Method can be overwritten to handle Messages in a different class.
* @param command the command of the message.
* @param param the parameter of the message. May be null.
* @return if the message was handled in overridden method.
*/
protected boolean onUnhandledMessage(int command, Object param) {
return false;
}
/**
* A Handler class for Messages from native SDL applications.
* It uses current Activities as target (e.g. for the title).
* static to prevent implicit references to enclosing object.
*/
protected static class SDLCommandHandler extends Handler {
@Override
public void handleMessage(Message msg) {
Context context = getContext();
if (context == null) {
Log.e(TAG, "error handling message, getContext() returned null");
return;
}
switch (msg.arg1) {
case COMMAND_CHANGE_TITLE:
if (context instanceof Activity) {
((Activity) context).setTitle((String)msg.obj);
} else {
Log.e(TAG, "error handling message, getContext() returned no Activity");
}
break;
case COMMAND_TEXTEDIT_HIDE:
if (mTextEdit != null) {
mTextEdit.setVisibility(View.GONE);
InputMethodManager imm = (InputMethodManager) context.getSystemService(Context.INPUT_METHOD_SERVICE);
imm.hideSoftInputFromWindow(mTextEdit.getWindowToken(), 0);
}
break;
default:
if ((context instanceof SDLActivity) && !((SDLActivity) context).onUnhandledMessage(msg.arg1, msg.obj)) {
Log.e(TAG, "error handling message, command is " + msg.arg1);
}
}
}
}
// Handler for the messages
Handler commandHandler = new SDLCommandHandler();
// Send a message from the SDLMain thread
boolean sendCommand(int command, Object data) {
Message msg = commandHandler.obtainMessage();
msg.arg1 = command;
msg.obj = data;
return commandHandler.sendMessage(msg);
}
// C functions we call
public static native void nativeInit();
public static native void nativeLowMemory();
public static native void nativeQuit();
public static native void nativePause();
public static native void nativeResume();
public static native void onNativeResize(int x, int y, int format);
public static native void onNativeKeyDown(int keycode);
public static native void onNativeKeyUp(int keycode);
public static native void onNativeKeyboardFocusLost();
public static native void onNativeTouch(int touchDevId, int pointerFingerId,
int action, float x,
float y, float p);
public static native void onNativeAccel(float x, float y, float z);
// Java functions called from C
public static boolean createGLContext(int majorVersion, int minorVersion, int[] attribs) {
return initEGL(majorVersion, minorVersion, attribs);
}
public static void deleteGLContext() {
if (SDLActivity.mEGLDisplay != null && SDLActivity.mEGLContext != EGL10.EGL_NO_CONTEXT) {
EGL10 egl = (EGL10)EGLContext.getEGL();
egl.eglMakeCurrent(SDLActivity.mEGLDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
egl.eglDestroyContext(SDLActivity.mEGLDisplay, SDLActivity.mEGLContext);
SDLActivity.mEGLContext = EGL10.EGL_NO_CONTEXT;
if (SDLActivity.mEGLSurface != EGL10.EGL_NO_SURFACE) {
egl.eglDestroySurface(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface);
SDLActivity.mEGLSurface = EGL10.EGL_NO_SURFACE;
}
}
}
public static void flipBuffers() {
flipEGL();
}
public static boolean setActivityTitle(String title) {
// Called from SDLMain() thread and can't directly affect the view
return mSingleton.sendCommand(COMMAND_CHANGE_TITLE, title);
}
public static boolean sendMessage(int command, int param) {
return mSingleton.sendCommand(command, Integer.valueOf(param));
}
public static Context getContext() {
return mSingleton;
}
static class ShowTextInputTask implements Runnable {
/*
* This is used to regulate the pan&scan method to have some offset from
* the bottom edge of the input region and the top edge of an input
* method (soft keyboard)
*/
static final int HEIGHT_PADDING = 15;
public int x, y, w, h;
public ShowTextInputTask(int x, int y, int w, int h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
@Override
public void run() {
AbsoluteLayout.LayoutParams params = new AbsoluteLayout.LayoutParams(
w, h + HEIGHT_PADDING, x, y);
if (mTextEdit == null) {
mTextEdit = new DummyEdit(getContext());
mLayout.addView(mTextEdit, params);
} else {
mTextEdit.setLayoutParams(params);
}
mTextEdit.setVisibility(View.VISIBLE);
mTextEdit.requestFocus();
InputMethodManager imm = (InputMethodManager) getContext().getSystemService(Context.INPUT_METHOD_SERVICE);
imm.showSoftInput(mTextEdit, 0);
}
}
public static boolean showTextInput(int x, int y, int w, int h) {
// Transfer the task to the main thread as a Runnable
return mSingleton.commandHandler.post(new ShowTextInputTask(x, y, w, h));
}
// EGL functions
public static boolean initEGL(int majorVersion, int minorVersion, int[] attribs) {
try {
EGL10 egl = (EGL10)EGLContext.getEGL();
if (SDLActivity.mEGLDisplay == null) {
SDLActivity.mEGLDisplay = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
int[] version = new int[2];
egl.eglInitialize(SDLActivity.mEGLDisplay, version);
}
if (SDLActivity.mEGLDisplay != null && SDLActivity.mEGLContext == EGL10.EGL_NO_CONTEXT) {
// No current GL context exists, we will create a new one.
Log.v("SDL", "Starting up OpenGL ES " + majorVersion + "." + minorVersion);
EGLConfig[] configs = new EGLConfig[128];
int[] num_config = new int[1];
if (!egl.eglChooseConfig(SDLActivity.mEGLDisplay, attribs, configs, 1, num_config) || num_config[0] == 0) {
Log.e("SDL", "No EGL config available");
return false;
}
EGLConfig config = null;
int bestdiff = -1, bitdiff;
int[] value = new int[1];
// eglChooseConfig returns a number of configurations that match or exceed the requested attribs.
// From those, we select the one that matches our requirements more closely
Log.v("SDL", "Got " + num_config[0] + " valid modes from egl");
for(int i = 0; i < num_config[0]; i++) {
bitdiff = 0;
// Go through some of the attributes and compute the bit difference between what we want and what we get.
for (int j = 0; ; j += 2) {
if (attribs[j] == EGL10.EGL_NONE)
break;
if (attribs[j+1] != EGL10.EGL_DONT_CARE && (attribs[j] == EGL10.EGL_RED_SIZE ||
attribs[j] == EGL10.EGL_GREEN_SIZE ||
attribs[j] == EGL10.EGL_BLUE_SIZE ||
attribs[j] == EGL10.EGL_ALPHA_SIZE ||
attribs[j] == EGL10.EGL_DEPTH_SIZE ||
attribs[j] == EGL10.EGL_STENCIL_SIZE)) {
egl.eglGetConfigAttrib(SDLActivity.mEGLDisplay, configs[i], attribs[j], value);
bitdiff += value[0] - attribs[j + 1]; // value is always >= attrib
}
}
if (bitdiff < bestdiff || bestdiff == -1) {
config = configs[i];
bestdiff = bitdiff;
}
if (bitdiff == 0) break; // we found an exact match!
}
Log.d("SDL", "Selected mode with a total bit difference of " + bestdiff);
SDLActivity.mEGLConfig = config;
SDLActivity.mGLMajor = majorVersion;
SDLActivity.mGLMinor = minorVersion;
}
return SDLActivity.createEGLSurface();
} catch(Exception e) {
Log.v("SDL", e + "");
for (StackTraceElement s : e.getStackTrace()) {
Log.v("SDL", s.toString());
}
return false;
}
}
public static boolean createEGLContext() {
EGL10 egl = (EGL10)EGLContext.getEGL();
int EGL_CONTEXT_CLIENT_VERSION=0x3098;
int contextAttrs[] = new int[] { EGL_CONTEXT_CLIENT_VERSION, SDLActivity.mGLMajor, EGL10.EGL_NONE };
SDLActivity.mEGLContext = egl.eglCreateContext(SDLActivity.mEGLDisplay, SDLActivity.mEGLConfig, EGL10.EGL_NO_CONTEXT, contextAttrs);
if (SDLActivity.mEGLContext == EGL10.EGL_NO_CONTEXT) {
Log.e("SDL", "Couldn't create context");
return false;
}
return true;
}
public static boolean createEGLSurface() {
if (SDLActivity.mEGLDisplay != null && SDLActivity.mEGLConfig != null) {
EGL10 egl = (EGL10)EGLContext.getEGL();
if (SDLActivity.mEGLContext == EGL10.EGL_NO_CONTEXT) createEGLContext();
if (SDLActivity.mEGLSurface == EGL10.EGL_NO_SURFACE) {
Log.v("SDL", "Creating new EGL Surface");
SDLActivity.mEGLSurface = egl.eglCreateWindowSurface(SDLActivity.mEGLDisplay, SDLActivity.mEGLConfig, SDLActivity.mSurface, null);
if (SDLActivity.mEGLSurface == EGL10.EGL_NO_SURFACE) {
Log.e("SDL", "Couldn't create surface");
return false;
}
}
else Log.v("SDL", "EGL Surface remains valid");
if (egl.eglGetCurrentContext() != SDLActivity.mEGLContext) {
if (!egl.eglMakeCurrent(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface, SDLActivity.mEGLSurface, SDLActivity.mEGLContext)) {
Log.e("SDL", "Old EGL Context doesnt work, trying with a new one");
// TODO: Notify the user via a message that the old context could not be restored, and that textures need to be manually restored.
createEGLContext();
if (!egl.eglMakeCurrent(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface, SDLActivity.mEGLSurface, SDLActivity.mEGLContext)) {
Log.e("SDL", "Failed making EGL Context current");
return false;
}
}
else Log.v("SDL", "EGL Context made current");
}
else Log.v("SDL", "EGL Context remains current");
return true;
} else {
Log.e("SDL", "Surface creation failed, display = " + SDLActivity.mEGLDisplay + ", config = " + SDLActivity.mEGLConfig);
return false;
}
}
// EGL buffer flip
public static void flipEGL() {
try {
EGL10 egl = (EGL10)EGLContext.getEGL();
egl.eglWaitNative(EGL10.EGL_CORE_NATIVE_ENGINE, null);
// drawing here
egl.eglWaitGL();
egl.eglSwapBuffers(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface);
} catch(Exception e) {
Log.v("SDL", "flipEGL(): " + e);
for (StackTraceElement s : e.getStackTrace()) {
Log.v("SDL", s.toString());
}
}
}
// Audio
public static int audioInit(int sampleRate, boolean is16Bit, boolean isStereo, int desiredFrames) {
int channelConfig = isStereo ? AudioFormat.CHANNEL_CONFIGURATION_STEREO : AudioFormat.CHANNEL_CONFIGURATION_MONO;
int audioFormat = is16Bit ? AudioFormat.ENCODING_PCM_16BIT : AudioFormat.ENCODING_PCM_8BIT;
int frameSize = (isStereo ? 2 : 1) * (is16Bit ? 2 : 1);
Log.v("SDL", "SDL audio: wanted " + (isStereo ? "stereo" : "mono") + " " + (is16Bit ? "16-bit" : "8-bit") + " " + (sampleRate / 1000f) + "kHz, " + desiredFrames + " frames buffer");
// Let the user pick a larger buffer if they really want -- but ye
// gods they probably shouldn't, the minimums are horrifyingly high
// latency already
desiredFrames = Math.max(desiredFrames, (AudioTrack.getMinBufferSize(sampleRate, channelConfig, audioFormat) + frameSize - 1) / frameSize);
if (mAudioTrack == null) {
mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, sampleRate,
channelConfig, audioFormat, desiredFrames * frameSize, AudioTrack.MODE_STREAM);
// Instantiating AudioTrack can "succeed" without an exception and the track may still be invalid
// Ref: https://android.googlesource.com/platform/frameworks/base/+/refs/heads/master/media/java/android/media/AudioTrack.java
// Ref: http://developer.android.com/reference/android/media/AudioTrack.html#getState()
if (mAudioTrack.getState() != AudioTrack.STATE_INITIALIZED) {
Log.e("SDL", "Failed during initialization of Audio Track");
mAudioTrack = null;
return -1;
}
mAudioTrack.play();
}
Log.v("SDL", "SDL audio: got " + ((mAudioTrack.getChannelCount() >= 2) ? "stereo" : "mono") + " " + ((mAudioTrack.getAudioFormat() == AudioFormat.ENCODING_PCM_16BIT) ? "16-bit" : "8-bit") + " " + (mAudioTrack.getSampleRate() / 1000f) + "kHz, " + desiredFrames + " frames buffer");
return 0;
}
public static void audioWriteShortBuffer(short[] buffer) {
for (int i = 0; i < buffer.length; ) {
int result = mAudioTrack.write(buffer, i, buffer.length - i);
if (result > 0) {
i += result;
} else if (result == 0) {
try {
Thread.sleep(1);
} catch(InterruptedException e) {
// Nom nom
}
} else {
Log.w("SDL", "SDL audio: error return from write(short)");
return;
}
}
}
public static void audioWriteByteBuffer(byte[] buffer) {
for (int i = 0; i < buffer.length; ) {
int result = mAudioTrack.write(buffer, i, buffer.length - i);
if (result > 0) {
i += result;
} else if (result == 0) {
try {
Thread.sleep(1);
} catch(InterruptedException e) {
// Nom nom
}
} else {
Log.w("SDL", "SDL audio: error return from write(byte)");
return;
}
}
}
public static void audioQuit() {
if (mAudioTrack != null) {
mAudioTrack.stop();
mAudioTrack = null;
}
}
}
/**
Simple nativeInit() runnable
*/
class SDLMain implements Runnable {
@Override
public void run() {
// Runs SDL_main()
SDLActivity.nativeInit();
//Log.v("SDL", "SDL thread terminated");
}
}
/**
SDLSurface. This is what we draw on, so we need to know when it's created
in order to do anything useful.
Because of this, that's where we set up the SDL thread
*/
class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
View.OnKeyListener, View.OnTouchListener, SensorEventListener {
// Sensors
protected static SensorManager mSensorManager;
// Keep track of the surface size to normalize touch events
protected static float mWidth, mHeight;
// Startup
public SDLSurface(Context context) {
super(context);
getHolder().addCallback(this);
setFocusable(true);
setFocusableInTouchMode(true);
requestFocus();
setOnKeyListener(this);
setOnTouchListener(this);
mSensorManager = (SensorManager)context.getSystemService(Context.SENSOR_SERVICE);
// Some arbitrary defaults to avoid a potential division by zero
mWidth = 1.0f;
mHeight = 1.0f;
}
// Called when we have a valid drawing surface
@Override
public void surfaceCreated(SurfaceHolder holder) {
Log.v("SDL", "surfaceCreated()");
holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
// Set mIsSurfaceReady to 'true' *before* any call to handleResume
SDLActivity.mIsSurfaceReady = true;
}
// Called when we lose the surface
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
Log.v("SDL", "surfaceDestroyed()");
// Call this *before* setting mIsSurfaceReady to 'false'
SDLActivity.handlePause();
SDLActivity.mIsSurfaceReady = false;
/* We have to clear the current context and destroy the egl surface here
* Otherwise there's BAD_NATIVE_WINDOW errors coming from eglCreateWindowSurface on resume
* Ref: http://stackoverflow.com/questions/8762589/eglcreatewindowsurface-on-ics-and-switching-from-2d-to-3d
*/
EGL10 egl = (EGL10)EGLContext.getEGL();
egl.eglMakeCurrent(SDLActivity.mEGLDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
egl.eglDestroySurface(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface);
SDLActivity.mEGLSurface = EGL10.EGL_NO_SURFACE;
}
// Called when the surface is resized
@Override
public void surfaceChanged(SurfaceHolder holder,
int format, int width, int height) {
Log.v("SDL", "surfaceChanged()");
int sdlFormat = 0x15151002; // SDL_PIXELFORMAT_RGB565 by default
switch (format) {
case PixelFormat.A_8:
Log.v("SDL", "pixel format A_8");
break;
case PixelFormat.LA_88:
Log.v("SDL", "pixel format LA_88");
break;
case PixelFormat.L_8:
Log.v("SDL", "pixel format L_8");
break;
case PixelFormat.RGBA_4444:
Log.v("SDL", "pixel format RGBA_4444");
sdlFormat = 0x15421002; // SDL_PIXELFORMAT_RGBA4444
break;
case PixelFormat.RGBA_5551:
Log.v("SDL", "pixel format RGBA_5551");
sdlFormat = 0x15441002; // SDL_PIXELFORMAT_RGBA5551
break;
case PixelFormat.RGBA_8888:
Log.v("SDL", "pixel format RGBA_8888");
sdlFormat = 0x16462004; // SDL_PIXELFORMAT_RGBA8888
break;
case PixelFormat.RGBX_8888:
Log.v("SDL", "pixel format RGBX_8888");
sdlFormat = 0x16261804; // SDL_PIXELFORMAT_RGBX8888
break;
case PixelFormat.RGB_332:
Log.v("SDL", "pixel format RGB_332");
sdlFormat = 0x14110801; // SDL_PIXELFORMAT_RGB332
break;
case PixelFormat.RGB_565:
Log.v("SDL", "pixel format RGB_565");
sdlFormat = 0x15151002; // SDL_PIXELFORMAT_RGB565
break;
case PixelFormat.RGB_888:
Log.v("SDL", "pixel format RGB_888");
// Not sure this is right, maybe SDL_PIXELFORMAT_RGB24 instead?
sdlFormat = 0x16161804; // SDL_PIXELFORMAT_RGB888
break;
default:
Log.v("SDL", "pixel format unknown " + format);
break;
}
mWidth = width;
mHeight = height;
SDLActivity.onNativeResize(width, height, sdlFormat);
Log.v("SDL", "Window size:" + width + "x"+height);
// Set mIsSurfaceReady to 'true' *before* making a call to handleResume
SDLActivity.mIsSurfaceReady = true;
if (SDLActivity.mSDLThread == null) {
// This is the entry point to the C app.
// Start up the C app thread and enable sensor input for the first time
SDLActivity.mSDLThread = new Thread(new SDLMain(), "SDLThread");
enableSensor(Sensor.TYPE_ACCELEROMETER, true);
SDLActivity.mSDLThread.start();
}
}
// unused
@Override
public void onDraw(Canvas canvas) {}
// Key events
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
if (event.getAction() == KeyEvent.ACTION_DOWN) {
//Log.v("SDL", "key down: " + keyCode);
SDLActivity.onNativeKeyDown(keyCode);
return true;
}
else if (event.getAction() == KeyEvent.ACTION_UP) {
//Log.v("SDL", "key up: " + keyCode);
SDLActivity.onNativeKeyUp(keyCode);
return true;
}
return false;
}
// Touch events
@Override
public boolean onTouch(View v, MotionEvent event) {
final int touchDevId = event.getDeviceId();
final int pointerCount = event.getPointerCount();
// touchId, pointerId, action, x, y, pressure
int actionPointerIndex = (event.getAction() & MotionEvent.ACTION_POINTER_ID_MASK) >> MotionEvent.ACTION_POINTER_ID_SHIFT; /* API 8: event.getActionIndex(); */
int pointerFingerId = event.getPointerId(actionPointerIndex);
int action = (event.getAction() & MotionEvent.ACTION_MASK); /* API 8: event.getActionMasked(); */
float x = event.getX(actionPointerIndex) / mWidth;
float y = event.getY(actionPointerIndex) / mHeight;
float p = event.getPressure(actionPointerIndex);
if (action == MotionEvent.ACTION_MOVE && pointerCount > 1) {
// TODO send motion to every pointer if its position has
// changed since prev event.
for (int i = 0; i < pointerCount; i++) {
pointerFingerId = event.getPointerId(i);
x = event.getX(i) / mWidth;
y = event.getY(i) / mHeight;
p = event.getPressure(i);
SDLActivity.onNativeTouch(touchDevId, pointerFingerId, action, x, y, p);
}
} else {
SDLActivity.onNativeTouch(touchDevId, pointerFingerId, action, x, y, p);
}
return true;
}
// Sensor events
public void enableSensor(int sensortype, boolean enabled) {
// TODO: This uses getDefaultSensor - what if we have >1 accels?
if (enabled) {
mSensorManager.registerListener(this,
mSensorManager.getDefaultSensor(sensortype),
SensorManager.SENSOR_DELAY_GAME, null);
} else {
mSensorManager.unregisterListener(this,
mSensorManager.getDefaultSensor(sensortype));
}
}
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
// TODO
}
@Override
public void onSensorChanged(SensorEvent event) {
if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
SDLActivity.onNativeAccel(event.values[0] / SensorManager.GRAVITY_EARTH,
event.values[1] / SensorManager.GRAVITY_EARTH,
event.values[2] / SensorManager.GRAVITY_EARTH);
}
}
}
/* This is a fake invisible editor view that receives the input and defines the
* pan&scan region
*/
class DummyEdit extends View implements View.OnKeyListener {
InputConnection ic;
public DummyEdit(Context context) {
super(context);
setFocusableInTouchMode(true);
setFocusable(true);
setOnKeyListener(this);
}
@Override
public boolean onCheckIsTextEditor() {
return true;
}
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
// This handles the hardware keyboard input
if (event.isPrintingKey()) {
if (event.getAction() == KeyEvent.ACTION_DOWN) {
ic.commitText(String.valueOf((char) event.getUnicodeChar()), 1);
}
return true;
}
if (event.getAction() == KeyEvent.ACTION_DOWN) {
SDLActivity.onNativeKeyDown(keyCode);
return true;
} else if (event.getAction() == KeyEvent.ACTION_UP) {
SDLActivity.onNativeKeyUp(keyCode);
return true;
}
return false;
}
//
@Override
public boolean onKeyPreIme (int keyCode, KeyEvent event) {
// As seen on StackOverflow: http://stackoverflow.com/questions/7634346/keyboard-hide-event
// FIXME: Discussion at http://bugzilla.libsdl.org/show_bug.cgi?id=1639
// FIXME: This is not a 100% effective solution to the problem of detecting if the keyboard is showing or not
// FIXME: A more effective solution would be to change our Layout from AbsoluteLayout to Relative or Linear
// FIXME: And determine the keyboard presence doing this: http://stackoverflow.com/questions/2150078/how-to-check-visibility-of-software-keyboard-in-android
// FIXME: An even more effective way would be if Android provided this out of the box, but where would the fun be in that :)
if (event.getAction()==KeyEvent.ACTION_UP && keyCode == KeyEvent.KEYCODE_BACK) {
if (SDLActivity.mTextEdit != null && SDLActivity.mTextEdit.getVisibility() == View.VISIBLE) {
SDLActivity.onNativeKeyboardFocusLost();
}
}
return super.onKeyPreIme(keyCode, event);
}
@Override
public InputConnection onCreateInputConnection(EditorInfo outAttrs) {
ic = new SDLInputConnection(this, true);
outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI
| 33554432 /* API 11: EditorInfo.IME_FLAG_NO_FULLSCREEN */;
return ic;
}
}
class SDLInputConnection extends BaseInputConnection {
public SDLInputConnection(View targetView, boolean fullEditor) {
super(targetView, fullEditor);
}
@Override
public boolean sendKeyEvent(KeyEvent event) {
/*
* This handles the keycodes from soft keyboard (and IME-translated
* input from hardkeyboard)
*/
int keyCode = event.getKeyCode();
if (event.getAction() == KeyEvent.ACTION_DOWN) {
if (event.isPrintingKey()) {
commitText(String.valueOf((char) event.getUnicodeChar()), 1);
}
SDLActivity.onNativeKeyDown(keyCode);
return true;
} else if (event.getAction() == KeyEvent.ACTION_UP) {
SDLActivity.onNativeKeyUp(keyCode);
return true;
}
return super.sendKeyEvent(event);
}
@Override
public boolean commitText(CharSequence text, int newCursorPosition) {
nativeCommitText(text.toString(), newCursorPosition);
return super.commitText(text, newCursorPosition);
}
@Override
public boolean setComposingText(CharSequence text, int newCursorPosition) {
nativeSetComposingText(text.toString(), newCursorPosition);
return super.setComposingText(text, newCursorPosition);
}
public native void nativeCommitText(String text, int newCursorPosition);
public native void nativeSetComposingText(String text, int newCursorPosition);
}