1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://www.wtfpl.net/ for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #if defined __ANDROID__ |
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16 | |
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17 | #include <jni.h> |
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18 | #include <android/log.h> |
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19 | |
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20 | #include "core.h" |
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21 | #include "loldebug.h" |
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22 | #include "androidapp.h" |
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23 | |
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24 | using namespace lol; |
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25 | |
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26 | /* One of these wrappers will be overridden by the user's version */ |
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27 | void lol_android_main(void) __attribute__((weak)); |
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28 | void lol_android_main(int argc, char **argv) __attribute__((weak)); |
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29 | void lol_android_main(int argc, char **argv, char **envp) __attribute__((weak)); |
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30 | |
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31 | namespace lol |
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32 | { |
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33 | JavaVM *g_vm; |
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34 | jobject g_activity; |
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35 | Queue<int> g_main_queue; |
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36 | Thread *g_main_thread; |
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37 | float g_fps; |
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38 | |
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39 | AndroidApp::AndroidApp(char const *title, ivec2 res, float fps) |
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40 | : m_data(0) |
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41 | { |
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42 | g_fps = fps; |
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43 | } |
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44 | |
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45 | void AndroidApp::ShowPointer(bool show) |
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46 | { |
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47 | } |
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48 | |
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49 | /* This is a fake Run() method. We just wait until we're called and |
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50 | * signal nativeInit() that all the user's initialisation code was |
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51 | * called. Then we sit here forever, the Java layer is in charge of |
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52 | * calling TickDraw(). */ |
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53 | void AndroidApp::Run() |
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54 | { |
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55 | g_main_queue.Push(1); |
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56 | g_main_queue.Push(1); |
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57 | |
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58 | while (!Ticker::Finished()) |
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59 | { |
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60 | /* Do nothing while the real render thread does the job. The |
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61 | * real stuff happens in nativeRender() */ |
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62 | Timer t; |
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63 | t.Wait(0.5f); |
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64 | } |
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65 | } |
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66 | |
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67 | void *AndroidApp::MainRun(void *data) |
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68 | { |
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69 | int argc = 1; |
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70 | char *argv[] = { "", NULL }; |
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71 | char *env[] = { NULL }; |
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72 | |
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73 | /* Call the user's main() function. One of these will work. */ |
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74 | lol_android_main(); |
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75 | lol_android_main(argc, argv); |
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76 | lol_android_main(argc, argv, env); |
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77 | |
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78 | return NULL; |
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79 | } |
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80 | |
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81 | AndroidApp::~AndroidApp() |
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82 | { |
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83 | } |
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84 | |
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85 | }; |
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86 | |
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87 | extern "C" jint |
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88 | JNI_OnLoad(JavaVM* vm, void* reserved) |
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89 | { |
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90 | Log::Info("Java layer loading library, vm=0x%08lx", (long)(intptr_t)vm); |
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91 | g_vm = vm; |
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92 | return JNI_VERSION_1_4; |
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93 | } |
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94 | |
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95 | extern "C" void |
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96 | Java_org_zoy_LolEngine_LolActivity_nativeInit(JNIEnv* env, jobject thiz) |
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97 | { |
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98 | Log::Info("Java layer initialising activity 0x%08lx", (long)thiz); |
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99 | env->NewGlobalRef(thiz); /* FIXME: never released! */ |
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100 | g_activity = thiz; |
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101 | } |
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102 | |
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103 | extern "C" void |
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104 | Java_org_zoy_LolEngine_LolRenderer_nativeInit(JNIEnv* env) |
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105 | { |
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106 | /* Initialise app thread and wait for it to be ready, ie. set |
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107 | * the FPS value at least. */ |
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108 | g_main_thread = new Thread(lol::AndroidApp::MainRun, NULL);; |
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109 | g_main_queue.Pop(); |
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110 | |
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111 | /* Launch our ticker */ |
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112 | Log::Info("Java layer initialising renderer at %g fps", g_fps); |
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113 | Ticker::Setup(g_fps); |
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114 | Video::Setup(ivec2(320, 200)); |
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115 | |
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116 | /* Wake up app thread */ |
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117 | g_main_queue.Pop(); |
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118 | } |
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119 | |
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120 | extern "C" void |
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121 | Java_org_zoy_LolEngine_LolRenderer_nativeResize(JNIEnv* env, jobject thiz, |
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122 | jint w, jint h) |
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123 | { |
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124 | Log::Info("Java layer resizing to %i x %i", w, h); |
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125 | Video::Setup(ivec2(w, h)); |
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126 | } |
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127 | |
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128 | extern "C" void |
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129 | Java_org_zoy_LolEngine_LolRenderer_nativeDone(JNIEnv* env) |
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130 | { |
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131 | /* FIXME: clean up */ |
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132 | delete g_main_thread; |
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133 | } |
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134 | |
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135 | extern "C" void |
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136 | Java_org_zoy_LolEngine_LolView_nativePause(JNIEnv* env) |
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137 | { |
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138 | /* TODO: unimplemented */ |
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139 | } |
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140 | |
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141 | extern "C" void |
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142 | Java_org_zoy_LolEngine_LolView_nativeDown(JNIEnv* env) |
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143 | { |
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144 | Input::SetMouseButton(0); |
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145 | } |
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146 | |
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147 | extern "C" void |
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148 | Java_org_zoy_LolEngine_LolView_nativeUp(JNIEnv* env) |
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149 | { |
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150 | Input::UnsetMouseButton(0); |
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151 | } |
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152 | |
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153 | extern "C" void |
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154 | Java_org_zoy_LolEngine_LolView_nativeMove(JNIEnv* env, jobject thiz, |
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155 | jint x, jint y) |
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156 | { |
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157 | Input::SetMousePos(ivec2(x, y)); |
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158 | } |
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159 | |
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160 | /* Call to render the next GL frame */ |
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161 | extern "C" void |
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162 | Java_org_zoy_LolEngine_LolRenderer_nativeRender(JNIEnv* env) |
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163 | { |
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164 | Ticker::TickDraw(); |
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165 | } |
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166 | |
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167 | /* |
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168 | * Fake main() wrappers that let us call the user’s main() from within |
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169 | * a separate thread. |
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170 | */ |
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171 | void lol_android_main(void) {} |
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172 | void lol_android_main(int argc, char **argv) |
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173 | { |
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174 | (void)argc; |
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175 | (void)argv; |
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176 | } |
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177 | void lol_android_main(int argc, char **argv, char **envp) |
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178 | { |
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179 | (void)argc; |
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180 | (void)argv; |
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181 | (void)envp; |
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182 | } |
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183 | |
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184 | #endif /* __ANDROID__ */ |
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185 | |
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