1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17 
18 #include "agq.h"
19 #include "circle.h"
20 #include "common.h"
21 #include "renderer.h"
22 #include "vecmath.h"
23 
24 #include <cassert>
25 #include <chrono>
26 #include <cinttypes>
27 #include <cstdlib>
28 #include <cstring>
29 #include <errno.h>
30 #include <initializer_list>
31 #include <memory>
32 #include <sys/time.h>
33 #include <vector>
34 
35 #include <EGL/egl.h>
36 #include <EGL/eglext.h>
37 
38 #include <android/sensor.h>
39 #include <android/log.h>
40 #include <android_native_app_glue.h>
41 
42 using namespace std::chrono_literals;
43 using namespace android::gamecore;
44 
45 namespace {
46 
47 int animating = 0;
48 
49 /**
50  * Process the next input event.
51  */
engine_handle_input(struct android_app *,AInputEvent * event)52 int32_t engine_handle_input(struct android_app*, AInputEvent* event) {
53     if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
54         animating = 1;
55         return 1;
56     }
57     return 0;
58 }
59 
60 /**
61  * Process the next main command.
62  */
engine_handle_cmd(struct android_app * app,int32_t cmd)63 void engine_handle_cmd(struct android_app* app, int32_t cmd) {
64     //struct engine* engine = (struct engine*)app->userData;
65     Renderer* renderer = reinterpret_cast<Renderer*>(app->userData);
66 
67     switch (cmd) {
68         case APP_CMD_SAVE_STATE:
69             // We are not saving the state.
70             break;
71         case APP_CMD_INIT_WINDOW:
72             // The window is being shown, get it ready.
73             if (app->window != NULL) {
74                 renderer->initDisplay(app->window);
75                 renderer->draw();
76                 animating = 1;
77             }
78             break;
79         case APP_CMD_TERM_WINDOW:
80             // The window is being hidden or closed, clean it up.
81             //engine_term_display(engine);
82             renderer->terminateDisplay();
83             animating = 0;
84             break;
85         case APP_CMD_LOST_FOCUS:
86             // Also stop animating.
87             animating = 0;
88             renderer->draw();
89             break;
90         default:
91             break;
92     }
93 }
94 
95 } // end of anonymous namespace
96 
97 /**
98  * This is the main entry point of a native application that is using
99  * android_native_app_glue.  It runs in its own thread, with its own
100  * event loop for receiving input events and doing other things.
101  */
android_main(struct android_app * state)102 void android_main(struct android_app* state) {
103     std::srand(0);
104 
105     LOGI("Running with SDK %d", state->activity->sdkVersion);
106 
107     std::unique_ptr<Renderer> renderer(new Renderer(1));
108     state->userData = renderer.get();
109     state->onAppCmd = engine_handle_cmd;
110     state->onInputEvent = engine_handle_input;
111 
112     // loop waiting for stuff to do.
113     while (1) {
114         // Read all pending events.
115         int events;
116         struct android_poll_source* source;
117 
118         // If not animating, we will block forever waiting for events.
119         // If animating, we loop until all events are read, then continue
120         // to draw the next frame of animation.
121         while (ALooper_pollAll(animating ? 0 : -1, NULL, &events, (void**)&source) >= 0) {
122 
123             // Process this event.
124             if (source != NULL) {
125                 source->process(state, source);
126             }
127 
128             // Check if we are exiting.
129             if (state->destroyRequested != 0) {
130                 renderer->terminateDisplay();
131                 return;
132             }
133         }
134 
135         if (animating) {
136             renderer->update();
137 
138             // Drawing is throttled to the screen update rate, so there
139             // is no need to do timing here.
140             renderer->draw();
141 
142             // Broadcast intent every 5 seconds.
143             static auto last_timestamp = std::chrono::steady_clock::now();
144             auto now = std::chrono::steady_clock::now();
145             if (now - last_timestamp >= std::chrono::seconds(5)) {
146                 last_timestamp = now;
147                 android::GameQualification qualification;
148                 qualification.startLoop(state->activity);
149             }
150         }
151     }
152 }
153