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#include <android_native_app_glue.h>
#include <android/log.h>
#include <android/sensor.h>
#include <stdint.h>
#include <stdlib.h>
#include <inttypes.h>
#include <string.h>
#include <android/native_window.h>
#include <android/set_abort_message.h>
#include <android/choreographer.h>
#include <android/hardware_buffer.h>
#include <time.h>
#define LOG_TAG "moku"
#define _LOG(priority, fmt, ...) \
((void)__android_log_print((priority), (LOG_TAG), \
(fmt)__VA_OPT__(, ) __VA_ARGS__))
#define LOGE(fmt, ...) _LOG(ANDROID_LOG_ERROR, (fmt)__VA_OPT__(, ) __VA_ARGS__)
#define LOGW(fmt, ...) _LOG(ANDROID_LOG_WARN, (fmt)__VA_OPT__(, ) __VA_ARGS__)
#define LOGI(fmt, ...) _LOG(ANDROID_LOG_INFO, (fmt)__VA_OPT__(, ) __VA_ARGS__)
enum Color {
COLOR_RED = 0x000000ff,
COLOR_GREEN = 0x0000ff00,
COLOR_BLUE = 0x00ff0000
};
struct engine {
struct android_app *app;
int window_initialized;
int running;
int color;
uint64_t last_update;
};
struct engine *engine_new(struct android_app* app) {
struct engine engine;
memset(&engine, 0, sizeof(engine));
engine.window_initialized = 0;
engine.app = app;
engine.running = 0;
engine.color = 0;
engine.last_update = (uint64_t)0;
}
uint64_t get_timestamp_ns() {
struct timespec ts;
clock_gettime(CLOCK_REALTIME, &ts);
return (uint64_t)ts.tv_nsec + (uint64_t)ts.tv_sec * 1000000000;
}
static void engine_schedule_tick(struct engine *engine);
static void engine_real_tick(struct engine *engine) {
if (!engine->running) return;
engine_schedule_tick(engine);
}
static void engine_tick(long frameTimeNanos, void *data) {
struct engine *engine;
if (!data) return;
engine = (struct engine*)data;
engine_real_tick(engine);
}
static void engine_schedule_tick(struct engine *engine) {
AChoreographer_postFrameCallback(AChoreographer_getInstance(), engine_tick, (void*)engine);
}
/* TODO implement these stubs */
void engine_attach_window(struct engine *engine) {
if (ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, AHARDWAREBUFFER_FORMAT_R8G8B8X8_UNORM) < 0) {
engine->window_initialized = 0;
return;
}
engine->window_initialized = 1;
engine->color = COLOR_RED;
engine->last_update = get_timestamp_ns();
};
void engine_detach_window(struct engine *engine) {
/* Called when native window for app is destroyed.
* Doesn't mean app is being killed, also happens on rotate
* Normally, with a traditional OpenGL app, do cleanup here
* At the moment, it's fine to just set a flag to disable the rendering loop
*/
engine->window_initialized = 0;
};
void engine_resume(struct engine *engine) {
if (!engine->running) {
engine->running = 1;
engine_schedule_tick(engine);
}
};
void engine_pause(struct engine *engine) {
};
static void engine_handle_cmd(struct android_app *app, int32_t cmd) {
struct engine *engine;
engine = (struct engine *)app->userData;
switch (cmd) {
case APP_CMD_INIT_WINDOW:
engine_attach_window(engine);
break;
case APP_CMD_TERM_WINDOW:
engine_detach_window(engine);
break;
case APP_CMD_GAINED_FOCUS:
engine_resume(engine);
break;
case APP_CMD_LOST_FOCUS:
engine_pause(engine);
break;
}
}
void android_main(struct android_app *state) {
/* Declarations */
struct android_poll_source *source;
struct engine engine;
int events;
/* Code starts here */
app_dummy();
memset(&engine, 0, sizeof(engine));
state->userData = &engine;
state->onAppCmd = engine_handle_cmd;
/* do stuff here */
while (!state->destroyRequested) {
if (ALooper_pollAll(-1, NULL, &events, (void**)&source) >= 0) {
if (source) {
source->process(state, source);
}
}
/* more stuff here */
}
}
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