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Android sample application
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julienr committed Mar 8, 2011
1 parent ac70545 commit 03f761c
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Showing 21 changed files with 624 additions and 2 deletions.
7 changes: 5 additions & 2 deletions jni/FontHelper.h
Expand Up @@ -11,11 +11,14 @@ class FontHelper {


//Draw a text string of given size centered on coordinates (x,y) //Draw a text string of given size centered on coordinates (x,y)
//if autoGLState is on, will enable vertex and texcoords array before drawing and DISABLE them after drawing //if autoGLState is on, will enable vertex and texcoords array before drawing and DISABLE them after drawing
static void drawCenteredAt (Font* font, const char* str, float size, float x, float y, bool autoGLState) { static void drawCenteredAt (Font* font, const char* str, float size, float x, float y, bool autoGLState, float rotation=0) {
glPushMatrix(); glPushMatrix();
float fw, fh; float fw, fh;
font->getExtent(str, size, &fw, &fh); font->getExtent(str, size, &fw, &fh);
glTranslatef(x-fw/2.0f, y-fh/2.0f, 0); glTranslatef(x, y, 0);
// glTranslatef(x-fw/2.0f, y-fh/2.0f, 0);
glRotatef(rotation, 0, 0, 1);
glTranslatef(-fw/2.0f, -fh/2.0f, 0);
font->draw(str,size,autoGLState); font->draw(str,size,autoGLState);
glPopMatrix(); glPopMatrix();
} }
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31 changes: 31 additions & 0 deletions samples/android/AndroidManifest.xml
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- BEGIN_INCLUDE(manifest) -->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="net.fhtagn.libfont.android_demo"
android:versionCode="1"
android:versionName="1.0">

<!-- This is the platform API where NativeActivity was introduced. -->
<uses-sdk android:minSdkVersion="8" />

<!-- This .apk has no Java code itself, so set hasCode to false. -->
<application android:label="@string/app_name" android:hasCode="false">

<!-- Our activity is the built-in NativeActivity framework class.
This will take care of integrating with our NDK code. -->
<activity android:name="android.app.NativeActivity"
android:label="@string/app_name"
android:configChanges="orientation|keyboardHidden"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen">
<!-- Tell NativeActivity the name of or .so -->
<meta-data android:name="android.app.lib_name"
android:value="native-activity" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>

</manifest>
<!-- END_INCLUDE(manifest) -->
7 changes: 7 additions & 0 deletions samples/android/Makefile
@@ -0,0 +1,7 @@
all:
ndk-build
ant debug

clean:
ndk-build clean
ant clean
Binary file added samples/android/assets/LiberationSans-Bold.ttf
Binary file not shown.
17 changes: 17 additions & 0 deletions samples/android/build.properties
@@ -0,0 +1,17 @@
# 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.

84 changes: 84 additions & 0 deletions samples/android/build.xml
@@ -0,0 +1,84 @@
<?xml version="1.0" encoding="UTF-8"?>
<project name="LibfontDemo" 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 build.properties file can be created by you and is never touched
by the 'android' tool. This is the place to change some of the
default property values used by the Ant rules.
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'.
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="build.properties" />

<!-- The default.properties file is created and updated by the 'android'
tool, as well as ADT.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<property file="default.properties" />

<!-- Custom Android task to deal with the project target, and import the
proper rules.
This requires ant 1.6.0 or above. -->
<path id="android.antlibs">
<pathelement path="${sdk.dir}/tools/lib/anttasks.jar" />
<pathelement path="${sdk.dir}/tools/lib/sdklib.jar" />
<pathelement path="${sdk.dir}/tools/lib/androidprefs.jar" />
</path>

<taskdef name="setup"
classname="com.android.ant.SetupTask"
classpathref="android.antlibs" />

<!-- extension targets. Uncomment the ones where you want to do custom work
in between standard targets -->
<!--
<target name="-pre-build">
</target>
<target name="-pre-compile">
</target>
[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}]
<target name="-post-compile">
</target>
-->


<!-- Execute the Android Setup task that will setup some properties
specific to the target, and import the build rules files.
The rules file is imported from
<SDK>/platforms/<target_platform>/ant/ant_rules_r#.xml
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<setup> task.
- customize it to your needs.
- Customize the whole script.
- copy/paste the content of the rules files (minus the top node)
into this file, *after* the <setup> task
- disable the import of the rules by changing the setup task
below to <setup import="false" />.
- customize to your needs.
-->
<setup />

</project>
1 change: 1 addition & 0 deletions samples/android/default.properties
@@ -0,0 +1 @@
target=android-7
165 changes: 165 additions & 0 deletions samples/android/jni/Activity.cpp
@@ -0,0 +1,165 @@
#include "Activity.h"


#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "native-activity", __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "native-activity", __VA_ARGS__))

Activity::Activity (android_app* app)
: app(app),
display(EGL_NO_DISPLAY),
surface(EGL_NO_SURFACE),
context(EGL_NO_CONTEXT) {}


bool Activity::_initGL () {
/*
* Here specify the attributes of the desired configuration.
* Below, we select an EGLConfig with at least 8 bits per color
* component compatible with on-screen windows
*/
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_NONE
};
EGLint dummy, format;
EGLint numConfigs;
EGLConfig config;

display = eglGetDisplay(EGL_DEFAULT_DISPLAY);

eglInitialize(display, 0, 0);

/* Here, the application chooses the configuration it desires. In this
* sample, we have a very simplified selection process, where we pick
* the first EGLConfig that matches our criteria */
eglChooseConfig(display, attribs, &config, 1, &numConfigs);

/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
* As soon as we picked a EGLConfig, we can safely reconfigure the
* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);

ANativeWindow_setBuffersGeometry(app->window, 0, 0, format);

surface = eglCreateWindowSurface(display, config, app->window, NULL);
context = eglCreateContext(display, config, NULL, NULL);

if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
LOGE("Unable to eglMakeCurrent");
return false;
}

eglQuerySurface(display, surface, EGL_WIDTH, &width);
eglQuerySurface(display, surface, EGL_HEIGHT, &height);

glViewport(0,0, width, height);

postInit();

return true;
}

void Activity::_deinitGL () {
if (display != EGL_NO_DISPLAY) {
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (context != EGL_NO_CONTEXT)
eglDestroyContext(display, context);
if (surface != EGL_NO_SURFACE)
eglDestroySurface(display, surface);
eglTerminate(display);
}
display = EGL_NO_DISPLAY;
surface = EGL_NO_SURFACE;
context = EGL_NO_CONTEXT;
}

uint64_t Activity::_getTimeMillis () {
timeval tv;
gettimeofday(&tv, NULL);
return tv.tv_sec*1000 + tv.tv_usec/1000;
}

void Activity::_draw () {
if (display == EGL_NO_DISPLAY)
return;

drawImpl();

eglSwapBuffers(display, surface);
}

bool Activity::handleInput (AInputEvent* event) {
return false;
}

void Activity::handleCmd (int32_t cmd) {
switch (cmd) {
case APP_CMD_SAVE_STATE:
saveState(&app->savedState, &app->savedStateSize);
break;
case APP_CMD_INIT_WINDOW:
if (app->window != NULL) {
_initGL();
_draw();
}
break;
case APP_CMD_TERM_WINDOW:
_deinitGL();
break;
}
}

static void handle_cmd(struct android_app* app, int32_t cmd) {
((Activity*)app->userData)->handleCmd(cmd);
}

static int32_t handle_input(struct android_app* app, AInputEvent* event) {
return ((Activity*)app->userData)->handleInput(event);
}

void Activity::run () {
app->userData = this;
app->onAppCmd = handle_cmd;
app->onInputEvent = handle_input;

if (app->savedState != NULL) {
restoreState(app->savedState, app->savedStateSize);
//State restored, free the memory
free(app->savedState);
app->savedState = NULL;
app->savedStateSize = 0;
}

lastSimulate = _getTimeMillis();

while (1) {
int ident;
int events;
android_poll_source* source;
while ((ident = ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0) {
if (source != NULL)
source->process(app, source);

//We are exiting
if (app->destroyRequested != 0) {
_deinitGL();
return;
}
}

//Simulate
const uint64_t now = _getTimeMillis();
const double elapsedS = (now-lastSimulate)/1000.0;
simulate(elapsedS);
lastSimulate = now;

//Draw
_draw();
}

}

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