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<?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"> | |||
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<!-- This is the platform API where NativeActivity was introduced. --> | |||
<uses-sdk android:minSdkVersion="8" /> | |||
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<!-- This .apk has no Java code itself, so set hasCode to false. --> | |||
<application android:label="@string/app_name" android:hasCode="false"> | |||
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<!-- 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> | |||
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</manifest> | |||
<!-- END_INCLUDE(manifest) --> |
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all: | |||
ndk-build | |||
ant debug | |||
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clean: | |||
ndk-build clean | |||
ant clean |
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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. | |||
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# This file is only used by the Ant script. | |||
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# 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. | |||
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# 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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<?xml version="1.0" encoding="UTF-8"?> | |||
<project name="LibfontDemo" default="help"> | |||
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<!-- 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" /> | |||
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<!-- 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" /> | |||
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<!-- 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" /> | |||
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<!-- 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> | |||
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<taskdef name="setup" | |||
classname="com.android.ant.SetupTask" | |||
classpathref="android.antlibs" /> | |||
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<!-- 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> | |||
--> | |||
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<!-- 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 /> | |||
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</project> |
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target=android-7 |
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#include "Activity.h" | |||
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#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__)) | |||
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Activity::Activity (android_app* app) | |||
: app(app), | |||
display(EGL_NO_DISPLAY), | |||
surface(EGL_NO_SURFACE), | |||
context(EGL_NO_CONTEXT) {} | |||
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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; | |||
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display = eglGetDisplay(EGL_DEFAULT_DISPLAY); | |||
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eglInitialize(display, 0, 0); | |||
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/* 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); | |||
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/* 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); | |||
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ANativeWindow_setBuffersGeometry(app->window, 0, 0, format); | |||
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surface = eglCreateWindowSurface(display, config, app->window, NULL); | |||
context = eglCreateContext(display, config, NULL, NULL); | |||
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { | |||
LOGE("Unable to eglMakeCurrent"); | |||
return false; | |||
} | |||
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eglQuerySurface(display, surface, EGL_WIDTH, &width); | |||
eglQuerySurface(display, surface, EGL_HEIGHT, &height); | |||
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glViewport(0,0, width, height); | |||
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postInit(); | |||
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return true; | |||
} | |||
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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; | |||
} | |||
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uint64_t Activity::_getTimeMillis () { | |||
timeval tv; | |||
gettimeofday(&tv, NULL); | |||
return tv.tv_sec*1000 + tv.tv_usec/1000; | |||
} | |||
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void Activity::_draw () { | |||
if (display == EGL_NO_DISPLAY) | |||
return; | |||
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drawImpl(); | |||
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eglSwapBuffers(display, surface); | |||
} | |||
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bool Activity::handleInput (AInputEvent* event) { | |||
return false; | |||
} | |||
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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; | |||
} | |||
} | |||
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static void handle_cmd(struct android_app* app, int32_t cmd) { | |||
((Activity*)app->userData)->handleCmd(cmd); | |||
} | |||
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static int32_t handle_input(struct android_app* app, AInputEvent* event) { | |||
return ((Activity*)app->userData)->handleInput(event); | |||
} | |||
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void Activity::run () { | |||
app->userData = this; | |||
app->onAppCmd = handle_cmd; | |||
app->onInputEvent = handle_input; | |||
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if (app->savedState != NULL) { | |||
restoreState(app->savedState, app->savedStateSize); | |||
//State restored, free the memory | |||
free(app->savedState); | |||
app->savedState = NULL; | |||
app->savedStateSize = 0; | |||
} | |||
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lastSimulate = _getTimeMillis(); | |||
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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); | |||
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//We are exiting | |||
if (app->destroyRequested != 0) { | |||
_deinitGL(); | |||
return; | |||
} | |||
} | |||
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//Simulate | |||
const uint64_t now = _getTimeMillis(); | |||
const double elapsedS = (now-lastSimulate)/1000.0; | |||
simulate(elapsedS); | |||
lastSimulate = now; | |||
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//Draw | |||
_draw(); | |||
} | |||
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} | |||
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