/** * Process the next input event. */ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) { pthread_t thisthread = pthread_self(); LOG_EVENTS_DEBUG("engine_handle_input(%X, %X), pthread_self() = %X", app, event, thisthread); struct engine* engine = (struct engine*)app->userData; if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { engine->animating = 1; engine->state.x = AMotionEvent_getX(event, 0); engine->state.y = AMotionEvent_getY(event, 0); return handle_touch_input(event); } return 0; }
/** * This is the main entry point of a native application that is using * android_native_app_glue. It runs in its own thread, with its own * event loop for receiving input events and doing other things. */ void android_main(struct android_app* state) { // Make sure glue isn't stripped. app_dummy(); memset(&engine, 0, sizeof(engine)); state->userData = &engine; state->onAppCmd = engine_handle_cmd; state->onInputEvent = engine_handle_input; engine.app = state; // Prepare to monitor accelerometer engine.sensorManager = ASensorManager_getInstance(); engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager, ASENSOR_TYPE_ACCELEROMETER); engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager, state->looper, LOOPER_ID_USER, NULL, NULL); if (state->savedState != NULL) { // We are starting with a previous saved state; restore from it. engine.state = *(struct saved_state*)state->savedState; } // loop waiting for stuff to do. while (1) { // Read all pending events. int ident; int events; struct android_poll_source* source; // If not animating, we will block forever waiting for events. // If animating, we loop until all events are read, then continue // to draw the next frame of animation. while ((ident=ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events, (void**)&source)) >= 0) { // Process this event. if (source != NULL) { source->process(state, source); } // If a sensor has data, process it now. if (ident == LOOPER_ID_USER) { if (engine.accelerometerSensor != NULL) { ASensorEvent event; while (ASensorEventQueue_getEvents(engine.sensorEventQueue, &event, 1) > 0) { LOG_EVENTS_DEBUG("accelerometer: x=%f y=%f z=%f", event.acceleration.x, event.acceleration.y, event.acceleration.z); AConfiguration* _currentconf = AConfiguration_new(); AConfiguration_fromAssetManager(_currentconf, state->activity->assetManager); static int32_t _orientation = AConfiguration_getOrientation(_currentconf); if (ACONFIGURATION_ORIENTATION_LAND != _orientation) { // ACONFIGURATION_ORIENTATION_ANY // ACONFIGURATION_ORIENTATION_PORT // ACONFIGURATION_ORIENTATION_SQUARE cocos2d::Acceleration acc; acc.x = -event.acceleration.x/10; acc.y = -event.acceleration.y/10; acc.z = event.acceleration.z/10; acc.timestamp = 0; cocos2d::EventAcceleration accEvent(acc); cocos2d::EventDispatcher::getInstance()->dispatchEvent(&accEvent); } else { // ACONFIGURATION_ORIENTATION_LAND // swap x and y parameters cocos2d::Acceleration acc; acc.x = event.acceleration.y/10; acc.y = -event.acceleration.x/10; acc.z = event.acceleration.z/10; acc.timestamp = 0; cocos2d::EventAcceleration accEvent(acc); cocos2d::EventDispatcher::getInstance()->dispatchEvent(&accEvent); } } } } // Check if we are exiting. if (state->destroyRequested != 0) { engine_term_display(&engine); memset(&engine, 0, sizeof(engine)); s_methodInitialized = false; return; } } if (engine.animating) { // Done with events; draw next animation frame. engine.state.angle += .01f; if (engine.state.angle > 1) { engine.state.angle = 0; } // Drawing is throttled to the screen update rate, so there // is no need to do timing here. LOG_RENDER_DEBUG("android_main : engine.animating"); engine_draw_frame(&engine); } else { LOG_RENDER_DEBUG("android_main : !engine.animating"); } } }
/* * Handle Touch Inputs */ static int32_t handle_touch_input(AInputEvent *event) { pthread_t thisthread = pthread_self(); LOG_EVENTS_DEBUG("handle_touch_input(%X), pthread_self() = %X", event, thisthread); switch(AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK) { case AMOTION_EVENT_ACTION_DOWN: { LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_DOWN"); int pointerId = AMotionEvent_getPointerId(event, 0); float xP = AMotionEvent_getX(event,0); float yP = AMotionEvent_getY(event,0); LOG_EVENTS_DEBUG("Event: Action DOWN x=%f y=%f pointerID=%d\n", xP, yP, pointerId); int pId = pointerId; float x = xP; float y = yP; cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(1, &pId, &x, &y); return 1; } break; case AMOTION_EVENT_ACTION_POINTER_DOWN: { LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_POINTER_DOWN"); int pointerIndex = AMotionEvent_getAction(event) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; int pointerId = AMotionEvent_getPointerId(event, pointerIndex); float xP = AMotionEvent_getX(event,pointerIndex); float yP = AMotionEvent_getY(event,pointerIndex); LOG_EVENTS_DEBUG("Event: Action POINTER DOWN x=%f y=%f pointerID=%d\n", xP, yP, pointerId); int pId = pointerId; float x = xP; float y = yP; cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesBegin(1, &pId, &x, &y); return 1; } break; case AMOTION_EVENT_ACTION_MOVE: { LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_MOVE"); int pointerCount = AMotionEvent_getPointerCount(event); int ids[pointerCount]; float xs[pointerCount], ys[pointerCount]; getTouchPos(event, ids, xs, ys); cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesMove(pointerCount, ids, xs, ys); return 1; } break; case AMOTION_EVENT_ACTION_UP: { LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_UP"); int pointerId = AMotionEvent_getPointerId(event, 0); float xP = AMotionEvent_getX(event,0); float yP = AMotionEvent_getY(event,0); LOG_EVENTS_DEBUG("Event: Action UP x=%f y=%f pointerID=%d\n", xP, yP, pointerId); int pId = pointerId; float x = xP; float y = yP; cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesEnd(1, &pId, &x, &y); return 1; } break; case AMOTION_EVENT_ACTION_POINTER_UP: { LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_POINTER_UP"); int pointerIndex = AMotionEvent_getAction(event) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; int pointerId = AMotionEvent_getPointerId(event, pointerIndex); float xP = AMotionEvent_getX(event,pointerIndex); float yP = AMotionEvent_getY(event,pointerIndex); LOG_EVENTS_DEBUG("Event: Action POINTER UP x=%f y=%f pointerID=%d\n", xP, yP, pointerIndex); int pId = pointerId; float x = xP; float y = yP; cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesEnd(1, &pId, &x, &y); return 1; } break; case AMOTION_EVENT_ACTION_CANCEL: { LOG_EVENTS_DEBUG("AMOTION_EVENT_ACTION_CANCEL"); int pointerCount = AMotionEvent_getPointerCount(event); int ids[pointerCount]; float xs[pointerCount], ys[pointerCount]; getTouchPos(event, ids, xs, ys); cocos2d::Director::getInstance()->getOpenGLView()->handleTouchesCancel(pointerCount, ids, xs, ys); return 1; } break; default: LOG_EVENTS_DEBUG("handle_touch_input() default case.... NOT HANDLE"); return 0; break; } }
/** * This is the main entry point of a native application that is using * android_native_app_glue. It runs in its own thread, with its own * event loop for receiving input events and doing other things. */ void android_main(struct android_app* state) { // Make sure glue isn't stripped. app_dummy(); memset(&engine, 0, sizeof(engine)); state->userData = &engine; state->onAppCmd = engine_handle_cmd; state->onInputEvent = engine_handle_input; engine.app = state; // Prepare to monitor accelerometer engine.sensorManager = ASensorManager_getInstance(); engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager, ASENSOR_TYPE_ACCELEROMETER); engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager, state->looper, LOOPER_ID_USER, NULL, NULL); if (state->savedState != NULL) { // We are starting with a previous saved state; restore from it. engine.state = *(struct saved_state*)state->savedState; } // loop waiting for stuff to do. while (1) { // Read all pending events. int ident; int events; struct android_poll_source* source; // If not animating, we will block forever waiting for events. // If animating, we loop until all events are read, then continue // to draw the next frame of animation. while ((ident=ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events, (void**)&source)) >= 0) { // Process this event. if (source != NULL) { source->process(state, source); } // If a sensor has data, process it now. if (ident == LOOPER_ID_USER) { if (engine.accelerometerSensor != NULL) { ASensorEvent event; while (ASensorEventQueue_getEvents(engine.sensorEventQueue, &event, 1) > 0) { cocos2d::Director* pDirector = cocos2d::Director::getInstance(); pDirector->getAccelerometer()->update(event.acceleration.x, event.acceleration.y, event.acceleration.z, 0); LOG_EVENTS_DEBUG("accelerometer: x=%f y=%f z=%f", event.acceleration.x, event.acceleration.y, event.acceleration.z); } } } // Check if we are exiting. if (state->destroyRequested != 0) { engine_term_display(&engine); memset(&engine, 0, sizeof(engine)); return; } } if (engine.animating) { // Done with events; draw next animation frame. engine.state.angle += .01f; if (engine.state.angle > 1) { engine.state.angle = 0; } // Drawing is throttled to the screen update rate, so there // is no need to do timing here. LOG_RENDER_DEBUG("android_main : engine.animating"); engine_draw_frame(&engine); } else { LOG_RENDER_DEBUG("android_main : !engine.animating"); } } }