static void handle_cmd(struct android_app* app, int32_t cmd) { // PVRShellInit* init = (PVRShellInit*) app->userData; switch (cmd) { case APP_CMD_START: { } break; case APP_CMD_RESUME: //init->m_bRendering = true; break; case APP_CMD_PAUSE: //init->m_bRendering = false; break; case APP_CMD_SAVE_STATE: // PVRShell doesn't support saving our state //init->m_bRendering = false; break; case APP_CMD_INIT_WINDOW: { // Call init view gSii.nativeWindowPTR = (void*)(app->window); if (!(gSii.nativeWindowPTR)) { OsDisplayDebugString( "window not created!!!!" ); } gSii.fWidth = 854; gSii.fHeight = 480; OsDisplayDebugString( "preinit..." ); if (!(gGameFramework->Init(gSii)) ) { exit_req = true; } else { gGameFramework->PostInit(0, gSii); gGameFramework->InitGame(0); OsDisplayDebugString("windowinit..."); app->onInputEvent = gGameFramework->getENV()->pInputManager->getAndroidHandler(); OsDisplayDebugString("input device binded..."); gIntialized = true; } } break; case APP_CMD_WINDOW_RESIZED: // Unsupported by the shell break; case APP_CMD_TERM_WINDOW: // The window is being hidden or closed. // Call release view // if(init->m_eState <= ePVRShellReleaseView) // { // init->m_eState = ePVRShellReleaseView; // init->Run(); // } // // init->m_bRendering = false; break; case APP_CMD_STOP: // init->Deinit(); gGameFramework->Destroy(); 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* app) { // Make sure glue isn't stripped. app_dummy(); // NvEGLUtil* egl = NvEGLUtil::create(); // if (!egl) // { // // if we have a basic EGL failure, we need to exit immediately; nothing else we can do // nv_app_force_quit_no_cleanup(app); // return; // } void* gHandle; LOAD_MODULE_GLOBAL( gHandle, gkGameFramework ); //= dlopen("/data/data/com.kkstudio.gklauncher/lib/libgkGameFrame.so", RTLD_LAZY |RTLD_GLOBAL ); OsDisplayDebugString( "libloaded..." ); if(gHandle) { STARTFUNC moduleInitialize = (STARTFUNC)(DLL_GETSYM(gHandle, "gkModuleInitialize")); if( moduleInitialize ) { gGameFramework = moduleInitialize(); } else { return; } } else { OsDisplayDebugString( "gkFramework not find..." ); } OsDisplayDebugString( "system initialized..." ); //Engine* engine = new Engine(*egl, app); //long lastTime = egl->getSystemTime(); // loop waiting for stuff to do. OsDisplayDebugString( "system initialized..." ); // Setup our android state //state->userData = &init; app->onAppCmd = handle_cmd; app->onInputEvent = handle_input; while (nv_app_status_running(app)) { // Read all pending events. int ident; int events; struct android_poll_source* source; // If not rendering, we will block 250ms 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(((nv_app_status_focused(app)/* && engine->isGameplayMode()*/) ? 1 : 250), NULL, &events, (void**)&source)) >= 0) { // Process this event. if (source != NULL) source->process(app, source); // Check if we are exiting. If so, dump out if (!nv_app_status_running(app)) break; } if (gIntialized) { gGameFramework->Update(); } if (exit_req) { break; } // long currentTime = egl->getSystemTime(); // // // clamp time - it must not go backwards, and we don't // // want it to be more than a half second to avoid huge // // delays causing issues. Note that we do not clamp to above // // zero because some tools will give us zero delta // long deltaTime = currentTime - lastTime; // if (deltaTime < 0) // deltaTime = 0; // else if (deltaTime > 500) // deltaTime = 500; // // lastTime = currentTime; // Update the frame, which optionally updates time and animations // and renders //engine->updateFrame(nv_app_status_interactable(app), deltaTime); } //delete engine; //delete egl; }
/*!*************************************************************************** @function android_main @input state the android app state @description Main function of the program *****************************************************************************/ void android_main(struct android_app* state) { // Make sure glue isn't stripped. app_dummy(); OsDisplayDebugString( "coming..." ); // check the tf card dog. //system( ); // Initialise the demo, process the command line, create the OS initialiser. void* gHandle; LOAD_MODULE_GLOBAL( gHandle, gkGameFramework ); //= dlopen("/data/data/com.kkstudio.gklauncher/lib/libgkGameFrame.so", RTLD_LAZY |RTLD_GLOBAL ); OsDisplayDebugString( "libloaded..." ); if(gHandle) { STARTFUNC moduleInitialize = (STARTFUNC)(DLL_GETSYM(gHandle, "gkModuleInitialize")); if( moduleInitialize ) { gGameFramework = moduleInitialize(); } else { return; } } OsDisplayDebugString( "system initialized..." ); // Setup our android state //state->userData = &init; state->onAppCmd = handle_cmd; state->onInputEvent = handle_input; //init.m_pAndroidState = state; //g_AssetManager = state->activity->assetManager; // Handle our events until we have a valid window or destroy has been requested int ident; int events; struct android_poll_source* source; // Initialise our window/run/shutdown for(;;) { while ((ident = ALooper_pollAll(/*(init.m_eState == ePVRShellRender && init.m_bRendering) ? 0 : -1*/ 0, NULL, &events, (void**)&source)) >= 0) { // Process this event. if (source != NULL) { source->process(state, source); } // Check if we are exiting. if (state->destroyRequested != 0) { return; } } // Render our scene // if(!init.Run()) // { // ANativeActivity_finish(state->activity); // break; // } if (gIntialized) { gGameFramework->Update(); } // if( gGameFramework->Update() ) // { // gGameFramework->PostUpdate(); // } } }