Esempio n. 1
0
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;
    }
}
Esempio n. 2
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* 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;
}
Esempio n. 3
0
/*!***************************************************************************
@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();
// 		}
		
	}
}