コード例 #1
0
ファイル: main.c プロジェクト: PamC/VSPlugin
static void handle_events() {
	int screen_domain = screen_get_domain();
	int navigator_domain = navigator_get_domain();
	int sensor_domain = sensor_get_domain();

	int rc;

	//Request and process available BPS events
	for(;;) {
		bps_event_t *event = NULL;
		rc = bps_get_event(&event, 0);
		assert(rc == BPS_SUCCESS);

		if (event) {
			int domain = bps_event_get_domain(event);

			if (domain == screen_domain) {
				handleScreenEvent(event);
			} else if (domain == navigator_domain) {
				handleNavigatorEvent(event);
			} else if (domain == sensor_domain) {
				handleSensorEvent(event);
			}
		} else {
			//No more events in the queue
			break;
		}
	}
}
コード例 #2
0
void* eventLoop(void* data) {
	FREContext ctx = (FREContext) data;
	float x, y, z;
	bps_event_t *event = NULL;
	char buffer[256];

    // Initialize BPS
    bps_initialize();

	// Start the gyroscope
	if (sensor_request_events(SENSOR_TYPE_GYROSCOPE) != BPS_SUCCESS) {
		shutdown = true;
	}

	// Receive events through the event channel
	while (!shutdown) {
		event = NULL;

		if (bps_get_event(&event, 50) != BPS_SUCCESS)
			return NULL;

		if (event) {
			if (bps_event_get_domain(event) == sensor_get_domain()) {
				if (bps_event_get_code(event) == SENSOR_GYROSCOPE_READING) {
					if (sensor_event_get_xyz(event, &x, &y, &z) == BPS_SUCCESS) {
						sprintf(buffer, "%f&%f&%f", x, y, z);
						fprintf(stdout, "Sensor event: %f&%f&%f\n", x, y, z);
					    fflush(stdout);

						if(ctx != NULL) {
							FREDispatchStatusEventAsync(ctx, (uint8_t*)"CHANGE", (uint8_t*)buffer);
						}
					}
				}
			}
		}
	}

	if (sensor_stop_events(SENSOR_TYPE_GYROSCOPE) != BPS_SUCCESS) {
		fprintf(stdout, "Unable to stop sensor\n");
	    fflush(stdout);
	}

	// Stop BPS
	bps_shutdown();

	return NULL;
}
コード例 #3
0
ファイル: main.c プロジェクト: aabdallah/NDK-Samples
/**
 * Thread that handles accelerometer events and
 * sends relevant information to a dialog.
 *
 * @param p Unused.
 */
static void *
accel_main (void *p) {
    bool run = true;
    bps_event_t *event;
    float force_x, force_y, force_z;

    bps_initialize();

    /*
     * Each thread that calls bps_initialize() will have its
     * own unique channel ID.  Protect it inside a mutex and
     * condition variable to avoid race condition where main
     * thread tries to use it before we assign it.
     */
    pthread_mutex_lock(&chidMutex);
    accel_chid = bps_channel_get_active();
    pthread_cond_signal(&chidCond);
    pthread_mutex_unlock(&chidMutex);

    /*
     * Create and display a dialog that will show the data.
     */
    create_bottom_dialog();
    show_bottom_dialog_message("\n\nThis is the Accelerometer Dialog");

    if (BPS_SUCCESS != sensor_request_events(SENSOR_TYPE_ACCELEROMETER)) {
        fprintf(stderr, "Error requesting sensor's accelerometer events: %s", strerror(errno));
        bps_shutdown();
        return NULL;
    }

    sensor_set_rate(SENSOR_TYPE_ACCELEROMETER, ACCELEROMETER_RATE);
    sensor_set_skip_duplicates(SENSOR_TYPE_ACCELEROMETER, true);

    while (run) {
        /*
         * Block, at the very least we'll get the "STOP" event
         */
        bps_get_event(&event, -1);
        if (bps_event_get_domain(event) == local_event_domain) {
            if (bps_event_get_code(event) == STOP_REQUEST) {
                run = false;
            }
        }

        if (bps_event_get_domain(event) == sensor_get_domain()) {
            if (SENSOR_ACCELEROMETER_READING == bps_event_get_code(event)) {
                sensor_event_get_xyz(event, &force_x, &force_y, &force_z);
                display_accelerometer_reading(force_x, force_y, force_z);
            }
        }
    }

    sensor_stop_events(0);
    destroy_bottom_dialog();

    bps_shutdown();

    fprintf(stderr, "Exiting accelerometer thread\n");
    return NULL;


}
コード例 #4
0
ファイル: BlackberryMain.cpp プロジェクト: xsacha/native
void BlackberryMain::runMain() {
	bool running = true;
	while (running && !g_quitRequested) {
		input_state.mouse_valid = false;
		input_state.accelerometer_valid = false;
		while (true) {
			// Handle Blackberry events
			bps_event_t *event = NULL;
			bps_get_event(&event, 0);
			if (event == NULL)
				break; // Ran out of events
			int domain = bps_event_get_domain(event);
			if (domain == screen_get_domain()) {
				handleInput(screen_event_get_event(event));
			} else if (domain == navigator_get_domain()) {
				switch(bps_event_get_code(event))
				{
				case NAVIGATOR_INVOKE_TARGET:
					{
						const navigator_invoke_invocation_t *invoke = navigator_invoke_event_get_invocation(event);
						if(invoke) {
							boot_filename = navigator_invoke_invocation_get_uri(invoke)+7; // Remove file://
						}
					}
					break;
				case NAVIGATOR_ORIENTATION:
					sensor_remap_coordinates(navigator_event_get_orientation_angle(event));
					break;
				case NAVIGATOR_BACK:
				case NAVIGATOR_SWIPE_DOWN:
					NativeKey(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_ESCAPE, KEY_DOWN));
					break;
				case NAVIGATOR_EXIT:
					return;
				}
			} else if (domain == sensor_get_domain()) {
				if (SENSOR_ACCELEROMETER_READING == bps_event_get_code(event)) {
					sensor_event_get_xyz(event, &(input_state.acc.y), &(input_state.acc.x), &(input_state.acc.z));
					AxisInput axis;
					axis.deviceId = DEVICE_ID_ACCELEROMETER;
					axis.flags = 0;

					axis.axisId = JOYSTICK_AXIS_ACCELEROMETER_X;
					axis.value = input_state.acc.x;
					NativeAxis(axis);

					axis.axisId = JOYSTICK_AXIS_ACCELEROMETER_Y;
					axis.value = input_state.acc.y;
					NativeAxis(axis);

					axis.axisId = JOYSTICK_AXIS_ACCELEROMETER_Z;
					axis.value = input_state.acc.z;
					NativeAxis(axis);
				}
			}
		}
		UpdateInputState(&input_state);
		NativeUpdate(input_state);
		// Work in Progress
		// Currently: Render to HDMI port (eg. 1080p) when in game. Render to device when in menu.
		// Idea: Render to all displays. Controls go to internal, game goes to external(s).
		if (GetUIState() == UISTATE_INGAME && !emulating) {
			emulating = true;
			switchDisplay(screen_emu);
			if (g_Config.iShowFPSCounter == 4) {
				int options = SCREEN_DEBUG_STATISTICS;
				screen_set_window_property_iv(screen_win[0], SCREEN_PROPERTY_DEBUG, &options);
			}
		} else if (GetUIState() != UISTATE_INGAME && emulating) {
			emulating = false;
			switchDisplay(screen_ui);
		}
		NativeRender();
		EndInputState(&input_state);
		time_update();
		// This handles VSync
		if (emulating)
			eglSwapBuffers(egl_disp[screen_emu], egl_surf[screen_emu]);
		else
			eglSwapBuffers(egl_disp[screen_ui], egl_surf[screen_ui]);
	}
}
コード例 #5
0
ファイル: CCEGLView.cpp プロジェクト: ChengYe/cocosjson
bool CCEGLView::handleEvents()
{
	bps_event_t*    event = NULL;
	mtouch_event_t  mtouch_event;
	int				touch_id = 0;
	int				val = 0;
	int				rc = 0;
	int 			domain = 0;
	char 			buf[4] = {0};

	for (;;)
	{
		rc = bps_get_event(&event, 1);
		assert(rc == BPS_SUCCESS);

		// break if no more events
		if (event == NULL)
			break;

		domain = bps_event_get_domain(event);

		if (domain == navigator_get_domain())
		{
			switch (bps_event_get_code(event))
			{
				case NAVIGATOR_SWIPE_DOWN:
					CCDirector::sharedDirector()->getKeypadDispatcher()->dispatchKeypadMSG(kTypeMenuClicked);
					break;

				case NAVIGATOR_EXIT:
					// exit the application
				//	release();
					end();
					break;

				case NAVIGATOR_WINDOW_INACTIVE:
					if (m_isWindowActive)
					{
						CCApplication::sharedApplication()->applicationDidEnterBackground();
						m_isWindowActive = false;
					}
					break;

				case NAVIGATOR_WINDOW_ACTIVE:
					if (!m_isWindowActive)
					{
						CCApplication::sharedApplication()->applicationWillEnterForeground();
						m_isWindowActive = true;
					}
					break;

				case NAVIGATOR_WINDOW_STATE:
				{
					switch(navigator_event_get_window_state(event))
					{
						case NAVIGATOR_WINDOW_FULLSCREEN:
							if (!m_isWindowActive)
							{
								CCApplication::sharedApplication()->applicationWillEnterForeground();
								m_isWindowActive = true;
							}
							break;
						case NAVIGATOR_WINDOW_THUMBNAIL:
							if (m_isWindowActive)
							{
								CCApplication::sharedApplication()->applicationDidEnterBackground();
								m_isWindowActive = false;
							}
							break;
					}
					break;
				}

				default:
					break;
			}
		}
		else if (domain == screen_get_domain())
		{
			m_screenEvent = screen_event_get_event(event);
			rc = screen_get_event_property_iv(m_screenEvent, SCREEN_PROPERTY_TYPE, &val);
			if (rc || val == SCREEN_EVENT_NONE)
				break;

			float x, y;

			switch (val)
			{
				case SCREEN_EVENT_CLOSE:
					fprintf(stderr, "SCREEN CLOSE EVENT!\n");
					break;

				case SCREEN_EVENT_MTOUCH_RELEASE:
					screen_get_mtouch_event(m_screenEvent, &mtouch_event, 0);
					touch_id = mtouch_event.contact_id;
					x = mtouch_event.x;
					y = mtouch_event.y;

					handleTouchesEnd(1, &touch_id, &x, &y);

					break;

				case SCREEN_EVENT_MTOUCH_TOUCH:
					screen_get_mtouch_event(m_screenEvent, &mtouch_event, 0);
					touch_id = mtouch_event.contact_id;
					x = mtouch_event.x;
					y = mtouch_event.y;

					handleTouchesBegin(1, &touch_id, &x, &y);

					break;

				case SCREEN_EVENT_MTOUCH_MOVE:
					screen_get_mtouch_event(m_screenEvent, &mtouch_event, 0);
					touch_id = mtouch_event.contact_id;
					x = mtouch_event.x;
					y = mtouch_event.y;

					handleTouchesMove(1, &touch_id, &x, &y);

					break;

				case SCREEN_EVENT_POINTER:
					{
						int buttons = 0;
						int pair_[2] = {0};
						float pair[2] = {0.0f};
						static bool mouse_pressed = false;

						// this is a mouse move event, it is applicable to a device with a usb mouse or simulator
						screen_get_event_property_iv(m_screenEvent, SCREEN_PROPERTY_BUTTONS, &buttons);
						screen_get_event_property_iv(m_screenEvent, SCREEN_PROPERTY_SOURCE_POSITION, pair_);
						pair[0] = (float)pair_[0];
						pair[1] = (float)pair_[1];
						if (buttons & SCREEN_LEFT_MOUSE_BUTTON)
						{
							if (mouse_pressed)
							{
								handleTouchesMove(1, &touch_id, &pair[0], &pair[1]);
							}
							else
							{
								// Left mouse button is pressed
								mouse_pressed = true;

								handleTouchesBegin(1, &touch_id, &pair[0], &pair[1]);
							}
						}
						else
						{
							if (mouse_pressed)
							{
								mouse_pressed = false;
								handleTouchesEnd(1, &touch_id, &pair[0], &pair[1]);
							}
						}
					}
					break;

				case SCREEN_EVENT_KEYBOARD:
					screen_get_event_property_iv(m_screenEvent, SCREEN_PROPERTY_KEY_FLAGS, &val);
					if (val & KEY_DOWN)
					{
						screen_get_event_property_iv(m_screenEvent, SCREEN_PROPERTY_KEY_SYM, &val);

						if (val >= ' ' && val < '~')
						{
							buf[0] = val;
							buf[1]=  '\0';
							CCIMEDispatcher::sharedDispatcher()->dispatchInsertText(buf, 1);
						}
						else
						{
							val = val - 0xf000;
							buf[0] = val;
							buf[1]=  '\0';

							switch (val)
							{
								case 8: // backspace
									//		CCKeypadDispatcher::sharedDispatcher()->dispatchKeypadMSG(kTypeBackClicked);
									CCIMEDispatcher::sharedDispatcher()->dispatchDeleteBackward();
									break;

								default:
									CCIMEDispatcher::sharedDispatcher()->dispatchInsertText(buf, 1);
									break;
							}
						}
					}

					break;

				default:
					break;
			}
		}
        else if (domain == sensor_get_domain())
        {
            if (bps_event_get_code(event) == SENSOR_ACCELEROMETER_READING)
            {
            	struct timespec time_struct;
            	long current_time;
                float x, y, z;

                clock_gettime(CLOCK_REALTIME, &time_struct);
                current_time = time2millis(&time_struct);

                sensor_event_get_xyz(event, &x, &y, &z);
                CCDirector::sharedDirector()->getAccelerometer()->update(current_time, -x, -y, z);
            }
        }
	}

	return true;
}
コード例 #6
0
int Platform::enterMessagePump()
{
    GP_ASSERT(_game);

    int rc;
    int eventType;
    int flags;
    int value;
    int position[2];
    int domain;
    mtouch_event_t touchEvent;
    bool suspended = false;

    // Get the initial time.
    clock_gettime(CLOCK_REALTIME, &__timespec);
    __timeStart = timespec2millis(&__timespec);
    __timeAbsolute = 0L;

    _game->run();

    // Message loop.
    while (true)
    {
        bps_event_t* event = NULL;
        
        while (true)
        {
            rc = bps_get_event(&event, 1);
            GP_ASSERT(rc == BPS_SUCCESS);

            if (event == NULL)
                break;

            domain = bps_event_get_domain(event);

            if (domain == screen_get_domain())
            {
                __screenEvent = screen_event_get_event(event);
                screen_get_event_property_iv(__screenEvent, SCREEN_PROPERTY_TYPE, &eventType);
                switch (eventType)
                {
                    case SCREEN_EVENT_MTOUCH_TOUCH:
                    {
                        screen_get_mtouch_event(__screenEvent, &touchEvent, 0);
                        if (__gestureEventsProcessed.any())
                            rc = gestures_set_process_event(__gestureSet, &touchEvent, NULL);

                        if ( !rc && (__multiTouch || touchEvent.contact_id == 0) )
                        {
                            gameplay::Platform::touchEventInternal(Touch::TOUCH_PRESS, touchEvent.x, touchEvent.y, touchEvent.contact_id);
                        }
                        break;
                    }

                    case SCREEN_EVENT_MTOUCH_RELEASE:
                    {
                        screen_get_mtouch_event(__screenEvent, &touchEvent, 0);
                        if (__gestureEventsProcessed.any())
                            rc = gestures_set_process_event(__gestureSet, &touchEvent, NULL);

                        if ( !rc && (__multiTouch || touchEvent.contact_id == 0) )
                        {
                            gameplay::Platform::touchEventInternal(Touch::TOUCH_RELEASE, touchEvent.x, touchEvent.y, touchEvent.contact_id);
                        }
                        if (__gestureSwipeRecognized)
                        {
                            __gestureSwipeRecognized = false;
                        }
                        break;
                    }

                    case SCREEN_EVENT_MTOUCH_MOVE:
                    {
                        screen_get_mtouch_event(__screenEvent, &touchEvent, 0);
                        if (__gestureEventsProcessed.any())
                            rc = gestures_set_process_event(__gestureSet, &touchEvent, NULL);

                        if ( !rc && (__multiTouch || touchEvent.contact_id == 0) )
                        {
                            gameplay::Platform::touchEventInternal(Touch::TOUCH_MOVE, touchEvent.x, touchEvent.y, touchEvent.contact_id);
                        }
                        break;
                    }

                    case SCREEN_EVENT_POINTER:
                    {
                        static int mouse_pressed = 0;
                        int buttons;
                        int wheel;
                        // A move event will be fired unless a button state changed.
                        bool move = true;
                        bool left_move = false;
                        // This is a mouse move event, it is applicable to a device with a usb mouse or simulator.
                        screen_get_event_property_iv(__screenEvent, SCREEN_PROPERTY_BUTTONS, &buttons);
                        screen_get_event_property_iv(__screenEvent, SCREEN_PROPERTY_SOURCE_POSITION, position);
                        screen_get_event_property_iv(__screenEvent, SCREEN_PROPERTY_MOUSE_WHEEL, &wheel);

                        // Handle left mouse. Interpret as touch if the left mouse event is not consumed.
                        if (buttons & SCREEN_LEFT_MOUSE_BUTTON)
                        {
                            if (mouse_pressed & SCREEN_LEFT_MOUSE_BUTTON)
                            {
                                left_move = true;
                            }
                            else
                            {
                                move = false;
                                mouse_pressed |= SCREEN_LEFT_MOUSE_BUTTON;
                                mouseOrTouchEvent(Mouse::MOUSE_PRESS_LEFT_BUTTON, Touch::TOUCH_PRESS, position[0], position[1]);
                            }
                        }
                        else if (mouse_pressed & SCREEN_LEFT_MOUSE_BUTTON)
                        {
                            move = false;
                            mouse_pressed &= ~SCREEN_LEFT_MOUSE_BUTTON;
                            mouseOrTouchEvent(Mouse::MOUSE_RELEASE_LEFT_BUTTON, Touch::TOUCH_RELEASE, position[0], position[1]);
                        }

                        // Handle right mouse.
                        if (buttons & SCREEN_RIGHT_MOUSE_BUTTON)
                        {
                            if ((mouse_pressed & SCREEN_RIGHT_MOUSE_BUTTON) == 0)
                            {
                                move = false;
                                mouse_pressed |= SCREEN_RIGHT_MOUSE_BUTTON;
                                gameplay::Platform::mouseEventInternal(Mouse::MOUSE_PRESS_RIGHT_BUTTON, position[0], position[1], 0);
                            }
                        }
                        else if (mouse_pressed & SCREEN_RIGHT_MOUSE_BUTTON)
                        {
                            move = false;
                            mouse_pressed &= ~SCREEN_RIGHT_MOUSE_BUTTON;
                            gameplay::Platform::mouseEventInternal(Mouse::MOUSE_RELEASE_RIGHT_BUTTON, position[0], position[1], 0);
                        }

                        // Handle middle mouse.
                        if (buttons & SCREEN_MIDDLE_MOUSE_BUTTON)
                        {
                            if ((mouse_pressed & SCREEN_MIDDLE_MOUSE_BUTTON) == 0)
                            {
                                move = false;
                                mouse_pressed |= SCREEN_MIDDLE_MOUSE_BUTTON;
                                gameplay::Platform::mouseEventInternal(Mouse::MOUSE_PRESS_MIDDLE_BUTTON, position[0], position[1], 0);
                            }
                        }
                        else if (mouse_pressed & SCREEN_MIDDLE_MOUSE_BUTTON)
                        {
                            move = false;
                            mouse_pressed &= ~SCREEN_MIDDLE_MOUSE_BUTTON;
                            gameplay::Platform::mouseEventInternal(Mouse::MOUSE_RELEASE_MIDDLE_BUTTON, position[0], position[1], 0);
                        }

                        // Fire a move event if none of the buttons changed.
                        if (left_move)
                        {
                            mouseOrTouchEvent(Mouse::MOUSE_MOVE, Touch::TOUCH_MOVE, position[0], position[1]);
                        }
                        else if (move)
                        {
                            gameplay::Platform::mouseEventInternal(Mouse::MOUSE_MOVE, position[0], position[1], 0);
                        }

                        // Handle mouse wheel events.
                        if (wheel)
                        {
                            gameplay::Platform::mouseEventInternal(Mouse::MOUSE_WHEEL, position[0], position[1], -wheel);
                        }
                        break;
                    }

                    case SCREEN_EVENT_KEYBOARD:
                    {
                        screen_get_event_property_iv(__screenEvent, SCREEN_PROPERTY_KEY_FLAGS, &flags);
                        screen_get_event_property_iv(__screenEvent, SCREEN_PROPERTY_KEY_SYM, &value);
                        gameplay::Keyboard::KeyEvent evt = (flags & KEY_DOWN) ? gameplay::Keyboard::KEY_PRESS :  gameplay::Keyboard::KEY_RELEASE;
                        // Suppress key repeats.
                        if ((flags & KEY_REPEAT) == 0)
                        {
                            keyEventInternal(evt, getKey(value));
                            if (evt == gameplay::Keyboard::KEY_PRESS && (flags & KEY_SYM_VALID))
                            {
                                int unicode = getUnicode(value);
                                if (unicode)
                                    keyEventInternal(gameplay::Keyboard::KEY_CHAR, unicode);
                            }
                        }
                        break;
                    }
                }
            }
            else if (domain == navigator_get_domain())
            {
                switch (bps_event_get_code(event))
                {
                case NAVIGATOR_SWIPE_DOWN:
                    _game->menuEvent();
                    break;
                case NAVIGATOR_WINDOW_STATE:
                {
                    navigator_window_state_t state = navigator_event_get_window_state(event);
                    switch (state)
                    {
                    case NAVIGATOR_WINDOW_FULLSCREEN:
                        _game->resume();
                        suspended = false;
                        break;
                    case NAVIGATOR_WINDOW_THUMBNAIL:
                    case NAVIGATOR_WINDOW_INVISIBLE:
                        if (!suspended)
                            _game->pause();
                        suspended = true;
                        break;
                    }
                    break;
                }
                case NAVIGATOR_EXIT:
                    _game->exit();
                    break;
                }
            }
            else if (domain == sensor_get_domain())
            {
                if (bps_event_get_code(event) == SENSOR_AZIMUTH_PITCH_ROLL_READING)
                {
                    float azimuth;
                    sensor_event_get_apr(event, &azimuth, &__pitch, &__roll);
                }
            }
        }

        // If we are done, then exit.
        if (_game->getState() == Game::UNINITIALIZED)
            break;

        if (!suspended)
        {
            _game->frame();

            // Post the new frame to the display.
            // Note that there are a couple cases where eglSwapBuffers could fail
            // with an error code that requires a certain level of re-initialization:
            //
            // 1) EGL_BAD_NATIVE_WINDOW - Called when the surface we're currently using
            //    is invalidated. This would require us to destroy our EGL surface,
            //    close our OpenKODE window, and start again.
            //
            // 2) EGL_CONTEXT_LOST - Power management event that led to our EGL context
            //    being lost. Requires us to re-create and re-initalize our EGL context
            //    and all OpenGL ES state.
            //
            // For now, if we get these, we'll simply exit.
            rc = eglSwapBuffers(__eglDisplay, __eglSurface);
            if (rc != EGL_TRUE)
            {
                _game->exit();
                perror("eglSwapBuffers");
                break;
            }
        }
    }

    screen_stop_events(__screenContext);
    bps_shutdown();
    screen_destroy_context(__screenContext);

    return 0;
}