bool Engine::shouldRender() { if (nv_app_status_interactable(mApp)) { if (!mEGL->isReadyToRender(true)) return false; bool redraw = mRedraw; if (mForceRender > 0) { mForceRender--; redraw = true; } mRedraw = false; return redraw; } else { mRedraw = false; // Even if we are not interactible, we may be visible, so we // HAVE to do any forced renderings if we can. We must also // check for resize, since that may have been the point of the // forced render request in the first place! if ((mForceRender > 0) && mEGL->isReadyToRender(false)) { mForceRender--; return true; } } return false; }
/** * 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; } Engine* engine = new Engine(*egl, app); long lastTime = egl->getSystemTime(); // loop waiting for stuff to do. 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 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(((nv_app_status_focused(app) && engine->isGameplayMode()) ? 1 : 250), NULL, &events, (void**)&source)) >= 0) { // If we timed out, then there are no pending messages if (ident == ALOOPER_POLL_TIMEOUT) break; // 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; engine->looperIteration(ident); } 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; }