/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "AndroidApplication.h" #include #include #include #include "Magnum/GL/Version.h" #include "Magnum/Platform/GLContext.h" #include "Implementation/Egl.h" /* This function would be stripped by the linker otherwise. Search for the name below for the complete rant. */ extern "C" void ANativeActivity_onCreate(struct ANativeActivity*, void*, size_t); namespace Magnum { namespace Platform { struct AndroidApplication::LogOutput { LogOutput(); Utility::AndroidLogStreamBuffer debugBuffer, warningBuffer, errorBuffer; std::ostream debugStream, warningStream, errorStream; Debug redirectDebug; Warning redirectWarning; Error redirectError; }; AndroidApplication::LogOutput::LogOutput(): debugBuffer(Utility::AndroidLogStreamBuffer::LogPriority::Info, "magnum"), warningBuffer(Utility::AndroidLogStreamBuffer::LogPriority::Warning, "magnum"), errorBuffer(Utility::AndroidLogStreamBuffer::LogPriority::Error, "magnum"), debugStream(&debugBuffer), warningStream(&warningBuffer), errorStream(&errorBuffer), redirectDebug{&debugStream}, redirectWarning{&warningStream}, redirectError{&errorStream} {} AndroidApplication::AndroidApplication(const Arguments& arguments): AndroidApplication{arguments, Configuration{}, GLConfiguration{}} {} AndroidApplication::AndroidApplication(const Arguments& arguments, const Configuration& configuration): AndroidApplication{arguments, configuration, GLConfiguration{}} {} AndroidApplication::AndroidApplication(const Arguments& arguments, const Configuration& configuration, const GLConfiguration& glConfiguration): AndroidApplication{arguments, NoCreate} { create(configuration, glConfiguration); } AndroidApplication::AndroidApplication(const Arguments& arguments, NoCreateT): _state{arguments}, _context{new GLContext{NoCreate, 0, nullptr}} { /* Redirect debug output to Android log */ _logOutput.reset(new LogOutput); } AndroidApplication::~AndroidApplication() { eglMakeCurrent(_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroyContext(_display, _glContext); eglDestroySurface(_display, _surface); eglTerminate(_display); } ANativeActivity* AndroidApplication::nativeActivity() { return _state->activity; } void AndroidApplication::create() { create(Configuration{}, GLConfiguration{}); } void AndroidApplication::create(const Configuration& configuration) { create(configuration, GLConfiguration{}); } void AndroidApplication::create(const Configuration& configuration, const GLConfiguration& glConfiguration) { if(!tryCreate(configuration, glConfiguration)) std::exit(32); } bool AndroidApplication::tryCreate(const Configuration& configuration) { return tryCreate(configuration, GLConfiguration{}); } bool AndroidApplication::tryCreate(const Configuration& configuration, const GLConfiguration& glConfiguration) { CORRADE_ASSERT(_context->version() == GL::Version::None, "Platform::AndroidApplication::tryCreate(): context already created", false); /* Initialize EGL */ _display = eglGetDisplay(EGL_DEFAULT_DISPLAY); if(!eglInitialize(_display, nullptr, nullptr)) { Error() << "Platform::AndroidApplication::tryCreate(): cannot initialize EGL:" << Implementation::eglErrorString(eglGetError()); return false; } /* Choose config */ const EGLint configAttributes[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RED_SIZE, glConfiguration.colorBufferSize().r(), EGL_GREEN_SIZE, glConfiguration.colorBufferSize().g(), EGL_BLUE_SIZE, glConfiguration.colorBufferSize().b(), EGL_ALPHA_SIZE, glConfiguration.colorBufferSize().a(), EGL_DEPTH_SIZE, glConfiguration.depthBufferSize(), EGL_STENCIL_SIZE, glConfiguration.stencilBufferSize(), EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE }; EGLint configCount; EGLConfig config; if(!eglChooseConfig(_display, configAttributes, &config, 1, &configCount)) { Error() << "Platform::AndroidApplication::tryCreate(): cannot choose EGL config:" << Implementation::eglErrorString(eglGetError()); return false; } /* Resize native window and match it to the selected format */ EGLint format; CORRADE_INTERNAL_ASSERT_OUTPUT(eglGetConfigAttrib(_display, config, EGL_NATIVE_VISUAL_ID, &format)); ANativeWindow_setBuffersGeometry(_state->window, configuration.size().isZero() ? 0 : configuration.size().x(), configuration.size().isZero() ? 0 : configuration.size().y(), format); /* Create surface and context */ if(!(_surface = eglCreateWindowSurface(_display, config, _state->window, nullptr))) { Error() << "Platform::AndroidApplication::tryCreate(): cannot create EGL window surface:" << Implementation::eglErrorString(eglGetError()); return false; } const EGLint contextAttributes[] = { #ifdef MAGNUM_TARGET_GLES2 EGL_CONTEXT_CLIENT_VERSION, 2, #elif defined(MAGNUM_TARGET_GLES3) EGL_CONTEXT_CLIENT_VERSION, 3, #else #error Android with desktop OpenGL? Wow, that is a new thing. #endif EGL_NONE }; if(!(_glContext = eglCreateContext(_display, config, EGL_NO_CONTEXT, contextAttributes))) { Error() << "Platform::AndroidApplication::tryCreate(): cannot create EGL context:" << Implementation::eglErrorString(eglGetError()); return false; } /* Make the context current */ CORRADE_INTERNAL_ASSERT_OUTPUT(eglMakeCurrent(_display, _surface, _surface, _glContext)); /* Return true if the initialization succeeds */ return _context->tryCreate(); } Vector2i AndroidApplication::windowSize() const { return {ANativeWindow_getWidth(_state->window), ANativeWindow_getHeight(_state->window)}; } void AndroidApplication::swapBuffers() { eglSwapBuffers(_display, _surface); } void AndroidApplication::viewportEvent(ViewportEvent& event) { #ifdef MAGNUM_BUILD_DEPRECATED CORRADE_IGNORE_DEPRECATED_PUSH viewportEvent(event.windowSize()); CORRADE_IGNORE_DEPRECATED_POP #else static_cast(event); #endif } #ifdef MAGNUM_BUILD_DEPRECATED void AndroidApplication::viewportEvent(const Vector2i&) {} #endif void AndroidApplication::mousePressEvent(MouseEvent&) {} void AndroidApplication::mouseReleaseEvent(MouseEvent&) {} void AndroidApplication::mouseMoveEvent(MouseMoveEvent&) {} namespace { struct Data { Data(std::unique_ptr(*instancer)(const AndroidApplication::Arguments&), void(*nativeActivity)(ANativeActivity*,void*,size_t)): instancer(instancer), nativeActivity{nativeActivity} {} std::unique_ptr(*instancer)(const AndroidApplication::Arguments&); std::unique_ptr instance; void(*nativeActivity)(ANativeActivity*,void*,size_t); }; } void AndroidApplication::commandEvent(android_app* state, int32_t cmd) { Data& data = *static_cast(state->userData); switch(cmd) { case APP_CMD_SAVE_STATE: /** @todo Make use of this */ break; case APP_CMD_INIT_WINDOW: /* Create the application */ if(!data.instance) { data.instance = data.instancer(state); data.instance->drawEvent(); } break; case APP_CMD_TERM_WINDOW: /* Destroy the application */ data.instance.reset(); break; case APP_CMD_GAINED_FOCUS: case APP_CMD_LOST_FOCUS: /** @todo Make use of these */ break; } } std::int32_t AndroidApplication::inputEvent(android_app* state, AInputEvent* event) { CORRADE_INTERNAL_ASSERT(static_cast(state->userData)->instance); AndroidApplication& app = *static_cast(state->userData)->instance; if(AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { const std::int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; switch(action) { case AMOTION_EVENT_ACTION_DOWN: case AMOTION_EVENT_ACTION_UP: { MouseEvent e(event); action == AMOTION_EVENT_ACTION_DOWN ? app.mousePressEvent(e) : app.mouseReleaseEvent(e); return e.isAccepted() ? 1 : 0; } case AMOTION_EVENT_ACTION_MOVE: { MouseMoveEvent e(event); app.mouseMoveEvent(e); return e.isAccepted() ? 1 : 0; } } /** @todo Implement also other input events */ } return 0; } AndroidApplication::GLConfiguration::GLConfiguration(): _colorBufferSize{8, 8, 8, 0}, _depthBufferSize{24}, _stencilBufferSize{0} {} void AndroidApplication::exec(android_app* state, std::unique_ptr(*instancer)(const Arguments&)) { state->onAppCmd = commandEvent; state->onInputEvent = inputEvent; /* Long time ago there was a call to app_dummy() that prevented stripping the ANativeActivity_onCreate() symbol. It was awful enough on its own, but they decided that it's no longer needed and the PROPER AND BETTER SOLUTION is to pollute all downstream build scripts with `-u ANativeActivity_onCreate` passed to linker. That's just fucking awful. I can't use app_dummy() as it's deprecated, so I'm simply retrieving the function pointer to the ANativeActivity_onCreate function and saving it somewhere to convince the linker it's really needed. I WANT TO SCREAM. https://github.com/android-ndk/ndk/issues/381 */ /** @todo Make use of saved state */ Data data{instancer, ANativeActivity_onCreate}; state->userData = &data; for(;;) { /* Read all pending events. Block and wait for them only if the app doesn't want to redraw immediately WHY THIS GODDAMN THING DOESNT HAVE SOMETHING LIKE WAIT FOR EVENT SO I NEED TO TANGLE THIS TANGLED MESS OF HELL */ int ident, events; android_poll_source* source; while((ident = ALooper_pollAll( data.instance && (data.instance->_flags & Flag::Redraw) ? 0 : -1, nullptr, &events, reinterpret_cast(&source))) >= 0) { /* Process this event OH SIR MAY MY POOR EXISTENCE CALL THIS FUNCTION FOR YOU IF YOU DON'T MIND? */ if(source) source->process(state, source); /* Exit WHY THIS HAS TO BE HANDLED HERE WHILE EVERY OTHER THING IS HANDLED THROUGH CALLBACK GODDAMMIT */ if(state->destroyRequested != 0) return; } /* Redraw the app if it wants to be redrawn. Frame limiting is done by Android itself */ if(data.instance && (data.instance->_flags & Flag::Redraw)) data.instance->drawEvent(); } state->userData = nullptr; } }}