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native_engine.cpp
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native_engine.cpp
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/*
* Copyright 2021 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* https://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "common.hpp"
#include "input_util.hpp"
#include "joystick-support.hpp"
#include "scene_manager.hpp"
#include "loader_scene.hpp"
#include "native_engine.hpp"
#include "game-activity/GameActivity.h"
#include "memory_advice/memory_advice.h"
#include "paddleboat/paddleboat.h"
#include "swappy/swappyGL.h"
#include "welcome_scene.hpp"
#include "gni/gni.h"
// verbose debug logs on?
#define VERBOSE_LOGGING 1
#if VERBOSE_LOGGING
#define VLOGD ALOGI
#else
#define VLOGD
#endif
// max # of GL errors to print before giving up
#define MAX_GL_ERRORS 200
static const char *VIBRATOR_SYSTEM_STRING = "vibrator";
static const char *VIBRATOR_MANAGER_SYSTEM_STRING = "vibrator_manager";
static NativeEngine *_singleton = NULL;
// workaround for internal bug b/149866792
static NativeEngineSavedState appState = {false};
static void _GameControllerStatusCallback(const int32_t controllerIndex,
const Paddleboat_ControllerStatus status, void *) {
if (_singleton != NULL) {
// Always make the most recently connected controller the active one
if (status == PADDLEBOAT_CONTROLLER_JUST_CONNECTED) {
_singleton->SetActiveGameControllerIndex(controllerIndex);
} else if (status == PADDLEBOAT_CONTROLLER_JUST_DISCONNECTED) {
// We only care if the controller that disconnected was the one
// we are currently using
if (controllerIndex == _singleton->GetActiveGameControllerIndex()) {
// Default to no fallback controller, loop and look for another connected
// one
int32_t newControllerIndex = -1;
for (int32_t i = 0; i < PADDLEBOAT_MAX_CONTROLLERS; ++i) {
if (i != controllerIndex &&
Paddleboat_getControllerStatus(i) == PADDLEBOAT_CONTROLLER_ACTIVE) {
newControllerIndex = i;
break;
}
}
_singleton->SetActiveGameControllerIndex(newControllerIndex);
}
}
}
}
NativeEngine::NativeEngine(struct android_app *app) {
ALOGI("NativeEngine: initializing.");
mApp = app;
mHasFocus = mIsVisible = mHasWindow = false;
mHasGLObjects = false;
mEglDisplay = EGL_NO_DISPLAY;
mEglSurface = EGL_NO_SURFACE;
mEglContext = EGL_NO_CONTEXT;
mEglConfig = 0;
mSurfWidth = mSurfHeight = 0;
mGameControllerIndex = -1;
mApiVersion = 0;
mActiveAxisIds = 0;
mJniEnv = NULL;
mAppJniEnv = NULL;
memset(&mState, 0, sizeof(mState));
mIsFirstFrame = true;
mGameAssetManager = new GameAssetManager(app->activity->assetManager,
app->activity->vm,
app->activity->javaGameActivity);
mTextureManager = NULL;
if (app->savedState != NULL) {
// we are starting with previously saved state -- restore it
mState = *(struct NativeEngineSavedState *) app->savedState;
}
// only one instance of NativeEngine may exist!
MY_ASSERT(_singleton == NULL);
_singleton = this;
Paddleboat_init(GetJniEnv(), app->activity->javaGameActivity);
Paddleboat_setControllerStatusCallback(_GameControllerStatusCallback, NULL);
const MemoryAdvice_ErrorCode memoryError = MemoryAdvice_init(GetJniEnv(),
app->activity->javaGameActivity);
if (memoryError != MEMORYADVICE_ERROR_OK) {
ALOGE("MemoryAdvice_init failed with error: %d", memoryError);
} else {
ALOGI("Initialized MemoryAdvice");
}
// Initialize the memory consumer, used to exercise the
// Memory Advice library. Off by default.
mMemoryConsumer = new MemoryConsumer(false);
// Initialize the GNI runtime. This function needs to be called before any
// call to the wrapper code (the VibrationHelper depends on this).
GniCore_init(app->activity->vm, app->activity->javaGameActivity);
// Initialize the vibration helper, used to vibrate the device if supported
String *vibratorString = String_fromCString(VIBRATOR_SYSTEM_STRING);
String *vibrationManagerString = String_fromCString(VIBRATOR_MANAGER_SYSTEM_STRING);
mVibrationHelper = new VibrationHelper(app->activity->javaGameActivity,
String_getJniReference(vibratorString),
String_getJniReference(vibrationManagerString));
String_destroy(vibratorString);
String_destroy(vibrationManagerString);
ALOGI("Calling SwappyGL_init");
SwappyGL_init(GetJniEnv(), mApp->activity->javaGameActivity);
SwappyGL_setSwapIntervalNS(SWAPPY_SWAP_60FPS);
#ifdef SWAPPY_OFF_MODE
SwappyGL_setMaxAutoSwapIntervalNS(0);
#endif // SWAPPY_OFF_MODE
mTuningManager = new TuningManager(GetJniEnv(), app->activity->javaGameActivity, app->config);
WelcomeScene::InitAboutText(GetJniEnv(), app->activity->javaGameActivity);
// This is needed to allow controller events through to us.
// By default, only touch-screen events are passed through, to match the
// behaviour of NativeActivity.
android_app_set_motion_event_filter(app, nullptr);
// Flags to control how the IME behaves.
constexpr int InputType_dot_TYPE_CLASS_TEXT = 1;
constexpr int IME_ACTION_NONE = 1;
constexpr int IME_FLAG_NO_FULLSCREEN = 33554432;
GameActivity_setImeEditorInfo(app->activity, InputType_dot_TYPE_CLASS_TEXT,
IME_ACTION_NONE, IME_FLAG_NO_FULLSCREEN);
// Set fields retrieved through JNI
// Find the Java class
jclass activityClass = GetJniEnv()->GetObjectClass(mApp->activity->javaGameActivity);
// Field that stores the path to save files to internal storage
jmethodID getInternalStoragePathID = GetJniEnv()->GetMethodID(
activityClass, "getInternalStoragePath", "()Ljava/lang/String;");
jobject jInternalStoragePath = GetJniEnv()->CallObjectMethod(
mApp->activity->javaGameActivity, getInternalStoragePathID);
jboolean isCopy;
const char * str = GetJniEnv()->GetStringUTFChars((jstring)jInternalStoragePath, &isCopy);
char *internalStoragePath = new char[strlen(str) + 2];
strcpy(internalStoragePath, str);
if (isCopy == JNI_TRUE) {
GetJniEnv()->ReleaseStringUTFChars((jstring)jInternalStoragePath, str);
}
GetJniEnv()->DeleteLocalRef(jInternalStoragePath);
// Flag to find if cloud save is enabled
jmethodID isPlayGamesServicesLinkedID =
GetJniEnv()->GetMethodID(activityClass, "isPlayGamesServicesLinked", "()Z");
mCloudSaveEnabled = (bool) GetJniEnv()->CallBooleanMethod(
mApp->activity->javaGameActivity, isPlayGamesServicesLinkedID);
mDataStateMachine = new DataLoaderStateMachine(mCloudSaveEnabled, internalStoragePath);
}
NativeEngine *NativeEngine::GetInstance() {
MY_ASSERT(_singleton != NULL);
return _singleton;
}
NativeEngine::~NativeEngine() {
VLOGD("NativeEngine: destructor running");
delete mVibrationHelper;
delete mTuningManager;
Paddleboat_setControllerStatusCallback(NULL, NULL);
Paddleboat_destroy(GetJniEnv());
SwappyGL_destroy();
if (mTextureManager != NULL) {
delete mTextureManager;
}
KillContext();
delete mGameAssetManager;
if (mJniEnv) {
ALOGI("Detaching current thread from JNI.");
mApp->activity->vm->DetachCurrentThread();
ALOGI("Current thread detached from JNI.");
mJniEnv = NULL;
}
_singleton = NULL;
delete mDataStateMachine;
}
static void _handle_cmd_proxy(struct android_app *app, int32_t cmd) {
NativeEngine *engine = (NativeEngine *) app->userData;
engine->HandleCommand(cmd);
}
//static int _handle_input_proxy(struct android_app* app, AInputEvent* event) {
// NativeEngine *engine = (NativeEngine*) app->userData;
// return engine->HandleInput(event) ? 1 : 0;
//}
bool NativeEngine::IsAnimating() {
return mHasFocus && mIsVisible && mHasWindow;
}
static bool _cooked_event_callback(struct CookedEvent *event) {
SceneManager *mgr = SceneManager::GetInstance();
PointerCoords coords;
memset(&coords, 0, sizeof(coords));
coords.x = event->motionX;
coords.y = event->motionY;
coords.minX = event->motionMinX;
coords.maxX = event->motionMaxX;
coords.minY = event->motionMinY;
coords.maxY = event->motionMaxY;
coords.isScreen = event->motionIsOnScreen;
switch (event->type) {
case COOKED_EVENT_TYPE_JOY:
mgr->UpdateJoy(event->joyX, event->joyY);
return true;
case COOKED_EVENT_TYPE_POINTER_DOWN:
mgr->OnPointerDown(event->motionPointerId, &coords);
return true;
case COOKED_EVENT_TYPE_POINTER_UP:
mgr->OnPointerUp(event->motionPointerId, &coords);
return true;
case COOKED_EVENT_TYPE_POINTER_MOVE:
mgr->OnPointerMove(event->motionPointerId, &coords);
return true;
case COOKED_EVENT_TYPE_KEY_DOWN:
mgr->OnKeyDown(getOurKeyFromAndroidKey(event->keyCode));
return true;
case COOKED_EVENT_TYPE_KEY_UP:
mgr->OnKeyUp(getOurKeyFromAndroidKey(event->keyCode));
return true;
case COOKED_EVENT_TYPE_BACK:
return mgr->OnBackKeyPressed();
case COOKED_EVENT_TYPE_TEXT_INPUT:
mgr->OnTextInput();
return true;
default:
return false;
}
}
void NativeEngine::GameLoop() {
mApp->userData = this;
mApp->onAppCmd = _handle_cmd_proxy;
//mApp->onInputEvent = _handle_input_proxy;
while (1) {
int events;
struct android_poll_source *source;
// If not animating, block until we get an event; if animating, don't block.
while ((ALooper_pollAll(IsAnimating() ? 0 : -1, NULL, &events, (void **) &source)) >= 0) {
// process event
if (source != NULL) {
source->process(source->app, source);
}
// are we exiting?
if (mApp->destroyRequested) {
return;
}
}
mMemoryConsumer->Update();
mGameAssetManager->UpdateGameAssetManager();
Paddleboat_update(GetJniEnv());
HandleGameActivityInput();
if (mApp->textInputState) {
struct CookedEvent ev;
ev.type = COOKED_EVENT_TYPE_TEXT_INPUT;
ev.textInputState = true;
_cooked_event_callback(&ev);
mApp->textInputState = 0;
}
if (IsAnimating()) {
DoFrame();
}
}
}
JNIEnv *NativeEngine::GetJniEnv() {
if (!mJniEnv) {
ALOGI("Attaching current thread to JNI.");
if (0 != mApp->activity->vm->AttachCurrentThread(&mJniEnv, NULL)) {
ALOGE("*** FATAL ERROR: Failed to attach thread to JNI.");
ABORT_GAME;
}
MY_ASSERT(mJniEnv != NULL);
ALOGI("Attached current thread to JNI, %p", mJniEnv);
}
return mJniEnv;
}
JNIEnv *NativeEngine::GetAppJniEnv() {
if (!mAppJniEnv) {
ALOGI("Attaching current thread to JNI.");
if (0 != mApp->activity->vm->AttachCurrentThread(&mAppJniEnv, NULL)) {
ALOGE("*** FATAL ERROR: Failed to attach thread to JNI.");
ABORT_GAME;
}
MY_ASSERT(mAppJniEnv != NULL);
ALOGI("Attached current thread to JNI, %p", mAppJniEnv);
}
return mAppJniEnv;
}
DataLoaderStateMachine *NativeEngine::BeginSavedGameLoad() {
if (IsCloudSaveEnabled()) {
ALOGI("Scheduling task to load cloud data through JNI");
jclass activityClass = GetJniEnv()->GetObjectClass(mApp->activity->javaGameActivity);
jmethodID loadCloudCheckpointID =
GetJniEnv()->GetMethodID(activityClass, "loadCloudCheckpoint", "()V");
GetJniEnv()->CallVoidMethod(mApp->activity->javaGameActivity, loadCloudCheckpointID);
} else {
mDataStateMachine->LoadLocalProgress();
}
return mDataStateMachine;
}
bool NativeEngine::SaveProgress(int level, bool forceSave) {
if (!forceSave) {
if (level <= mDataStateMachine->getLevelLoaded()) {
// nothing to do
ALOGI("No need to save level, current = %d, saved = %d",
level, mDataStateMachine->getLevelLoaded());
return false;
} else if (!IsCheckpointLevel(level)) {
ALOGI("Current level %d is not a checkpoint level. Nothing to save.", level);
return false;
}
}
// Save state locally and to the cloud if it is enabled
ALOGI("Saving progress to LOCAL FILE: level %d", level);
mDataStateMachine->SaveLocalProgress(level);
if (IsCloudSaveEnabled()) {
ALOGI("Saving progress to the cloud: level %d", level);
SaveGameToCloud(level);
}
return true;
}
void NativeEngine::SaveGameToCloud(int level) {
MY_ASSERT(GetJniEnv() && IsCloudSaveEnabled());
ALOGI("Scheduling task to save cloud data through JNI");
jclass activityClass = GetJniEnv()->GetObjectClass(mApp->activity->javaGameActivity);
jmethodID saveCloudCheckpointID =
GetJniEnv()->GetMethodID(activityClass, "saveCloudCheckpoint", "(I)V");
GetJniEnv()->CallVoidMethod(
mApp->activity->javaGameActivity, saveCloudCheckpointID, (jint)level);
}
// TODO: rename the methods according to your package name
extern "C" jboolean Java_com_google_sample_agdktunnel_PGSManager_isLoadingWorkInProgress(
JNIEnv */*env*/, jobject /*pgsManager*/) {
NativeEngine *instance = NativeEngine::GetInstance();
return (jboolean)!instance->GetDataStateMachine()->isLoadingDataCompleted();
}
extern "C" void Java_com_google_sample_agdktunnel_PGSManager_savedStateInitLoading(
JNIEnv */*env*/, jobject /*pgsManager*/) {
NativeEngine *instance = NativeEngine::GetInstance();
instance->GetDataStateMachine()->init();
}
extern "C" void Java_com_google_sample_agdktunnel_PGSManager_authenticationCompleted(
JNIEnv */*env*/, jobject /*pgsManager*/) {
NativeEngine *instance = NativeEngine::GetInstance();
instance->GetDataStateMachine()->authenticationCompleted();
}
extern "C" void Java_com_google_sample_agdktunnel_PGSManager_authenticationFailed(
JNIEnv */*env*/, jobject /*pgsManager*/) {
NativeEngine *instance = NativeEngine::GetInstance();
instance->GetDataStateMachine()->authenticationFailed();
}
extern "C" void Java_com_google_sample_agdktunnel_PGSManager_savedStateSnapshotNotFound(
JNIEnv */*env*/, jobject /*pgsManager*/) {
NativeEngine *instance = NativeEngine::GetInstance();
instance->GetDataStateMachine()->savedStateSnapshotNotFound();
}
extern "C" void Java_com_google_sample_agdktunnel_PGSManager_savedStateCloudDataFound(
JNIEnv */*env*/, jobject /*pgsManagerl*/) {
NativeEngine *instance = NativeEngine::GetInstance();
instance->GetDataStateMachine()->savedStateCloudDataFound();
}
extern "C" void Java_com_google_sample_agdktunnel_PGSManager_savedStateLoadingFailed(
JNIEnv */*env*/, jobject /*pgsManager*/) {
NativeEngine *instance = NativeEngine::GetInstance();
instance->GetDataStateMachine()->savedStateLoadingFailed();
}
extern "C" void Java_com_google_sample_agdktunnel_PGSManager_savedStateLoadingCompleted(
JNIEnv */*env*/, jobject /*pgsManager*/, jint level) {
NativeEngine *instance = NativeEngine::GetInstance();
instance->GetDataStateMachine()->savedStateLoadingCompleted(level);
}
static char sInsetsTypeName[][32] = {
"CAPTION_BAR",
"DISPLAY_CUTOUT",
"IME",
"MANDATORY_SYSTEM_GESTURES",
"NAVIGATION_BARS",
"STATUS_BARS",
"SYSTEM_BARS",
"SYSTEM_GESTURES",
"TAPABLE_ELEMENT",
"WATERFALL",
};
void NativeEngine::HandleCommand(int32_t cmd) {
SceneManager *mgr = SceneManager::GetInstance();
VLOGD("NativeEngine: handling command %d.", cmd);
switch (cmd) {
case APP_CMD_SAVE_STATE:
// The system has asked us to save our current state.
VLOGD("NativeEngine: APP_CMD_SAVE_STATE");
mState.mHasFocus = mHasFocus;
mApp->savedState = malloc(sizeof(mState));
*((NativeEngineSavedState *) mApp->savedState) = mState;
mApp->savedStateSize = sizeof(mState);
break;
case APP_CMD_INIT_WINDOW:
// We have a window!
VLOGD("NativeEngine: APP_CMD_INIT_WINDOW");
if (mApp->window != NULL) {
mHasWindow = true;
SwappyGL_setWindow(mApp->window);
if (mApp->savedStateSize == sizeof(mState) && mApp->savedState != nullptr) {
mState = *((NativeEngineSavedState *) mApp->savedState);
mHasFocus = mState.mHasFocus;
} else {
// Workaround APP_CMD_GAINED_FOCUS issue where the focus state is not
// passed down from GameActivity when restarting Activity
mHasFocus = appState.mHasFocus;
}
}
VLOGD("HandleCommand(%d): hasWindow = %d, hasFocus = %d", cmd,
mHasWindow ? 1 : 0, mHasFocus ? 1 : 0);
break;
case APP_CMD_TERM_WINDOW:
// The window is going away -- kill the surface
VLOGD("NativeEngine: APP_CMD_TERM_WINDOW");
KillSurface();
mHasWindow = false;
break;
case APP_CMD_GAINED_FOCUS:
VLOGD("NativeEngine: APP_CMD_GAINED_FOCUS");
mHasFocus = true;
mState.mHasFocus = appState.mHasFocus = mHasFocus;
break;
case APP_CMD_LOST_FOCUS:
VLOGD("NativeEngine: APP_CMD_LOST_FOCUS");
mHasFocus = false;
mState.mHasFocus = appState.mHasFocus = mHasFocus;
break;
case APP_CMD_PAUSE:
VLOGD("NativeEngine: APP_CMD_PAUSE");
mGameAssetManager->OnPause();
mgr->OnPause();
break;
case APP_CMD_RESUME:
VLOGD("NativeEngine: APP_CMD_RESUME");
mGameAssetManager->OnResume();
mgr->OnResume();
break;
case APP_CMD_STOP:
VLOGD("NativeEngine: APP_CMD_STOP");
mIsVisible = false;
Paddleboat_onStop(GetJniEnv());
break;
case APP_CMD_START:
VLOGD("NativeEngine: APP_CMD_START");
Paddleboat_onStart(GetJniEnv());
mIsVisible = true;
break;
case APP_CMD_WINDOW_RESIZED:
case APP_CMD_CONFIG_CHANGED:
VLOGD("NativeEngine: %s", cmd == APP_CMD_WINDOW_RESIZED ?
"APP_CMD_WINDOW_RESIZED" : "APP_CMD_CONFIG_CHANGED");
// Window was resized or some other configuration changed.
// Note: we don't handle this event because we check the surface dimensions
// every frame, so that's how we know it was resized. If you are NOT doing that,
// then you need to handle this event!
break;
case APP_CMD_LOW_MEMORY:
VLOGD("NativeEngine: APP_CMD_LOW_MEMORY");
// system told us we have low memory. So if we are not visible, let's
// cooperate by deallocating all of our graphic resources.
if (!mHasWindow) {
VLOGD("NativeEngine: trimming memory footprint (deleting GL objects).");
KillGLObjects();
}
break;
case APP_CMD_CONTENT_RECT_CHANGED:
VLOGD("NativeEngine: APP_CMD_CONTENT_RECT_CHANGED");
break;
case APP_CMD_WINDOW_REDRAW_NEEDED:
VLOGD("NativeEngine: APP_CMD_WINDOW_REDRAW_NEEDED");
break;
case APP_CMD_WINDOW_INSETS_CHANGED:
VLOGD("NativeEngine: APP_CMD_WINDOW_INSETS_CHANGED");
ARect insets;
// Log all the insets types
for (int type = 0; type < GAMECOMMON_INSETS_TYPE_COUNT; ++type) {
GameActivity_getWindowInsets(mApp->activity, (GameCommonInsetsType)type, &insets);
VLOGD("%s insets: left=%d right=%d top=%d bottom=%d",
sInsetsTypeName[type], insets.left, insets.right, insets.top, insets.bottom);
}
break;
default:
VLOGD("NativeEngine: (unknown command).");
break;
}
VLOGD("NativeEngine: STATUS: F%d, V%d, W%d, EGL: D %p, S %p, CTX %p, CFG %p",
mHasFocus, mIsVisible, mHasWindow, mEglDisplay, mEglSurface, mEglContext,
mEglConfig);
}
bool NativeEngine::HandleInput(AInputEvent */*event*/) {
return false;
}
int32_t NativeEngine::GetActiveGameControllerIndex() {
return mGameControllerIndex;
}
void NativeEngine::SetActiveGameControllerIndex(const int32_t controllerIndex) {
mGameControllerIndex = controllerIndex;
}
void NativeEngine::HandleGameActivityInput() {
// If we get any key or motion events that were handled by a game controller,
// read controller data and cook it into an event
bool cookGameControllerEvent = false;
// Swap input buffers so we don't miss any events while processing inputBuffer.
android_input_buffer* inputBuffer = android_app_swap_input_buffers(mApp);
// Early exit if no events.
if (inputBuffer == nullptr) return;
if (inputBuffer->keyEventsCount != 0) {
for (uint64_t i = 0; i < inputBuffer->keyEventsCount; ++i) {
GameActivityKeyEvent* keyEvent = &inputBuffer->keyEvents[i];
if (Paddleboat_processGameActivityKeyInputEvent(keyEvent,
sizeof(GameActivityKeyEvent))) {
cookGameControllerEvent = true;
} else {
CookGameActivityKeyEvent(keyEvent, _cooked_event_callback);
}
}
android_app_clear_key_events(inputBuffer);
}
if (inputBuffer->motionEventsCount != 0) {
for (uint64_t i = 0; i < inputBuffer->motionEventsCount; ++i) {
GameActivityMotionEvent* motionEvent = &inputBuffer->motionEvents[i];
if (Paddleboat_processGameActivityMotionInputEvent(motionEvent,
sizeof(GameActivityMotionEvent))) {
cookGameControllerEvent = true;
} else {
// Didn't belong to a game controller, process it ourselves if it is a touch event
CookGameActivityMotionEvent(motionEvent,
_cooked_event_callback);
}
}
android_app_clear_motion_events(inputBuffer);
}
if (cookGameControllerEvent) {
CookGameControllerEvent(mGameControllerIndex, _cooked_event_callback);
}
}
void NativeEngine::CheckForNewAxis() {
// Tell GameActivity about any new axis ids so it reports
// their events
const uint64_t activeAxisIds = Paddleboat_getActiveAxisMask();
uint64_t newAxisIds = activeAxisIds ^mActiveAxisIds;
if (newAxisIds != 0) {
mActiveAxisIds = activeAxisIds;
int32_t currentAxisId = 0;
while (newAxisIds != 0) {
if ((newAxisIds & 1) != 0) {
ALOGI("Enable Axis: %d", currentAxisId);
GameActivityPointerAxes_enableAxis(currentAxisId);
}
++currentAxisId;
newAxisIds >>= 1;
}
}
}
bool NativeEngine::InitDisplay() {
if (mEglDisplay != EGL_NO_DISPLAY) {
// nothing to do
ALOGI("NativeEngine: no need to init display (already had one).");
return true;
}
ALOGI("NativeEngine: initializing display.");
mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (EGL_FALSE == eglInitialize(mEglDisplay, 0, 0)) {
ALOGE("NativeEngine: failed to init display, error %d", eglGetError());
return false;
}
return true;
}
bool NativeEngine::InitSurface() {
// need a display
MY_ASSERT(mEglDisplay != EGL_NO_DISPLAY);
if (mEglSurface != EGL_NO_SURFACE) {
// nothing to do
ALOGI("NativeEngine: no need to init surface (already had one).");
return true;
}
ALOGI("NativeEngine: initializing surface.");
EGLint numConfigs;
const EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, // request OpenGL ES 3.0
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 16,
EGL_NONE
};
// since this is a simple sample, we have a trivial selection process. We pick
// the first EGLConfig that matches:
eglChooseConfig(mEglDisplay, attribs, &mEglConfig, 1, &numConfigs);
// create EGL surface
mEglSurface = eglCreateWindowSurface(mEglDisplay, mEglConfig, mApp->window, NULL);
if (mEglSurface == EGL_NO_SURFACE) {
ALOGE("Failed to create EGL surface, EGL error %d", eglGetError());
return false;
}
ALOGI("NativeEngine: successfully initialized surface.");
return true;
}
bool NativeEngine::InitContext() {
// need a display
MY_ASSERT(mEglDisplay != EGL_NO_DISPLAY);
EGLint attribList[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE}; // OpenGL ES 3.0
if (mEglContext != EGL_NO_CONTEXT) {
// nothing to do
ALOGI("NativeEngine: no need to init context (already had one).");
return true;
}
ALOGI("NativeEngine: initializing context.");
// create EGL context
mEglContext = eglCreateContext(mEglDisplay, mEglConfig, NULL, attribList);
if (mEglContext == EGL_NO_CONTEXT) {
ALOGE("Failed to create EGL context, EGL error %d", eglGetError());
return false;
}
ALOGI("NativeEngine: successfully initialized context.");
return true;
}
void NativeEngine::ConfigureOpenGL() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
}
bool NativeEngine::PrepareToRender() {
if (mEglDisplay == EGL_NO_DISPLAY || mEglSurface == EGL_NO_SURFACE ||
mEglContext == EGL_NO_CONTEXT) {
// create display if needed
if (!InitDisplay()) {
ALOGE("NativeEngine: failed to create display.");
return false;
}
// create surface if needed
if (!InitSurface()) {
ALOGE("NativeEngine: failed to create surface.");
return false;
}
// create context if needed
if (!InitContext()) {
ALOGE("NativeEngine: failed to create context.");
return false;
}
ALOGI("NativeEngine: binding surface and context (display %p, surface %p, context %p)",
mEglDisplay, mEglSurface, mEglContext);
// bind them
if (EGL_FALSE == eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
ALOGE("NativeEngine: eglMakeCurrent failed, EGL error %d", eglGetError());
HandleEglError(eglGetError());
}
// configure our global OpenGL settings
ConfigureOpenGL();
if (mTextureManager == NULL) {
mTextureManager = new TextureManager();
}
}
if (!mHasGLObjects) {
ALOGI("NativeEngine: creating OpenGL objects.");
if (!InitGLObjects()) {
ALOGE("NativeEngine: unable to initialize OpenGL objects.");
return false;
}
}
// ready to render
return true;
}
void NativeEngine::KillGLObjects() {
if (mHasGLObjects) {
SceneManager *mgr = SceneManager::GetInstance();
mgr->KillGraphics();
mHasGLObjects = false;
}
}
void NativeEngine::KillSurface() {
ALOGI("NativeEngine: killing surface.");
eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (mEglSurface != EGL_NO_SURFACE) {
eglDestroySurface(mEglDisplay, mEglSurface);
mEglSurface = EGL_NO_SURFACE;
}
ALOGI("NativeEngine: Surface killed successfully.");
}
void NativeEngine::KillContext() {
ALOGI("NativeEngine: killing context.");
// since the context is going away, we have to kill the GL objects
KillGLObjects();
eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (mEglContext != EGL_NO_CONTEXT) {
eglDestroyContext(mEglDisplay, mEglContext);
mEglContext = EGL_NO_CONTEXT;
}
ALOGI("NativeEngine: Context killed successfully.");
}
void NativeEngine::KillDisplay() {
// causes context and surface to go away too, if they are there
ALOGI("NativeEngine: killing display.");
KillContext();
KillSurface();
if (mEglDisplay != EGL_NO_DISPLAY) {
ALOGI("NativeEngine: terminating display now.");
eglTerminate(mEglDisplay);
mEglDisplay = EGL_NO_DISPLAY;
}
ALOGI("NativeEngine: display killed successfully.");
}
bool NativeEngine::HandleEglError(EGLint error) {
switch (error) {
case EGL_SUCCESS:
// nothing to do
return true;
case EGL_CONTEXT_LOST:
ALOGW("NativeEngine: egl error: EGL_CONTEXT_LOST. Recreating context.");
KillContext();
return true;
case EGL_BAD_CONTEXT:
ALOGW("NativeEngine: egl error: EGL_BAD_CONTEXT. Recreating context.");
KillContext();
return true;
case EGL_BAD_DISPLAY:
ALOGW("NativeEngine: egl error: EGL_BAD_DISPLAY. Recreating display.");
KillDisplay();
return true;
case EGL_BAD_SURFACE:
ALOGW("NativeEngine: egl error: EGL_BAD_SURFACE. Recreating display.");
KillSurface();
return true;
default:
ALOGW("NativeEngine: unknown egl error: %d", error);
return false;
}
}
static void _log_opengl_error(GLenum err) {
switch (err) {
case GL_NO_ERROR:
ALOGE("*** OpenGL error: GL_NO_ERROR");
break;
case GL_INVALID_ENUM:
ALOGE("*** OpenGL error: GL_INVALID_ENUM");
break;
case GL_INVALID_VALUE:
ALOGE("*** OpenGL error: GL_INVALID_VALUE");
break;
case GL_INVALID_OPERATION:
ALOGE("*** OpenGL error: GL_INVALID_OPERATION");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
ALOGE("*** OpenGL error: GL_INVALID_FRAMEBUFFER_OPERATION");
break;
case GL_OUT_OF_MEMORY:
ALOGE("*** OpenGL error: GL_OUT_OF_MEMORY");
break;
default:
ALOGE("*** OpenGL error: error %d", err);
break;
}
}
void NativeEngine::DoFrame() {
// prepare to render (create context, surfaces, etc, if needed)
if (!PrepareToRender()) {
// not ready
VLOGD("NativeEngine: preparation to render failed.");
return;
}
SceneManager *mgr = SceneManager::GetInstance();
// how big is the surface? We query every frame because it's cheap, and some
// strange devices out there change the surface size without calling any callbacks...
int width, height;
eglQuerySurface(mEglDisplay, mEglSurface, EGL_WIDTH, &width);
eglQuerySurface(mEglDisplay, mEglSurface, EGL_HEIGHT, &height);
if (width != mSurfWidth || height != mSurfHeight) {
// notify scene manager that the surface has changed size
ALOGI("NativeEngine: surface changed size %dx%d --> %dx%d", mSurfWidth, mSurfHeight,
width, height);
mSurfWidth = width;
mSurfHeight = height;
mgr->SetScreenSize(mSurfWidth, mSurfHeight);
glViewport(0, 0, mSurfWidth, mSurfHeight);
}
// if this is the first frame, install the welcome scene
if (mIsFirstFrame) {
mIsFirstFrame = false;
mgr->RequestNewScene(new LoaderScene());
}
// render!
mgr->DoFrame();
// swap buffers
if (!SwappyGL_swap(mEglDisplay, mEglSurface)) { // failed to swap buffers...
ALOGW("NativeEngine: SwappyGL_swap failed, EGL error %d", eglGetError());
HandleEglError(eglGetError());
}
// print out GL errors, if any
GLenum e;
static int errorsPrinted = 0;
while ((e = glGetError()) != GL_NO_ERROR) {
if (errorsPrinted < MAX_GL_ERRORS) {
_log_opengl_error(e);
++errorsPrinted;
if (errorsPrinted >= MAX_GL_ERRORS) {
ALOGE("*** NativeEngine: TOO MANY OPENGL ERRORS. NO LONGER PRINTING.");
}
}
}
}
android_app *NativeEngine::GetAndroidApp() {
return mApp;
}
bool NativeEngine::InitGLObjects() {
if (!mHasGLObjects) {
SceneManager *mgr = SceneManager::GetInstance();
mgr->StartGraphics();
_log_opengl_error(glGetError());
mHasGLObjects = true;
}
return true;
}
void NativeEngine::SetInputSdkContext(int context) {
jclass activityClass = GetJniEnv()->GetObjectClass(mApp->activity->javaGameActivity);
jmethodID setInputContextID =
GetJniEnv()->GetMethodID(activityClass, "setInputContext", "(I)V");
GetJniEnv()->CallVoidMethod(
mApp->activity->javaGameActivity, setInputContextID, (jint)context);
}