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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
388 lines
13 KiB
C++
388 lines
13 KiB
C++
/** Example 027 Helloworld_Android
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This example shows a simple application for Android.
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*/
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#include <irrlicht.h>
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#ifdef _IRR_ANDROID_PLATFORM_
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#include <android_native_app_glue.h>
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#include "android_tools.h"
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#include "android/window.h"
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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enum GUI_IDS
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{
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GUI_INFO_FPS,
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GUI_IRR_LOGO,
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};
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/*
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Android is using multitouch events.
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We allow users to move around the Irrlicht logo as example of how to use those.
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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MyEventReceiver(android_app* app )
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: Device(0), AndroidApp(app), SpriteToMove(0), TouchID(-1)
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{
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}
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void Init(IrrlichtDevice *device)
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{
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Device = device;
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}
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virtual bool OnEvent(const SEvent& event)
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{
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if (event.EventType == EET_TOUCH_INPUT_EVENT)
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{
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/*
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For now we fake mouse-events. Touch-events will be handled inside Irrlicht in the future, but until
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that is implemented you can use this workaround to get a GUI which works at least for simple elements like
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buttons. That workaround does ignore multi-touch events - if you need several buttons pressed at the same
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time you have to handle that yourself.
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*/
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SEvent fakeMouseEvent;
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fakeMouseEvent.EventType = EET_MOUSE_INPUT_EVENT;
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fakeMouseEvent.MouseInput.X = event.TouchInput.X;
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fakeMouseEvent.MouseInput.Y = event.TouchInput.Y;
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fakeMouseEvent.MouseInput.Shift = false;
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fakeMouseEvent.MouseInput.Control = false;
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fakeMouseEvent.MouseInput.ButtonStates = 0;
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fakeMouseEvent.MouseInput.Event = EMIE_COUNT;
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switch (event.TouchInput.Event)
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{
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case ETIE_PRESSED_DOWN:
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{
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// We only work with the first for now.force opengl error
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if ( TouchID == -1 )
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{
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fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_PRESSED_DOWN;
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if (Device)
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{
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position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
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IGUIElement * logo = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId ( GUI_IRR_LOGO );
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if ( logo && logo->isPointInside (touchPoint) )
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{
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TouchID = event.TouchInput.ID;
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SpriteToMove = logo;
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SpriteStartRect = SpriteToMove->getRelativePosition();
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TouchStartPos = touchPoint;
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}
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}
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}
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break;
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}
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case ETIE_MOVED:
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if ( TouchID == event.TouchInput.ID )
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{
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fakeMouseEvent.MouseInput.Event = EMIE_MOUSE_MOVED;
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fakeMouseEvent.MouseInput.ButtonStates = EMBSM_LEFT;
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if ( SpriteToMove && TouchID == event.TouchInput.ID )
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{
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position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
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MoveSprite(touchPoint);
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}
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}
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break;
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case ETIE_LEFT_UP:
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if ( TouchID == event.TouchInput.ID )
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{
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fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
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if ( SpriteToMove )
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{
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TouchID = -1;
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position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
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MoveSprite(touchPoint);
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SpriteToMove = 0;
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}
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}
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break;
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default:
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break;
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}
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if ( fakeMouseEvent.MouseInput.Event != EMIE_COUNT && Device )
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{
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Device->postEventFromUser(fakeMouseEvent);
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}
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}
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else if ( event.EventType == EET_GUI_EVENT )
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{
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/*
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Show and hide the soft input keyboard when an edit-box get's the focus.
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*/
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switch(event.GUIEvent.EventType)
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{
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case EGET_EDITBOX_ENTER:
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if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
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{
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if( Device->getGUIEnvironment() )
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Device->getGUIEnvironment()->setFocus(NULL);
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android::setSoftInputVisibility(AndroidApp, false);
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}
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break;
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case EGET_ELEMENT_FOCUS_LOST:
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if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
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{
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/* Unfortunatly this only works on some android devices.
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On other devices Android passes through touch-input events when the virtual keyboard is clicked while blocking those events in areas where the keyboard isn't.
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Very likely an Android bug as it only happens in certain cases (like Android Lollipop with landscape mode on MotoG, but also some reports from other devices).
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Or maybe Irrlicht still does something wrong.
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Can't figure it out so far - so be warned - with landscape mode you might be better off writing your own keyboard.
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*/
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android::setSoftInputVisibility(AndroidApp, false);
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}
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break;
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case EGET_ELEMENT_FOCUSED:
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if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
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{
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android::setSoftInputVisibility(AndroidApp, true);
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}
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break;
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default:
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break;
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}
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}
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return false;
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}
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void MoveSprite(const irr::core::position2d<irr::s32> &touchPos)
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{
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irr::core::position2d<irr::s32> move(touchPos-TouchStartPos);
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SpriteToMove->setRelativePosition(SpriteStartRect.UpperLeftCorner + move);
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}
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private:
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IrrlichtDevice * Device;
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android_app* AndroidApp;
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gui::IGUIElement * SpriteToMove;
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core::rect<s32> SpriteStartRect;
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core::position2d<irr::s32> TouchStartPos;
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s32 TouchID;
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};
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/* Mainloop.
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*/
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void mainloop( IrrlichtDevice *device, IGUIStaticText * infoText )
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{
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u32 loop = 0; // loop is reset when the app is destroyed unlike runCounter
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static u32 runCounter = 0; // static's seem to survive even an app-destroy message (not sure if that's guaranteed).
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while(device->run())
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{
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/*
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The window seems to be always active in this setup.
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That's because when it's not active Android will stop the code from running.
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*/
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if (device->isWindowActive())
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{
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/*
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Show FPS and some counters to show which parts of an app run
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in different app-lifecycle states.
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*/
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if ( infoText )
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{
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stringw str = L"FPS:";
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str += (s32)device->getVideoDriver()->getFPS();
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str += L" r:";
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str += runCounter;
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str += L" l:";
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str += loop;
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infoText->setText ( str.c_str() );
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}
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device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
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device->getSceneManager()->drawAll();
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device->getGUIEnvironment()->drawAll();
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device->getVideoDriver()->endScene ();
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}
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device->yield(); // probably nicer to the battery
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++runCounter;
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++loop;
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}
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}
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/* Main application code. */
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void android_main(android_app* app)
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{
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// Make sure glue isn't stripped.
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app_dummy();
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/*
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The receiver can already receive system events while createDeviceEx is called.
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So we create it first.
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*/
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MyEventReceiver receiver(app);
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/*
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Create the device.
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You have currently the choice between 2 drivers:
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EDT_OGLES1 is basically a opengl fixed function pipeline.
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EDT_OGLES2 is a shader pipeline. Irrlicht comes with shaders to simulate
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typical fixed function materials. For this to work the
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corresponding shaders from the Irrlicht media/Shaders folder are
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copied to the application assets folder (done in the Makefile).
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*/
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SIrrlichtCreationParameters param;
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// param.DriverType = EDT_OGLES1; // android:glEsVersion in AndroidManifest.xml should be "0x00010000" (requesting 0x00020000 will also guarantee that ES1 works)
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param.DriverType = EDT_OGLES2; // android:glEsVersion in AndroidManifest.xml should be "0x00020000"
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param.WindowSize = dimension2d<u32>(300,300); // using 0,0 it will automatically set it to the maximal size
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param.PrivateData = app;
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param.Bits = 24;
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param.ZBufferBits = 16;
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param.AntiAlias = 0;
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param. EventReceiver = &receiver;
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/* Logging is written to a file. So your application should disable all logging when you distribute your
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application or it can fill up that file over time.
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*/
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#ifndef _DEBUG
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param.LoggingLevel = ELL_NONE;
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#endif
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IrrlichtDevice *device = createDeviceEx(param);
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if (device == 0)
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return;
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receiver.Init(device);
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// ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0);
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager* smgr = device->getSceneManager();
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IGUIEnvironment* guienv = device->getGUIEnvironment();
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ILogger* logger = device->getLogger();
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IFileSystem * fs = device->getFileSystem();
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/* Access to the Android native window. You often need this when accessing NDK functions like we are doing here.
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Note that windowWidth/windowHeight have already subtracted things like the taskbar which your device might have,
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so you get the real size of your render-window.
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*/
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ANativeWindow* nativeWindow = static_cast<ANativeWindow*>(driver->getExposedVideoData().OGLESAndroid.Window);
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int32_t windowWidth = ANativeWindow_getWidth(app->window);
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int32_t windowHeight = ANativeWindow_getHeight(app->window);
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/* Get display metrics. We are accessing the Java functions of the JVM directly in this case as there is no NDK function for that yet.
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Checkout android_tools.cpp if you want to know how that is done. */
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irr::android::SDisplayMetrics displayMetrics;
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memset(&displayMetrics, 0, sizeof displayMetrics);
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irr::android::getDisplayMetrics(app, displayMetrics);
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/* For troubleshooting you can use the Irrlicht logger.
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The Irrlicht logging messages are send to the Android logging system using the tag "Irrlicht".
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They stay in a file there, so you can check them even after running your app.
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You can watch them with the command: "adb logcat Irrlicht:V DEBUG:V *:S"
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This means Irrlicht _V_erbose, debug messages verbose (p.E callstack on crashes) and all other messages _S_ilent.
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Clean the logging file with: "adb logcat -c".
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See http://developer.android.com/tools/debugging/debugging-log.html for more advanced log options.
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*/
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char strDisplay[1000];
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sprintf(strDisplay, "Window size:(%d/%d)\nDisplay size:(%d/%d)", windowWidth, windowHeight, displayMetrics.widthPixels, displayMetrics.heightPixels);
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logger->log(strDisplay);
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core::dimension2d<s32> dim(driver->getScreenSize());
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sprintf(strDisplay, "getScreenSize:(%d/%d)", dim.Width, dim.Height);
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logger->log(strDisplay);
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/* Your media must be somewhere inside the assets folder. The assets folder is the root for the file system.
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This example copies the media in the Android.mk makefile. */
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stringc mediaPath = "media/";
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// The Android assets file-system does not know which sub-directories it has (blame google).
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// So we have to add all sub-directories in assets manually. Otherwise we could still open the files,
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// but existFile checks will fail (which are for example needed by getFont).
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for ( u32 i=0; i < fs->getFileArchiveCount(); ++i )
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{
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IFileArchive* archive = fs->getFileArchive(i);
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if ( archive->getType() == EFAT_ANDROID_ASSET )
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{
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archive->addDirectoryToFileList(mediaPath);
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break;
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}
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}
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/* Set the font-size depending on your device.
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dpi=dots per inch. 1 inch = 2.54 cm. */
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IGUISkin* skin = guienv->getSkin();
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IGUIFont* font = 0;
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if ( displayMetrics.xdpi < 100 ) // just guessing some value where fontsize might start to get too small
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font = guienv->getFont(mediaPath + "fonthaettenschweiler.bmp");
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else
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font = guienv->getFont(mediaPath + "bigfont.png");
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if (font)
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skin->setFont(font);
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// A field to show some text. Comment out stat->setText in run() if you want to see the dpi instead of the fps.
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IGUIStaticText *text = guienv->addStaticText(stringw(displayMetrics.xdpi).c_str(),
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rect<s32>(5,5,635,35), false, false, 0, GUI_INFO_FPS );
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guienv->addEditBox( L"", rect<s32>(5,40,475,80));
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// add irrlicht logo
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IGUIImage * logo = guienv->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
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core::position2d<s32>(5,85), true, 0, GUI_IRR_LOGO);
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s32 minLogoWidth = windowWidth/3;
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if ( logo && logo->getRelativePosition().getWidth() < minLogoWidth )
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{
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/* Scale to make it better visible on high-res devices (we could also work with dpi here).
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*/
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logo->setScaleImage(true);
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core::rect<s32> logoPos(logo->getRelativePosition());
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f32 scale = (f32)minLogoWidth/(f32)logoPos.getWidth();
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logoPos.LowerRightCorner.X = logoPos.UpperLeftCorner.X + minLogoWidth;
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logoPos.LowerRightCorner.Y = logoPos.UpperLeftCorner.Y + (s32)((f32)logoPos.getHeight()*scale);
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logo->setRelativePosition(logoPos);
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}
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/*
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Add a 3d model. Note that you might need to add light when using other models.
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A copy of the model and it's textures must be inside the assets folder to be installed to Android.
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In this example we do copy it to the assets folder in the Makefile jni/Android.mk
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*/
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IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "dwarf.x");
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if (!mesh)
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{
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device->closeDevice();
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device->drop();
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return;
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}
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smgr->addAnimatedMeshSceneNode( mesh );
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/*
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To look at the mesh, we place a camera.
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*/
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smgr->addCameraSceneNode(0, vector3df(15,40,-90), vector3df(0,30,0));
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/*
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Mainloop. Applications usually never quit themself in Android. The OS is responsible for that.
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*/
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mainloop(device, text);
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/* Cleanup */
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device->setEventReceiver(0);
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device->closeDevice();
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device->drop();
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}
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#endif // defined(_IRR_ANDROID_PLATFORM_)
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/*
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**/
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