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344
src/Android/AndroidMain.cpp
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344
src/Android/AndroidMain.cpp
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/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "AndroidProject1.NativeActivity", __VA_ARGS__))
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#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "AndroidProject1.NativeActivity", __VA_ARGS__))
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/**
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* Our saved state data.
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*/
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struct saved_state
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{
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float angle;
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int32_t x;
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int32_t y;
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};
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/**
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* Shared state for our app.
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*/
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struct engine
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{
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struct android_app* app;
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ASensorManager* sensorManager;
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const ASensor* accelerometerSensor;
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ASensorEventQueue* sensorEventQueue;
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ASensorEvent acceleration_event;
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int animating;
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EGLDisplay display;
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EGLSurface surface;
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EGLContext context;
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int32_t width;
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int32_t height;
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struct saved_state state;
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};
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/**
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* Initialize an EGL context for the current display.
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*/
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static int engine_init_display(struct engine* engine)
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{
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// initialize OpenGL ES and EGL
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/*
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* Here specify the attributes of the desired configuration.
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* Below, we select an EGLConfig with at least 8 bits per color
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* component compatible with on-screen windows
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*/
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const EGLint config_attrs[] =
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{
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EGL_DEPTH_SIZE, 0,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_STENCIL_SIZE, 8,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //即使是用es3这里也写es2
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EGL_NONE
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};
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const EGLint context_attrs[] =
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{
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EGL_CONTEXT_CLIENT_VERSION, 3,
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EGL_NONE
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};
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EGLint w, h, format;
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EGLint numConfigs;
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EGLConfig config;
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EGLSurface surface;
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EGLContext context;
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(display, 0, 0);
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EGLint config_count;
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bool depth_check=false;
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const EGLint depth_bit_sizes[]={24,16};
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for(uint i=0;i<sizeof(depth_bit_sizes)/sizeof(EGLint);i++)
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{
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config_attrs[1]=depth_bit_sizes[i];
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if(eglChooseConfig(display,config_attrs,&egl_config,1,&config_count)==EGL_TRUE)
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if(config_count>0)
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{
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depth_check=true;
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break;
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}
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}
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if(!depth_check)
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return(-1);
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/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
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* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
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* As soon as we picked a EGLConfig, we can safely reconfigure the
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* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
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eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
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ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
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surface = eglCreateWindowSurface(display, config, engine->app->window, nullptr);
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context = eglCreateContext(display, config, nullptr, context_attrs);
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
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{
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LOGW("Unable to eglMakeCurrent");
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return -1;
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}
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eglQuerySurface(display, surface, EGL_WIDTH, &w);
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eglQuerySurface(display, surface, EGL_HEIGHT, &h);
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engine->display = display;
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engine->context = context;
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engine->surface = surface;
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engine->width = w;
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engine->height = h;
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engine->state.angle = 0;
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// Initialize GL state.
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Cube_setupGL(w, h);
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return 0;
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}
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/**
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* Just the current frame in the display.
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*/
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static void engine_draw_frame(struct engine* engine)
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{
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if (engine->display == nullptr) {
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// No display.
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return;
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}
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Cube_prepare();
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Cube_draw();
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eglSwapBuffers(engine->display, engine->surface);
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}
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/**
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* Tear down the EGL context currently associated with the display.
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*/
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static void engine_term_display(struct engine* engine)
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{
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if (engine->display != EGL_NO_DISPLAY)
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{
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eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (engine->context != EGL_NO_CONTEXT)
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{
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eglDestroyContext(engine->display, engine->context);
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}
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if (engine->surface != EGL_NO_SURFACE)
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{
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eglDestroySurface(engine->display, engine->surface);
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}
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eglTerminate(engine->display);
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}
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engine->animating = 0;
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engine->display = EGL_NO_DISPLAY;
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engine->context = EGL_NO_CONTEXT;
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engine->surface = EGL_NO_SURFACE;
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Cube_tearDownGL();
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}
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/**
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* Process the next input event.
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*/
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static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
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{
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struct engine* engine = (struct engine*)app->userData;
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION)
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{
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engine->state.x = AMotionEvent_getX(event, 0);
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engine->state.y = AMotionEvent_getY(event, 0);
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return 1;
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}
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return 0;
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}
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/**
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* Process the next main command.
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*/
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static void engine_handle_cmd(struct android_app* app, int32_t cmd)
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{
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struct engine* engine = (struct engine*)app->userData;
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switch (cmd)
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{
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case APP_CMD_SAVE_STATE: // The system has asked us to save our current state. Do so.
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engine->app->savedState = malloc(sizeof(struct saved_state));
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*((struct saved_state*)engine->app->savedState) = engine->state;
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engine->app->savedStateSize = sizeof(struct saved_state);
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break;
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case APP_CMD_INIT_WINDOW: // The window is being shown, get it ready.
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if (engine->app->window != nullptr)
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{
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engine_init_display(engine);
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engine_draw_frame(engine);
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}
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break;
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case APP_CMD_TERM_WINDOW: // The window is being hidden or closed, clean it up.
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engine_term_display(engine);
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break;
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case APP_CMD_GAINED_FOCUS: // When our app gains focus, we start monitoring the accelerometer.
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if (engine->accelerometerSensor != nullptr)
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{
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ASensorEventQueue_enableSensor(engine->sensorEventQueue,engine->accelerometerSensor);
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// We'd like to get 60 events per second (in us).
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ASensorEventQueue_setEventRate(engine->sensorEventQueue,engine->accelerometerSensor, (1000L / 60) * 1000);
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}
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break;
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case APP_CMD_LOST_FOCUS: // When our app loses focus, we stop monitoring the accelerometer.
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// This is to avoid consuming battery while not being used.
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if (engine->accelerometerSensor != nullptr)
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{
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ASensorEventQueue_disableSensor(engine->sensorEventQueue,engine->accelerometerSensor);
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}
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// Also stop animating.
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engine->animating = 0;
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engine_draw_frame(engine);
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break;
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}
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}
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/**
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* This is the main entry point of a native application that is using
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* android_native_app_glue. It runs in its own thread, with its own
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* event loop for receiving input events and doing other things.
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*/
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void android_main(struct android_app* state)
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{
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struct engine engine;
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memset(&engine, 0, sizeof(engine));
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state->userData = &engine;
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state->onAppCmd = engine_handle_cmd;
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state->onInputEvent = engine_handle_input;
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engine.app = state;
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// Prepare to monitor accelerometer
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engine.sensorManager = ASensorManager_getInstance();
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engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager,ASENSOR_TYPE_ACCELEROMETER);
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engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager,state->looper, LOOPER_ID_USER, nullptr, nullptr);
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if (state->savedState != nullptr)
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{
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// We are starting with a previous saved state; restore from it.
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engine.state = *(struct saved_state*)state->savedState;
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}
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engine.animating = 1;
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// loop waiting for stuff to do.
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while (1)
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{
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// Read all pending events.
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int ident;
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int events;
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struct android_poll_source* source;
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// If not animating, we will block forever waiting for events.
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// If animating, we loop until all events are read, then continue
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// to draw the next frame of animation.
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while ((ident = ALooper_pollAll(engine.animating ? 0 : -1, nullptr, &events,(void**)&source)) >= 0)
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{
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// Process this event.
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if (source != nullptr)
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{
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source->process(state, source);
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}
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// If a sensor has data, process it now.
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if (ident == LOOPER_ID_USER)
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{
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if (engine.accelerometerSensor != nullptr)
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{
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while (ASensorEventQueue_getEvents(engine.sensorEventQueue,&engine->acceleration_event;, 1) > 0)
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{
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LOGI("accelerometer: x=%f y=%f z=%f",
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engine->acceleration_event.acceleration.x,
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engine->acceleration_event.acceleration.y,
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engine->acceleration_event.acceleration.z);
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}
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}
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}
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// Check if we are exiting.
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if (state->destroyRequested != 0)
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{
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engine_term_display(&engine);
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return;
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}
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}
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if (engine.animating)
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{
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// Done with events; draw next animation frame.
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Cube_update();
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//if (engine.state.angle > 1) {
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// engine.state.angle = 0;
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//}
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// Drawing is throttled to the screen update rate, so there
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// is no need to do timing here.
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engine_draw_frame(&engine);
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}
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}
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}
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