godot/platform/android/java/src/org/godotengine/godot/GodotView.java

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/*************************************************************************/
/* GodotView.java */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
package org.godotengine.godot;
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import android.content.Context;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.content.ContextWrapper;
import android.view.InputDevice;
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import android.hardware.input.InputManager;
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import java.io.File;
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import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.List;
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import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.opengles.GL10;
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import org.godotengine.godot.input.InputManagerCompat;
import org.godotengine.godot.input.InputManagerCompat.InputDeviceListener;
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/**
* A simple GLSurfaceView sub-class that demonstrate how to perform
* OpenGL ES 2.0 rendering into a GL Surface. Note the following important
* details:
*
* - The class must use a custom context factory to enable 2.0 rendering.
* See ContextFactory class definition below.
*
* - The class must use a custom EGLConfigChooser to be able to select
* an EGLConfig that supports 2.0. This is done by providing a config
* specification to eglChooseConfig() that has the attribute
* EGL10.ELG_RENDERABLE_TYPE containing the EGL_OPENGL_ES2_BIT flag
* set. See ConfigChooser class definition below.
*
* - The class must select the surface's format, then choose an EGLConfig
* that matches it exactly (with regards to red/green/blue/alpha channels
* bit depths). Failure to do so would result in an EGL_BAD_MATCH error.
*/
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public class GodotView extends GLSurfaceView implements InputDeviceListener {
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private static String TAG = "GodotView";
private static final boolean DEBUG = false;
private static Context ctx;
private static GodotIO io;
private static boolean firsttime = true;
private static boolean use_gl3 = false;
private static boolean use_32 = false;
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private Godot activity;
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private InputManagerCompat mInputManager;
public GodotView(Context context, GodotIO p_io, boolean p_use_gl3, boolean p_use_32_bits, Godot p_activity) {
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super(context);
ctx = context;
io = p_io;
use_gl3 = p_use_gl3;
use_32 = p_use_32_bits;
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activity = p_activity;
if (!p_io.needsReloadHooks()) {
//will only work on SDK 11+!!
setPreserveEGLContextOnPause(true);
}
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mInputManager = InputManagerCompat.Factory.getInputManager(this.getContext());
mInputManager.registerInputDeviceListener(this, null);
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init(false, 16, 0);
}
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public GodotView(Context context, boolean translucent, int depth, int stencil) {
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super(context);
init(translucent, depth, stencil);
}
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@Override
public boolean onTouchEvent(MotionEvent event) {
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return activity.gotTouchEvent(event);
};
public int get_godot_button(int keyCode) {
int button = 0;
switch (keyCode) {
case KeyEvent.KEYCODE_BUTTON_A: // Android A is SNES B
button = 0;
break;
case KeyEvent.KEYCODE_BUTTON_B:
button = 1;
break;
case KeyEvent.KEYCODE_BUTTON_X: // Android X is SNES Y
button = 2;
break;
case KeyEvent.KEYCODE_BUTTON_Y:
button = 3;
break;
case KeyEvent.KEYCODE_BUTTON_L1:
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button = 9;
break;
case KeyEvent.KEYCODE_BUTTON_L2:
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button = 15;
break;
case KeyEvent.KEYCODE_BUTTON_R1:
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button = 10;
break;
case KeyEvent.KEYCODE_BUTTON_R2:
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button = 16;
break;
case KeyEvent.KEYCODE_BUTTON_SELECT:
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button = 4;
break;
case KeyEvent.KEYCODE_BUTTON_START:
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button = 6;
break;
case KeyEvent.KEYCODE_BUTTON_THUMBL:
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button = 7;
break;
case KeyEvent.KEYCODE_BUTTON_THUMBR:
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button = 8;
break;
case KeyEvent.KEYCODE_DPAD_UP:
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button = 11;
break;
case KeyEvent.KEYCODE_DPAD_DOWN:
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button = 12;
break;
case KeyEvent.KEYCODE_DPAD_LEFT:
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button = 13;
break;
case KeyEvent.KEYCODE_DPAD_RIGHT:
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button = 14;
break;
case KeyEvent.KEYCODE_BUTTON_C:
button = 17;
break;
case KeyEvent.KEYCODE_BUTTON_Z:
button = 18;
break;
default:
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button = keyCode - KeyEvent.KEYCODE_BUTTON_1 + 20;
break;
};
return button;
};
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private static class joystick {
public int device_id;
public String name;
public ArrayList<InputDevice.MotionRange> axes;
public ArrayList<InputDevice.MotionRange> hats;
}
private static class RangeComparator implements Comparator<InputDevice.MotionRange> {
@Override
public int compare(InputDevice.MotionRange arg0, InputDevice.MotionRange arg1) {
return arg0.getAxis() - arg1.getAxis();
}
}
ArrayList<joystick> joy_devices = new ArrayList<joystick>();
private int find_joy_device(int device_id) {
for (int i = 0; i < joy_devices.size(); i++) {
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if (joy_devices.get(i).device_id == device_id) {
return i;
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}
}
onInputDeviceAdded(device_id);
return joy_devices.size() - 1;
}
@Override
public void onInputDeviceAdded(int deviceId) {
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joystick joy = new joystick();
joy.device_id = deviceId;
final int id = joy_devices.size();
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InputDevice device = mInputManager.getInputDevice(deviceId);
final String name = device.getName();
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joy.name = device.getName();
joy.axes = new ArrayList<InputDevice.MotionRange>();
joy.hats = new ArrayList<InputDevice.MotionRange>();
List<InputDevice.MotionRange> ranges = device.getMotionRanges();
Collections.sort(ranges, new RangeComparator());
for (InputDevice.MotionRange range : ranges) {
if (range.getAxis() == MotionEvent.AXIS_HAT_X || range.getAxis() == MotionEvent.AXIS_HAT_Y) {
joy.hats.add(range);
} else {
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joy.axes.add(range);
}
}
joy_devices.add(joy);
queueEvent(new Runnable() {
@Override
public void run() {
GodotLib.joyconnectionchanged(id, true, name);
}
});
}
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@Override
public void onInputDeviceRemoved(int deviceId) {
final int id = find_joy_device(deviceId);
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joy_devices.remove(id);
queueEvent(new Runnable() {
@Override
public void run() {
GodotLib.joyconnectionchanged(id, false, "");
}
});
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}
@Override
public void onInputDeviceChanged(int deviceId) {
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}
@Override
public boolean onKeyUp(final int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_BACK) {
return true;
}
if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
return super.onKeyUp(keyCode, event);
};
int source = event.getSource();
if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
final int button = get_godot_button(keyCode);
final int device = find_joy_device(event.getDeviceId());
queueEvent(new Runnable() {
@Override
public void run() {
GodotLib.joybutton(device, button, false);
}
});
return true;
} else {
final int chr = event.getUnicodeChar(0);
queueEvent(new Runnable() {
@Override
public void run() {
GodotLib.key(keyCode, chr, false);
}
});
};
return super.onKeyUp(keyCode, event);
};
@Override
public boolean onKeyDown(final int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_BACK) {
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activity.onBackPressed();
// press 'back' button should not terminate program
//normal handle 'back' event in game logic
return true;
}
if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
return super.onKeyDown(keyCode, event);
};
int source = event.getSource();
//Log.e(TAG, String.format("Key down! source %d, device %d, joystick %d, %d, %d", event.getDeviceId(), source, (source & InputDevice.SOURCE_JOYSTICK), (source & InputDevice.SOURCE_DPAD), (source & InputDevice.SOURCE_GAMEPAD)));
if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
if (event.getRepeatCount() > 0) // ignore key echo
return true;
final int button = get_godot_button(keyCode);
final int device = find_joy_device(event.getDeviceId());
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//Log.e(TAG, String.format("joy button down! button %x, %d, device %d", keyCode, button, device));
queueEvent(new Runnable() {
@Override
public void run() {
GodotLib.joybutton(device, button, true);
}
});
return true;
} else {
final int chr = event.getUnicodeChar(0);
queueEvent(new Runnable() {
@Override
public void run() {
GodotLib.key(keyCode, chr, true);
}
});
};
return super.onKeyDown(keyCode, event);
}
@Override
public boolean onGenericMotionEvent(MotionEvent event) {
if ((event.getSource() & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK && event.getAction() == MotionEvent.ACTION_MOVE) {
final int device_id = find_joy_device(event.getDeviceId());
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joystick joy = joy_devices.get(device_id);
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for (int i = 0; i < joy.axes.size(); i++) {
InputDevice.MotionRange range = joy.axes.get(i);
final float value = (event.getAxisValue(range.getAxis()) - range.getMin()) / range.getRange() * 2.0f - 1.0f;
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//Log.e(TAG, String.format("axis event: %d, value %f", i, value));
final int idx = i;
queueEvent(new Runnable() {
@Override
public void run() {
GodotLib.joyaxis(device_id, idx, value);
}
});
}
for (int i = 0; i < joy.hats.size(); i += 2) {
final int hatX = Math.round(event.getAxisValue(joy.hats.get(i).getAxis()));
final int hatY = Math.round(event.getAxisValue(joy.hats.get(i + 1).getAxis()));
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//Log.e(TAG, String.format("HAT EVENT %d, %d", hatX, hatY));
queueEvent(new Runnable() {
@Override
public void run() {
GodotLib.joyhat(device_id, hatX, hatY);
}
});
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}
return true;
};
return super.onGenericMotionEvent(event);
};
private void init(boolean translucent, int depth, int stencil) {
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this.setFocusableInTouchMode(true);
/* By default, GLSurfaceView() creates a RGB_565 opaque surface.
* If we want a translucent one, we should change the surface's
* format here, using PixelFormat.TRANSLUCENT for GL Surfaces
* is interpreted as any 32-bit surface with alpha by SurfaceFlinger.
*/
if (translucent) {
this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
}
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/* Setup the context factory for 2.0 rendering.
* See ContextFactory class definition below
*/
setEGLContextFactory(new ContextFactory());
/* We need to choose an EGLConfig that matches the format of
* our surface exactly. This is going to be done in our
* custom config chooser. See ConfigChooser class definition
* below.
*/
if (use_32) {
setEGLConfigChooser(translucent ?
new FallbackConfigChooser(8, 8, 8, 8, 24, stencil, new ConfigChooser(8, 8, 8, 8, 16, stencil)) :
new FallbackConfigChooser(8, 8, 8, 8, 24, stencil, new ConfigChooser(5, 6, 5, 0, 16, stencil)));
} else {
setEGLConfigChooser(translucent ?
new ConfigChooser(8, 8, 8, 8, 16, stencil) :
new ConfigChooser(5, 6, 5, 0, 16, stencil));
}
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/* Set the renderer responsible for frame rendering */
setRenderer(new Renderer());
}
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private static class ContextFactory implements GLSurfaceView.EGLContextFactory {
private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) {
if (use_gl3)
Log.w(TAG, "creating OpenGL ES 3.0 context :");
else
Log.w(TAG, "creating OpenGL ES 2.0 context :");
checkEglError("Before eglCreateContext", egl);
int[] attrib_list2 = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
int[] attrib_list3 = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL10.EGL_NONE };
EGLContext context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, use_gl3 ? attrib_list3 : attrib_list2);
checkEglError("After eglCreateContext", egl);
return context;
}
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public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {
egl.eglDestroyContext(display, context);
}
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}
private static void checkEglError(String prompt, EGL10 egl) {
int error;
while ((error = egl.eglGetError()) != EGL10.EGL_SUCCESS) {
Log.e(TAG, String.format("%s: EGL error: 0x%x", prompt, error));
}
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}
/* Fallback if 32bit View is not supported*/
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private static class FallbackConfigChooser extends ConfigChooser {
private ConfigChooser fallback;
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public FallbackConfigChooser(int r, int g, int b, int a, int depth, int stencil, ConfigChooser fallback) {
super(r, g, b, a, depth, stencil);
this.fallback = fallback;
}
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@Override
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public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, EGLConfig[] configs) {
EGLConfig ec = super.chooseConfig(egl, display, configs);
if (ec == null) {
Log.w(TAG, "Trying ConfigChooser fallback");
ec = fallback.chooseConfig(egl, display, configs);
use_32 = false;
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}
return ec;
}
}
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private static class ConfigChooser implements GLSurfaceView.EGLConfigChooser {
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public ConfigChooser(int r, int g, int b, int a, int depth, int stencil) {
mRedSize = r;
mGreenSize = g;
mBlueSize = b;
mAlphaSize = a;
mDepthSize = depth;
mStencilSize = stencil;
}
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/* This EGL config specification is used to specify 2.0 rendering.
* We use a minimum size of 4 bits for red/green/blue, but will
* perform actual matching in chooseConfig() below.
*/
private static int EGL_OPENGL_ES2_BIT = 4;
private static int[] s_configAttribs2 =
{
EGL10.EGL_RED_SIZE, 4,
EGL10.EGL_GREEN_SIZE, 4,
EGL10.EGL_BLUE_SIZE, 4,
// EGL10.EGL_DEPTH_SIZE, 16,
// EGL10.EGL_STENCIL_SIZE, EGL10.EGL_DONT_CARE,
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL10.EGL_NONE
};
private static int[] s_configAttribs3 =
{
EGL10.EGL_RED_SIZE, 4,
EGL10.EGL_GREEN_SIZE, 4,
EGL10.EGL_BLUE_SIZE, 4,
// EGL10.EGL_DEPTH_SIZE, 16,
// EGL10.EGL_STENCIL_SIZE, EGL10.EGL_DONT_CARE,
EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //apparently there is no EGL_OPENGL_ES3_BIT
EGL10.EGL_NONE
};
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public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
/* Get the number of minimally matching EGL configurations
*/
int[] num_config = new int[1];
egl.eglChooseConfig(display, use_gl3 ? s_configAttribs3 : s_configAttribs2, null, 0, num_config);
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int numConfigs = num_config[0];
if (numConfigs <= 0) {
throw new IllegalArgumentException("No configs match configSpec");
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}
/* Allocate then read the array of minimally matching EGL configs
*/
EGLConfig[] configs = new EGLConfig[numConfigs];
egl.eglChooseConfig(display, use_gl3 ? s_configAttribs3 : s_configAttribs2, configs, numConfigs, num_config);
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if (DEBUG) {
printConfigs(egl, display, configs);
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}
/* Now return the "best" one
*/
return chooseConfig(egl, display, configs);
}
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public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
for (EGLConfig config : configs) {
int d = findConfigAttrib(egl, display, config,
EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config,
EGL10.EGL_STENCIL_SIZE, 0);
// We need at least mDepthSize and mStencilSize bits
if (d < mDepthSize || s < mStencilSize)
continue;
// We want an *exact* match for red/green/blue/alpha
int r = findConfigAttrib(egl, display, config,
EGL10.EGL_RED_SIZE, 0);
int g = findConfigAttrib(egl, display, config,
EGL10.EGL_GREEN_SIZE, 0);
int b = findConfigAttrib(egl, display, config,
EGL10.EGL_BLUE_SIZE, 0);
int a = findConfigAttrib(egl, display, config,
EGL10.EGL_ALPHA_SIZE, 0);
if (r == mRedSize && g == mGreenSize && b == mBlueSize && a == mAlphaSize)
return config;
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}
return null;
}
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private int findConfigAttrib(EGL10 egl, EGLDisplay display,
EGLConfig config, int attribute, int defaultValue) {
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if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
return mValue[0];
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}
return defaultValue;
}
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private void printConfigs(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
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int numConfigs = configs.length;
Log.w(TAG, String.format("%d configurations", numConfigs));
for (int i = 0; i < numConfigs; i++) {
Log.w(TAG, String.format("Configuration %d:\n", i));
printConfig(egl, display, configs[i]);
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}
}
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private void printConfig(EGL10 egl, EGLDisplay display,
EGLConfig config) {
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int[] attributes = {
EGL10.EGL_BUFFER_SIZE,
EGL10.EGL_ALPHA_SIZE,
EGL10.EGL_BLUE_SIZE,
EGL10.EGL_GREEN_SIZE,
EGL10.EGL_RED_SIZE,
EGL10.EGL_DEPTH_SIZE,
EGL10.EGL_STENCIL_SIZE,
EGL10.EGL_CONFIG_CAVEAT,
EGL10.EGL_CONFIG_ID,
EGL10.EGL_LEVEL,
EGL10.EGL_MAX_PBUFFER_HEIGHT,
EGL10.EGL_MAX_PBUFFER_PIXELS,
EGL10.EGL_MAX_PBUFFER_WIDTH,
EGL10.EGL_NATIVE_RENDERABLE,
EGL10.EGL_NATIVE_VISUAL_ID,
EGL10.EGL_NATIVE_VISUAL_TYPE,
0x3030, // EGL10.EGL_PRESERVED_RESOURCES,
EGL10.EGL_SAMPLES,
EGL10.EGL_SAMPLE_BUFFERS,
EGL10.EGL_SURFACE_TYPE,
EGL10.EGL_TRANSPARENT_TYPE,
EGL10.EGL_TRANSPARENT_RED_VALUE,
EGL10.EGL_TRANSPARENT_GREEN_VALUE,
EGL10.EGL_TRANSPARENT_BLUE_VALUE,
0x3039, // EGL10.EGL_BIND_TO_TEXTURE_RGB,
0x303A, // EGL10.EGL_BIND_TO_TEXTURE_RGBA,
0x303B, // EGL10.EGL_MIN_SWAP_INTERVAL,
0x303C, // EGL10.EGL_MAX_SWAP_INTERVAL,
EGL10.EGL_LUMINANCE_SIZE,
EGL10.EGL_ALPHA_MASK_SIZE,
EGL10.EGL_COLOR_BUFFER_TYPE,
EGL10.EGL_RENDERABLE_TYPE,
0x3042 // EGL10.EGL_CONFORMANT
};
String[] names = {
"EGL_BUFFER_SIZE",
"EGL_ALPHA_SIZE",
"EGL_BLUE_SIZE",
"EGL_GREEN_SIZE",
"EGL_RED_SIZE",
"EGL_DEPTH_SIZE",
"EGL_STENCIL_SIZE",
"EGL_CONFIG_CAVEAT",
"EGL_CONFIG_ID",
"EGL_LEVEL",
"EGL_MAX_PBUFFER_HEIGHT",
"EGL_MAX_PBUFFER_PIXELS",
"EGL_MAX_PBUFFER_WIDTH",
"EGL_NATIVE_RENDERABLE",
"EGL_NATIVE_VISUAL_ID",
"EGL_NATIVE_VISUAL_TYPE",
"EGL_PRESERVED_RESOURCES",
"EGL_SAMPLES",
"EGL_SAMPLE_BUFFERS",
"EGL_SURFACE_TYPE",
"EGL_TRANSPARENT_TYPE",
"EGL_TRANSPARENT_RED_VALUE",
"EGL_TRANSPARENT_GREEN_VALUE",
"EGL_TRANSPARENT_BLUE_VALUE",
"EGL_BIND_TO_TEXTURE_RGB",
"EGL_BIND_TO_TEXTURE_RGBA",
"EGL_MIN_SWAP_INTERVAL",
"EGL_MAX_SWAP_INTERVAL",
"EGL_LUMINANCE_SIZE",
"EGL_ALPHA_MASK_SIZE",
"EGL_COLOR_BUFFER_TYPE",
"EGL_RENDERABLE_TYPE",
"EGL_CONFORMANT"
};
int[] value = new int[1];
for (int i = 0; i < attributes.length; i++) {
int attribute = attributes[i];
String name = names[i];
if (egl.eglGetConfigAttrib(display, config, attribute, value)) {
Log.w(TAG, String.format(" %s: %d\n", name, value[0]));
} else {
// Log.w(TAG, String.format(" %s: failed\n", name));
while (egl.eglGetError() != EGL10.EGL_SUCCESS)
;
}
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}
}
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// Subclasses can adjust these values:
protected int mRedSize;
protected int mGreenSize;
protected int mBlueSize;
protected int mAlphaSize;
protected int mDepthSize;
protected int mStencilSize;
private int[] mValue = new int[1];
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}
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private static class Renderer implements GLSurfaceView.Renderer {
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public void onDrawFrame(GL10 gl) {
GodotLib.step();
for (int i = 0; i < Godot.singleton_count; i++) {
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Godot.singletons[i].onGLDrawFrame(gl);
}
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}
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public void onSurfaceChanged(GL10 gl, int width, int height) {
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GodotLib.resize(width, height, !firsttime);
firsttime = false;
for (int i = 0; i < Godot.singleton_count; i++) {
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Godot.singletons[i].onGLSurfaceChanged(gl, width, height);
}
}
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GodotLib.newcontext(use_32);
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}
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}
}