godot/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

225 lines
7.9 KiB
Java

/*************************************************************************/
/* GodotGLRenderView.java */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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;
import org.godotengine.godot.input.GodotGestureHandler;
import org.godotengine.godot.input.GodotInputHandler;
import org.godotengine.godot.utils.GLUtils;
import org.godotengine.godot.xr.XRMode;
import org.godotengine.godot.xr.ovr.OvrConfigChooser;
import org.godotengine.godot.xr.ovr.OvrContextFactory;
import org.godotengine.godot.xr.ovr.OvrWindowSurfaceFactory;
import org.godotengine.godot.xr.regular.RegularConfigChooser;
import org.godotengine.godot.xr.regular.RegularContextFactory;
import org.godotengine.godot.xr.regular.RegularFallbackConfigChooser;
import android.annotation.SuppressLint;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
import android.view.GestureDetector;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.SurfaceView;
/**
* 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.
*/
public class GodotGLRenderView extends GLSurfaceView implements GodotRenderView {
private final Godot activity;
private final GodotInputHandler inputHandler;
private final GestureDetector detector;
private final GodotRenderer godotRenderer;
public GodotGLRenderView(Godot activity, XRMode xrMode, boolean p_use_32_bits, boolean p_use_debug_opengl) {
super(activity);
GLUtils.use_32 = p_use_32_bits;
GLUtils.use_debug_opengl = p_use_debug_opengl;
this.activity = activity;
this.inputHandler = new GodotInputHandler(this);
this.detector = new GestureDetector(activity, new GodotGestureHandler(this));
this.godotRenderer = new GodotRenderer();
init(xrMode, false, 16, 0);
}
@Override
public SurfaceView getView() {
return this;
}
@Override
public void initInputDevices() {
this.inputHandler.initInputDevices();
}
@Override
public void queueOnRenderThread(Runnable event) {
queueEvent(event);
}
@Override
public void onActivityPaused() {
onPause();
}
@Override
public void onActivityResumed() {
onResume();
}
@Override
public void onBackPressed() {
activity.onBackPressed();
}
@SuppressLint("ClickableViewAccessibility")
@Override
public boolean onTouchEvent(MotionEvent event) {
super.onTouchEvent(event);
this.detector.onTouchEvent(event);
return activity.gotTouchEvent(event);
}
@Override
public boolean onKeyUp(final int keyCode, KeyEvent event) {
return inputHandler.onKeyUp(keyCode, event) || super.onKeyUp(keyCode, event);
}
@Override
public boolean onKeyDown(final int keyCode, KeyEvent event) {
return inputHandler.onKeyDown(keyCode, event) || super.onKeyDown(keyCode, event);
}
@Override
public boolean onGenericMotionEvent(MotionEvent event) {
return inputHandler.onGenericMotionEvent(event) || super.onGenericMotionEvent(event);
}
private void init(XRMode xrMode, boolean translucent, int depth, int stencil) {
setPreserveEGLContextOnPause(true);
setFocusableInTouchMode(true);
switch (xrMode) {
case OVR:
// Replace the default egl config chooser.
setEGLConfigChooser(new OvrConfigChooser());
// Replace the default context factory.
setEGLContextFactory(new OvrContextFactory());
// Replace the default window surface factory.
setEGLWindowSurfaceFactory(new OvrWindowSurfaceFactory());
break;
case REGULAR:
default:
/* 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);
}
/* Setup the context factory for 2.0 rendering.
* See ContextFactory class definition below
*/
setEGLContextFactory(new RegularContextFactory());
/* 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 (GLUtils.use_32) {
setEGLConfigChooser(translucent ?
new RegularFallbackConfigChooser(8, 8, 8, 8, 24, stencil,
new RegularConfigChooser(8, 8, 8, 8, 16, stencil)) :
new RegularFallbackConfigChooser(8, 8, 8, 8, 24, stencil,
new RegularConfigChooser(5, 6, 5, 0, 16, stencil)));
} else {
setEGLConfigChooser(translucent ?
new RegularConfigChooser(8, 8, 8, 8, 16, stencil) :
new RegularConfigChooser(5, 6, 5, 0, 16, stencil));
}
break;
}
/* Set the renderer responsible for frame rendering */
setRenderer(godotRenderer);
}
@Override
public void onResume() {
super.onResume();
queueEvent(new Runnable() {
@Override
public void run() {
// Resume the renderer
godotRenderer.onActivityResumed();
GodotLib.focusin();
}
});
}
@Override
public void onPause() {
super.onPause();
queueEvent(new Runnable() {
@Override
public void run() {
GodotLib.focusout();
// Pause the renderer
godotRenderer.onActivityPaused();
}
});
}
}