commit 750791f8230c905a9f1f67e4d01175fe55a30983 Author: kts Date: Wed Feb 4 15:26:15 2015 -0800 Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming. diff --git a/LOGIC b/LOGIC new file mode 100644 index 0000000..557a3a7 --- /dev/null +++ b/LOGIC @@ -0,0 +1,112 @@ +This file describes the program logic and organization. It holds a focus on data types and classes. + +,,,,,,,,,,,,,,,,,,,,,,,, +Program Organization +§§§§§§§§§§§§§§§§§§§§§§§§ +To begin with, RtB is governed by a state machine, individual states, and sub-states (modal dialogs/windows). The state machine, as run by the main loop, is as follows: + + 1. Check states for destroy/clean-up flags + a. destroy all states with said flags + 2. For each Event, + a. send down the event to each state's onEvent(event) + 1. if State eats event, continue to the next Event + 3. For each State, + a. call onThink, if State blocks, break + 4. For each State, + a. call onDraw, if State blocks, break + +Alternatively.. + + [ State Machine ] + [ governs State ] + [ event + think ] --- creates RenderSet + | + [ Render System ] <-----+ + [ renders all ] + [ "RenderSet"s ] + +The State Machine governs all event handling and logic, while the Render System governs all rendering. Within the Render System, you have RenderSets which, in turn, have RenderObjects: + + RenderSet { + char *name; // (or std::string) ex. "Voxel Models" + int mode; // bitflag, 0 = normal, 1 = hide + std::vector ; + GLuint program; // Shader Program to use + } + +What we want for Render Objects: + World Objects: + Rendering of textured plane (flat image) + Rendering of full textured 3d model + Rendering of textured voxel model + UI Objects: + Textured plane (flat dialog, texture of text) + +RenderSets should be contained in a RenderScene, which would be something akin to: + + RenderScene { + char *name; // (or std::string) ex. "Game" + RenderCamera *camera; // ptr to RenderCamera object + GLuint context; // framebuffer object to render the scene to + std::vector sets; + } + +During the render call, the current RenderCamera defines both the position and orientation of the view. + + RenderCamera { + char *name; + Vec3 x, y, z; // OR should it be a quaternion? + int mode; // perspective, orthogonal + GLuint target; // framebuffer target? + RenderView view; // alt to ^ + } + + RenderView { + GLuint program; // shader program to render with + GLuint target; // fbo/texture target + unsigned int w, h; // width and height of view (also of texture!) + int x, y; // x and y, in terms of render start on screen + } + +RenderScenes are, potentially, contained in a layered system, of which there are the following categories in order of rendering: + + 1. Terrain Layer (terrain, obv.) + 2. Game Layer (models, tokens, etc.) + 3. Game Overlay (hp, arrows, etc.) + 4. Dialogs (mini character sheets, etc.) + 5. Windows (character sheets) + 6. UI (menu access, etc.) + 7. Notification (modal dialog boxes, usually d/c, quit, etc.) + +These render layers could be implemented as such: + * Basic array with enums for each layer + * std Vector + * Double-linked list + +These layers simply provide an ordering to rendering. + +In brief: + RenderObject defines a specific object in the world + RenderSet defines a common group of RenderObjects to be rendered + RenderCamera defines the positions and orientations we render + RenderScene defines the world to be rendered and where to render to + +So sort of: + RenderScene + RenderCamera + ptr to RenderView + RenderSet(s) + RenderObject(s) + RenderView + +The Render call would be: + * for each RenderScene + * for each RenderCamera + - camera = RenderCamera + * for each RenderSet + - set render output to camera's fbo target + * for each RenderObject + - if out of view, continue + - get MVP from camera, apply, and render + * for each RenderView + - render FBO to screen, additive? multiply? diff --git a/NOTES b/NOTES new file mode 100644 index 0000000..65f1d21 --- /dev/null +++ b/NOTES @@ -0,0 +1,11 @@ +Quaternion-derived rotation matrix: + +n = w * w + x * x + y * y + z * z +s = if n == 0 then 0 else 2 / n +wx = s * w * x, wy = s * w * y, wz = s * w * z +xx = s * x * x, xy = s * x * y, xz = s * x * z +yy = s * y * y, yz = s * y * z, zz = s * z * z + +[ 1 - (yy + zz) xy - wz xz + wy ] +[ xy + wz 1 - (xx + zz) yz - wx ] +[ xz - wy yz + wx 1 - (xx + yy) ] diff --git a/README b/README new file mode 100644 index 0000000..11d6d43 --- /dev/null +++ b/README @@ -0,0 +1,10 @@ +This directory's organization is as follows: + + * src/ - contains source and include files + * build/ - contains build scripts/environments for GNU Make, XCode OS X, Windows VS, XCode iOS and Android + * assets/ - source versions of "data/" + +After creating a build, you may have a "release" or "debug" directory in the root: + + * OSX/iOS/Android application bundle + * Linux/Windows executable, data directory, and libraries diff --git a/STEREOSCOPIC b/STEREOSCOPIC new file mode 100644 index 0000000..e6568ce --- /dev/null +++ b/STEREOSCOPIC @@ -0,0 +1,53 @@ +This document describes how Stereoscopic displays work and how to create software for such displays. +---------------- +Basic stereoscopy +---------------- +Stereoscopy functions by creating an illusion of depth by provided each eye with unique positions of a particular scene (hence stereoscopy). This results in an illusion of 3D when the brain combines the two pictures. However, given that this view is a composite of two 2D offsets, the appearance is not one of true 3D, but rather one similar to 2D objects being held at different depths (cut-out puppets, in a way). + +Traditionally, stereoscopy is provided by using glasses, however modern technology allows for "autostereoscopy" or "glasses-free 3D". Basic autostereoscopy functions by showing different rows or columns of pixels based on viewing angle. This is akin to standard stereoscopy, wherein particular locations are required to achieve the desired effect. In addition to autostereoscopy, there is automultiscopy, which allows for multiple viewing angles to enhance the 3D effect (I guess it would also work for tri-ocular vision and beyond!). + +---------------- +Autostereoscopic displays +---------------- +Autostereoscopic displays provide a unique, usually toggleable, mode that allows for either horizontal or vertically-based 3D effect. Enabling this effect sets a rendering mode that takes the pixels from a position of the screen and rendering them at another location relative to a particular eye view. + +As mentioned, this rendering is horizontal or vertically-based, which means you use either half the height or half the width, in pixels, to display the alternatively rendered scene. +---------------- +OpenGL/Rendering approaches +---------------- +To render such a scene, one could choose to: + * render a scene at particular offsets on the screen + * render the scene to two unique framebuffers and place those on the screen + +One should maintain support for regular displays, so create an environment that allows for the rendering of a scene from multiple cameras. One could use a Camera class such as: + + Camera { + int render_mode; // MONO, LR, TB + // usual farz, etc. + } + +For the Commander3D, display mode is managed by sending particular byte values to a device file. If you have a terminal on your Android, you can test this out by echoing the appropriate values to the device: + + echo -n -e '\x40' > /dev/mi3d_tn_ctrl # 64, horizontal rendering + echo -n -e '\x20' > /dev/mi3d_tn_ctrl # 32, vertical rendering + echo -n -e '\x10' > /dev/mi3d_tn_ctrl # 16, off + +Some basic code, in Java, is: + + short MODE_OFF = 16; + short MODE_VERTICAL = 32; + short MODE_HORIZONTAL = 64; + + FileOutputStream localFileOutputStream = null; + try { + localFileOutputStream = new FileOutputStream("/dev/mi3d_tn_ctrl"); + localFileOutputStream.write(MODE_VERTICAL); + localFileOutputStream.flush(); + } catch (IOException localIOException2) { + System.out.println("Error writing file to switch 3D mode: " + localIOException2); + } finally { + try { + if (localFileOutputStream != null) localFileOutputStream.close(); + } catch (IOException localIOException4) { + } + } diff --git a/TODO b/TODO new file mode 100644 index 0000000..348dacd --- /dev/null +++ b/TODO @@ -0,0 +1,13 @@ +,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, +Developer TODO +§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§ +Initial steps + 1. Design and program basic skeleton + a. Full test and support for: + - Android + - OS X + - Linux + - Windows + b. Do some tests for + - iOS + - Web via Emscripten diff --git a/build/README b/build/README new file mode 100644 index 0000000..493abd4 --- /dev/null +++ b/build/README @@ -0,0 +1,3 @@ +This directory contains build environments for different platforms. The basic object of each build environment is to compile the source files in the root "src/", collect the files in "assets/", and produce a release or build product. This product may be a directory with binaries or an application package/bundle depending on the target platform. + +Significant changes to the base source directory, such as the removal or addition of new files, will require updating the build environments to reflect those changes. diff --git a/build/android/.gitignore b/build/android/.gitignore new file mode 100644 index 0000000..b429092 --- /dev/null +++ b/build/android/.gitignore @@ -0,0 +1,30 @@ +# https://raw.githubusercontent.com/github/gitignore/master/Android.gitignore +# Built application files +*.apk +*.ap_ + +# Files for the Dalvik VM +*.dex + +# Java class files +*.class + +# Generated files +bin/ +gen/ +obj/ +libs/ + +# Gradle files +.gradle/ +build/ +/*/build/ + +# Local configuration file (sdk path, etc) +local.properties + +# Proguard folder generated by Eclipse +proguard/ + +# Log Files +*.log diff --git a/build/android/AndroidManifest.xml b/build/android/AndroidManifest.xml new file mode 100755 index 0000000..ee390d4 --- /dev/null +++ b/build/android/AndroidManifest.xml @@ -0,0 +1,44 @@ + + + + + + + + + + + + + + + + + + + + + + + diff --git a/build/android/ant.properties b/build/android/ant.properties new file mode 100755 index 0000000..b0971e8 --- /dev/null +++ b/build/android/ant.properties @@ -0,0 +1,17 @@ +# This file is used to override default values used by the Ant build system. +# +# This file must be checked into Version Control Systems, as it is +# integral to the build system of your project. + +# This file is only used by the Ant script. + +# You can use this to override default values such as +# 'source.dir' for the location of your java source folder and +# 'out.dir' for the location of your output folder. + +# You can also use it define how the release builds are signed by declaring +# the following properties: +# 'key.store' for the location of your keystore and +# 'key.alias' for the name of the key to use. +# The password will be asked during the build when you use the 'release' target. + diff --git a/build/android/build.properties b/build/android/build.properties new file mode 100755 index 0000000..edc7f23 --- /dev/null +++ b/build/android/build.properties @@ -0,0 +1,17 @@ +# This file is used to override default values used by the Ant build system. +# +# This file must be checked in Version Control Systems, as it is +# integral to the build system of your project. + +# This file is only used by the Ant script. + +# You can use this to override default values such as +# 'source.dir' for the location of your java source folder and +# 'out.dir' for the location of your output folder. + +# You can also use it define how the release builds are signed by declaring +# the following properties: +# 'key.store' for the location of your keystore and +# 'key.alias' for the name of the key to use. +# The password will be asked during the build when you use the 'release' target. + diff --git a/build/android/build.xml b/build/android/build.xml new file mode 100755 index 0000000..112c1ac --- /dev/null +++ b/build/android/build.xml @@ -0,0 +1,93 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/build/android/default.properties b/build/android/default.properties new file mode 100755 index 0000000..0cdab95 --- /dev/null +++ b/build/android/default.properties @@ -0,0 +1,11 @@ +# This file is automatically generated by Android Tools. +# Do not modify this file -- YOUR CHANGES WILL BE ERASED! +# +# This file must be checked in Version Control Systems. +# +# To customize properties used by the Ant build system use, +# "build.properties", and override values to adapt the script to your +# project structure. + +# Project target. +target=android-12 diff --git a/build/android/jni/.gitignore b/build/android/jni/.gitignore new file mode 100644 index 0000000..2b5ed37 --- /dev/null +++ b/build/android/jni/.gitignore @@ -0,0 +1 @@ +SDL2 diff --git a/build/android/jni/Android.mk b/build/android/jni/Android.mk new file mode 100755 index 0000000..5053e7d --- /dev/null +++ b/build/android/jni/Android.mk @@ -0,0 +1 @@ +include $(call all-subdir-makefiles) diff --git a/build/android/jni/Application.mk b/build/android/jni/Application.mk new file mode 100755 index 0000000..e5b5079 --- /dev/null +++ b/build/android/jni/Application.mk @@ -0,0 +1,6 @@ + +# Uncomment this if you're using STL in your project +# See CPLUSPLUS-SUPPORT.html in the NDK documentation for more information +# APP_STL := stlport_static + +APP_ABI := armeabi armeabi-v7a x86 diff --git a/build/android/jni/SDL2 b/build/android/jni/SDL2 new file mode 120000 index 0000000..75d6f04 --- /dev/null +++ b/build/android/jni/SDL2 @@ -0,0 +1 @@ +/Users/kts/Devel/android/SDL2 \ No newline at end of file diff --git a/build/android/jni/src/Android.mk b/build/android/jni/src/Android.mk new file mode 100755 index 0000000..2e31964 --- /dev/null +++ b/build/android/jni/src/Android.mk @@ -0,0 +1,19 @@ +LOCAL_PATH := $(call my-dir) + +include $(CLEAR_VARS) + +LOCAL_MODULE := main + +SDL_PATH := ../SDL2 + +LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include + +# Add your application source files here... +LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \ + ../../../../src/*.cpp + +LOCAL_SHARED_LIBRARIES := SDL2 + +LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog + +include $(BUILD_SHARED_LIBRARY) diff --git a/build/android/jni/src/Android_static.mk b/build/android/jni/src/Android_static.mk new file mode 100755 index 0000000..faed669 --- /dev/null +++ b/build/android/jni/src/Android_static.mk @@ -0,0 +1,12 @@ +LOCAL_PATH := $(call my-dir) + +include $(CLEAR_VARS) + +LOCAL_MODULE := main + +LOCAL_SRC_FILES := YourSourceHere.c + +LOCAL_STATIC_LIBRARIES := SDL2_static + +include $(BUILD_SHARED_LIBRARY) +$(call import-module,SDL)LOCAL_PATH := $(call my-dir) diff --git a/build/android/proguard-project.txt b/build/android/proguard-project.txt new file mode 100755 index 0000000..f2fe155 --- /dev/null +++ b/build/android/proguard-project.txt @@ -0,0 +1,20 @@ +# To enable ProGuard in your project, edit project.properties +# to define the proguard.config property as described in that file. +# +# Add project specific ProGuard rules here. +# By default, the flags in this file are appended to flags specified +# in ${sdk.dir}/tools/proguard/proguard-android.txt +# You can edit the include path and order by changing the ProGuard +# include property in project.properties. +# +# For more details, see +# http://developer.android.com/guide/developing/tools/proguard.html + +# Add any project specific keep options here: + +# If your project uses WebView with JS, uncomment the following +# and specify the fully qualified class name to the JavaScript interface +# class: +#-keepclassmembers class fqcn.of.javascript.interface.for.webview { +# public *; +#} diff --git a/build/android/project.properties b/build/android/project.properties new file mode 100755 index 0000000..0f507e5 --- /dev/null +++ b/build/android/project.properties @@ -0,0 +1,14 @@ +# This file is automatically generated by Android Tools. +# Do not modify this file -- YOUR CHANGES WILL BE ERASED! +# +# This file must be checked in Version Control Systems. +# +# To customize properties used by the Ant build system edit +# "ant.properties", and override values to adapt the script to your +# project structure. +# +# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home): +#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt + +# Project target. +target=android-12 diff --git a/build/android/res/drawable-hdpi/ic_launcher.png b/build/android/res/drawable-hdpi/ic_launcher.png new file mode 100755 index 0000000..d50bdaa Binary files /dev/null and b/build/android/res/drawable-hdpi/ic_launcher.png differ diff --git a/build/android/res/drawable-mdpi/ic_launcher.png b/build/android/res/drawable-mdpi/ic_launcher.png new file mode 100755 index 0000000..0a299eb Binary files /dev/null and b/build/android/res/drawable-mdpi/ic_launcher.png differ diff --git a/build/android/res/drawable-xhdpi/ic_launcher.png b/build/android/res/drawable-xhdpi/ic_launcher.png new file mode 100755 index 0000000..a336ad5 Binary files /dev/null and b/build/android/res/drawable-xhdpi/ic_launcher.png differ diff --git a/build/android/res/drawable-xxhdpi/ic_launcher.png b/build/android/res/drawable-xxhdpi/ic_launcher.png new file mode 100755 index 0000000..d423dac Binary files /dev/null and b/build/android/res/drawable-xxhdpi/ic_launcher.png differ diff --git a/build/android/res/layout/main.xml b/build/android/res/layout/main.xml new file mode 100755 index 0000000..123c4b6 --- /dev/null +++ b/build/android/res/layout/main.xml @@ -0,0 +1,13 @@ + + + + + diff --git a/build/android/res/values/strings.xml b/build/android/res/values/strings.xml new file mode 100755 index 0000000..931fe2c --- /dev/null +++ b/build/android/res/values/strings.xml @@ -0,0 +1,4 @@ + + + RtBones + diff --git a/build/android/src/com/polymathic/RtB/RtB.java b/build/android/src/com/polymathic/RtB/RtB.java new file mode 100644 index 0000000..70f02b0 --- /dev/null +++ b/build/android/src/com/polymathic/RtB/RtB.java @@ -0,0 +1,7 @@ +package com.polymathic.RtB; + +import org.libsdl.app.SDLActivity; + +public class RtB extends SDLActivity { + +} diff --git a/build/android/src/org/libsdl/app/SDLActivity.java b/build/android/src/org/libsdl/app/SDLActivity.java new file mode 100755 index 0000000..49a1d38 --- /dev/null +++ b/build/android/src/org/libsdl/app/SDLActivity.java @@ -0,0 +1,1074 @@ +package org.libsdl.app; + +import java.util.ArrayList; +import java.util.Arrays; +import java.util.Collections; +import java.util.Comparator; +import java.util.List; + +import android.app.*; +import android.content.*; +import android.view.*; +import android.view.inputmethod.BaseInputConnection; +import android.view.inputmethod.EditorInfo; +import android.view.inputmethod.InputConnection; +import android.view.inputmethod.InputMethodManager; +import android.widget.AbsoluteLayout; +import android.os.*; +import android.util.Log; +import android.graphics.*; +import android.media.*; +import android.hardware.*; + + +/** + SDL Activity +*/ +public class SDLActivity extends Activity { + private static final String TAG = "SDL"; + + // Keep track of the paused state + public static boolean mIsPaused, mIsSurfaceReady, mHasFocus; + public static boolean mExitCalledFromJava; + + // Main components + protected static SDLActivity mSingleton; + protected static SDLSurface mSurface; + protected static View mTextEdit; + protected static ViewGroup mLayout; + protected static SDLJoystickHandler mJoystickHandler; + + // This is what SDL runs in. It invokes SDL_main(), eventually + protected static Thread mSDLThread; + + // Audio + protected static AudioTrack mAudioTrack; + + // Load the .so + static { + System.loadLibrary("SDL2"); + //System.loadLibrary("SDL2_image"); + //System.loadLibrary("SDL2_mixer"); + //System.loadLibrary("SDL2_net"); + //System.loadLibrary("SDL2_ttf"); + System.loadLibrary("main"); + } + + + public static void initialize() { + // The static nature of the singleton and Android quirkyness force us to initialize everything here + // Otherwise, when exiting the app and returning to it, these variables *keep* their pre exit values + mSingleton = null; + mSurface = null; + mTextEdit = null; + mLayout = null; + mJoystickHandler = null; + mSDLThread = null; + mAudioTrack = null; + mExitCalledFromJava = false; + mIsPaused = false; + mIsSurfaceReady = false; + mHasFocus = true; + } + + // Setup + @Override + protected void onCreate(Bundle savedInstanceState) { + Log.v("SDL", "onCreate():" + mSingleton); + super.onCreate(savedInstanceState); + + SDLActivity.initialize(); + // So we can call stuff from static callbacks + mSingleton = this; + + // Set up the surface + mSurface = new SDLSurface(getApplication()); + + if(Build.VERSION.SDK_INT >= 12) { + mJoystickHandler = new SDLJoystickHandler_API12(); + } + else { + mJoystickHandler = new SDLJoystickHandler(); + } + + mLayout = new AbsoluteLayout(this); + mLayout.addView(mSurface); + + setContentView(mLayout); + } + + // Events + @Override + protected void onPause() { + Log.v("SDL", "onPause()"); + super.onPause(); + SDLActivity.handlePause(); + } + + @Override + protected void onResume() { + Log.v("SDL", "onResume()"); + super.onResume(); + SDLActivity.handleResume(); + } + + + @Override + public void onWindowFocusChanged(boolean hasFocus) { + super.onWindowFocusChanged(hasFocus); + Log.v("SDL", "onWindowFocusChanged(): " + hasFocus); + + SDLActivity.mHasFocus = hasFocus; + if (hasFocus) { + SDLActivity.handleResume(); + } + } + + @Override + public void onLowMemory() { + Log.v("SDL", "onLowMemory()"); + super.onLowMemory(); + SDLActivity.nativeLowMemory(); + } + + @Override + protected void onDestroy() { + Log.v("SDL", "onDestroy()"); + // Send a quit message to the application + SDLActivity.mExitCalledFromJava = true; + SDLActivity.nativeQuit(); + + // Now wait for the SDL thread to quit + if (SDLActivity.mSDLThread != null) { + try { + SDLActivity.mSDLThread.join(); + } catch(Exception e) { + Log.v("SDL", "Problem stopping thread: " + e); + } + SDLActivity.mSDLThread = null; + + //Log.v("SDL", "Finished waiting for SDL thread"); + } + + super.onDestroy(); + // Reset everything in case the user re opens the app + SDLActivity.initialize(); + } + + @Override + public boolean dispatchKeyEvent(KeyEvent event) { + int keyCode = event.getKeyCode(); + // Ignore certain special keys so they're handled by Android + if (keyCode == KeyEvent.KEYCODE_VOLUME_DOWN || + keyCode == KeyEvent.KEYCODE_VOLUME_UP || + keyCode == KeyEvent.KEYCODE_CAMERA || + keyCode == 168 || /* API 11: KeyEvent.KEYCODE_ZOOM_IN */ + keyCode == 169 /* API 11: KeyEvent.KEYCODE_ZOOM_OUT */ + ) { + return false; + } + return super.dispatchKeyEvent(event); + } + + /** Called by onPause or surfaceDestroyed. Even if surfaceDestroyed + * is the first to be called, mIsSurfaceReady should still be set + * to 'true' during the call to onPause (in a usual scenario). + */ + public static void handlePause() { + if (!SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady) { + SDLActivity.mIsPaused = true; + SDLActivity.nativePause(); + mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, false); + } + } + + /** Called by onResume or surfaceCreated. An actual resume should be done only when the surface is ready. + * Note: Some Android variants may send multiple surfaceChanged events, so we don't need to resume + * every time we get one of those events, only if it comes after surfaceDestroyed + */ + public static void handleResume() { + if (SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady && SDLActivity.mHasFocus) { + SDLActivity.mIsPaused = false; + SDLActivity.nativeResume(); + mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true); + } + } + + /* The native thread has finished */ + public static void handleNativeExit() { + SDLActivity.mSDLThread = null; + mSingleton.finish(); + } + + + // Messages from the SDLMain thread + static final int COMMAND_CHANGE_TITLE = 1; + static final int COMMAND_UNUSED = 2; + static final int COMMAND_TEXTEDIT_HIDE = 3; + + protected static final int COMMAND_USER = 0x8000; + + /** + * This method is called by SDL if SDL did not handle a message itself. + * This happens if a received message contains an unsupported command. + * Method can be overwritten to handle Messages in a different class. + * @param command the command of the message. + * @param param the parameter of the message. May be null. + * @return if the message was handled in overridden method. + */ + protected boolean onUnhandledMessage(int command, Object param) { + return false; + } + + /** + * A Handler class for Messages from native SDL applications. + * It uses current Activities as target (e.g. for the title). + * static to prevent implicit references to enclosing object. + */ + protected static class SDLCommandHandler extends Handler { + @Override + public void handleMessage(Message msg) { + Context context = getContext(); + if (context == null) { + Log.e(TAG, "error handling message, getContext() returned null"); + return; + } + switch (msg.arg1) { + case COMMAND_CHANGE_TITLE: + if (context instanceof Activity) { + ((Activity) context).setTitle((String)msg.obj); + } else { + Log.e(TAG, "error handling message, getContext() returned no Activity"); + } + break; + case COMMAND_TEXTEDIT_HIDE: + if (mTextEdit != null) { + mTextEdit.setVisibility(View.GONE); + + InputMethodManager imm = (InputMethodManager) context.getSystemService(Context.INPUT_METHOD_SERVICE); + imm.hideSoftInputFromWindow(mTextEdit.getWindowToken(), 0); + } + break; + + default: + if ((context instanceof SDLActivity) && !((SDLActivity) context).onUnhandledMessage(msg.arg1, msg.obj)) { + Log.e(TAG, "error handling message, command is " + msg.arg1); + } + } + } + } + + // Handler for the messages + Handler commandHandler = new SDLCommandHandler(); + + // Send a message from the SDLMain thread + boolean sendCommand(int command, Object data) { + Message msg = commandHandler.obtainMessage(); + msg.arg1 = command; + msg.obj = data; + return commandHandler.sendMessage(msg); + } + + // C functions we call + public static native void nativeInit(); + public static native void nativeLowMemory(); + public static native void nativeQuit(); + public static native void nativePause(); + public static native void nativeResume(); + public static native void onNativeResize(int x, int y, int format); + public static native int onNativePadDown(int device_id, int keycode); + public static native int onNativePadUp(int device_id, int keycode); + public static native void onNativeJoy(int device_id, int axis, + float value); + public static native void onNativeHat(int device_id, int hat_id, + int x, int y); + public static native void onNativeKeyDown(int keycode); + public static native void onNativeKeyUp(int keycode); + public static native void onNativeKeyboardFocusLost(); + public static native void onNativeTouch(int touchDevId, int pointerFingerId, + int action, float x, + float y, float p); + public static native void onNativeAccel(float x, float y, float z); + public static native void onNativeSurfaceChanged(); + public static native void onNativeSurfaceDestroyed(); + public static native void nativeFlipBuffers(); + public static native int nativeAddJoystick(int device_id, String name, + int is_accelerometer, int nbuttons, + int naxes, int nhats, int nballs); + public static native int nativeRemoveJoystick(int device_id); + + public static void flipBuffers() { + SDLActivity.nativeFlipBuffers(); + } + + public static boolean setActivityTitle(String title) { + // Called from SDLMain() thread and can't directly affect the view + return mSingleton.sendCommand(COMMAND_CHANGE_TITLE, title); + } + + public static boolean sendMessage(int command, int param) { + return mSingleton.sendCommand(command, Integer.valueOf(param)); + } + + public static Context getContext() { + return mSingleton; + } + + /** + * @return result of getSystemService(name) but executed on UI thread. + */ + public Object getSystemServiceFromUiThread(final String name) { + final Object lock = new Object(); + final Object[] results = new Object[2]; // array for writable variables + synchronized (lock) { + runOnUiThread(new Runnable() { + @Override + public void run() { + synchronized (lock) { + results[0] = getSystemService(name); + results[1] = Boolean.TRUE; + lock.notify(); + } + } + }); + if (results[1] == null) { + try { + lock.wait(); + } catch (InterruptedException ex) { + ex.printStackTrace(); + } + } + } + return results[0]; + } + + static class ShowTextInputTask implements Runnable { + /* + * This is used to regulate the pan&scan method to have some offset from + * the bottom edge of the input region and the top edge of an input + * method (soft keyboard) + */ + static final int HEIGHT_PADDING = 15; + + public int x, y, w, h; + + public ShowTextInputTask(int x, int y, int w, int h) { + this.x = x; + this.y = y; + this.w = w; + this.h = h; + } + + @Override + public void run() { + AbsoluteLayout.LayoutParams params = new AbsoluteLayout.LayoutParams( + w, h + HEIGHT_PADDING, x, y); + + if (mTextEdit == null) { + mTextEdit = new DummyEdit(getContext()); + + mLayout.addView(mTextEdit, params); + } else { + mTextEdit.setLayoutParams(params); + } + + mTextEdit.setVisibility(View.VISIBLE); + mTextEdit.requestFocus(); + + InputMethodManager imm = (InputMethodManager) getContext().getSystemService(Context.INPUT_METHOD_SERVICE); + imm.showSoftInput(mTextEdit, 0); + } + } + + public static boolean showTextInput(int x, int y, int w, int h) { + // Transfer the task to the main thread as a Runnable + return mSingleton.commandHandler.post(new ShowTextInputTask(x, y, w, h)); + } + + public static Surface getNativeSurface() { + return SDLActivity.mSurface.getNativeSurface(); + } + + // Audio + public static int audioInit(int sampleRate, boolean is16Bit, boolean isStereo, int desiredFrames) { + int channelConfig = isStereo ? AudioFormat.CHANNEL_CONFIGURATION_STEREO : AudioFormat.CHANNEL_CONFIGURATION_MONO; + int audioFormat = is16Bit ? AudioFormat.ENCODING_PCM_16BIT : AudioFormat.ENCODING_PCM_8BIT; + int frameSize = (isStereo ? 2 : 1) * (is16Bit ? 2 : 1); + + Log.v("SDL", "SDL audio: wanted " + (isStereo ? "stereo" : "mono") + " " + (is16Bit ? "16-bit" : "8-bit") + " " + (sampleRate / 1000f) + "kHz, " + desiredFrames + " frames buffer"); + + // Let the user pick a larger buffer if they really want -- but ye + // gods they probably shouldn't, the minimums are horrifyingly high + // latency already + desiredFrames = Math.max(desiredFrames, (AudioTrack.getMinBufferSize(sampleRate, channelConfig, audioFormat) + frameSize - 1) / frameSize); + + if (mAudioTrack == null) { + mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, sampleRate, + channelConfig, audioFormat, desiredFrames * frameSize, AudioTrack.MODE_STREAM); + + // Instantiating AudioTrack can "succeed" without an exception and the track may still be invalid + // Ref: https://android.googlesource.com/platform/frameworks/base/+/refs/heads/master/media/java/android/media/AudioTrack.java + // Ref: http://developer.android.com/reference/android/media/AudioTrack.html#getState() + + if (mAudioTrack.getState() != AudioTrack.STATE_INITIALIZED) { + Log.e("SDL", "Failed during initialization of Audio Track"); + mAudioTrack = null; + return -1; + } + + mAudioTrack.play(); + } + + Log.v("SDL", "SDL audio: got " + ((mAudioTrack.getChannelCount() >= 2) ? "stereo" : "mono") + " " + ((mAudioTrack.getAudioFormat() == AudioFormat.ENCODING_PCM_16BIT) ? "16-bit" : "8-bit") + " " + (mAudioTrack.getSampleRate() / 1000f) + "kHz, " + desiredFrames + " frames buffer"); + + return 0; + } + + public static void audioWriteShortBuffer(short[] buffer) { + for (int i = 0; i < buffer.length; ) { + int result = mAudioTrack.write(buffer, i, buffer.length - i); + if (result > 0) { + i += result; + } else if (result == 0) { + try { + Thread.sleep(1); + } catch(InterruptedException e) { + // Nom nom + } + } else { + Log.w("SDL", "SDL audio: error return from write(short)"); + return; + } + } + } + + public static void audioWriteByteBuffer(byte[] buffer) { + for (int i = 0; i < buffer.length; ) { + int result = mAudioTrack.write(buffer, i, buffer.length - i); + if (result > 0) { + i += result; + } else if (result == 0) { + try { + Thread.sleep(1); + } catch(InterruptedException e) { + // Nom nom + } + } else { + Log.w("SDL", "SDL audio: error return from write(byte)"); + return; + } + } + } + + public static void audioQuit() { + if (mAudioTrack != null) { + mAudioTrack.stop(); + mAudioTrack = null; + } + } + + // Input + + /** + * @return an array which may be empty but is never null. + */ + public static int[] inputGetInputDeviceIds(int sources) { + int[] ids = InputDevice.getDeviceIds(); + int[] filtered = new int[ids.length]; + int used = 0; + for (int i = 0; i < ids.length; ++i) { + InputDevice device = InputDevice.getDevice(ids[i]); + if ((device != null) && ((device.getSources() & sources) != 0)) { + filtered[used++] = device.getId(); + } + } + return Arrays.copyOf(filtered, used); + } + + // Joystick glue code, just a series of stubs that redirect to the SDLJoystickHandler instance + public static boolean handleJoystickMotionEvent(MotionEvent event) { + return mJoystickHandler.handleMotionEvent(event); + } + + public static void pollInputDevices() { + if (SDLActivity.mSDLThread != null) { + mJoystickHandler.pollInputDevices(); + } + } + +} + +/** + Simple nativeInit() runnable +*/ +class SDLMain implements Runnable { + @Override + public void run() { + // Runs SDL_main() + SDLActivity.nativeInit(); + + //Log.v("SDL", "SDL thread terminated"); + } +} + + +/** + SDLSurface. This is what we draw on, so we need to know when it's created + in order to do anything useful. + + Because of this, that's where we set up the SDL thread +*/ +class SDLSurface extends SurfaceView implements SurfaceHolder.Callback, + View.OnKeyListener, View.OnTouchListener, SensorEventListener { + + // Sensors + protected static SensorManager mSensorManager; + protected static Display mDisplay; + + // Keep track of the surface size to normalize touch events + protected static float mWidth, mHeight; + + // Startup + public SDLSurface(Context context) { + super(context); + getHolder().addCallback(this); + + setFocusable(true); + setFocusableInTouchMode(true); + requestFocus(); + setOnKeyListener(this); + setOnTouchListener(this); + + mDisplay = ((WindowManager)context.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay(); + mSensorManager = (SensorManager)context.getSystemService(Context.SENSOR_SERVICE); + + if(Build.VERSION.SDK_INT >= 12) { + setOnGenericMotionListener(new SDLGenericMotionListener_API12()); + } + + // Some arbitrary defaults to avoid a potential division by zero + mWidth = 1.0f; + mHeight = 1.0f; + } + + public Surface getNativeSurface() { + return getHolder().getSurface(); + } + + // Called when we have a valid drawing surface + @Override + public void surfaceCreated(SurfaceHolder holder) { + Log.v("SDL", "surfaceCreated()"); + holder.setType(SurfaceHolder.SURFACE_TYPE_GPU); + } + + // Called when we lose the surface + @Override + public void surfaceDestroyed(SurfaceHolder holder) { + Log.v("SDL", "surfaceDestroyed()"); + // Call this *before* setting mIsSurfaceReady to 'false' + SDLActivity.handlePause(); + SDLActivity.mIsSurfaceReady = false; + SDLActivity.onNativeSurfaceDestroyed(); + } + + // Called when the surface is resized + @Override + public void surfaceChanged(SurfaceHolder holder, + int format, int width, int height) { + Log.v("SDL", "surfaceChanged()"); + + int sdlFormat = 0x15151002; // SDL_PIXELFORMAT_RGB565 by default + switch (format) { + case PixelFormat.A_8: + Log.v("SDL", "pixel format A_8"); + break; + case PixelFormat.LA_88: + Log.v("SDL", "pixel format LA_88"); + break; + case PixelFormat.L_8: + Log.v("SDL", "pixel format L_8"); + break; + case PixelFormat.RGBA_4444: + Log.v("SDL", "pixel format RGBA_4444"); + sdlFormat = 0x15421002; // SDL_PIXELFORMAT_RGBA4444 + break; + case PixelFormat.RGBA_5551: + Log.v("SDL", "pixel format RGBA_5551"); + sdlFormat = 0x15441002; // SDL_PIXELFORMAT_RGBA5551 + break; + case PixelFormat.RGBA_8888: + Log.v("SDL", "pixel format RGBA_8888"); + sdlFormat = 0x16462004; // SDL_PIXELFORMAT_RGBA8888 + break; + case PixelFormat.RGBX_8888: + Log.v("SDL", "pixel format RGBX_8888"); + sdlFormat = 0x16261804; // SDL_PIXELFORMAT_RGBX8888 + break; + case PixelFormat.RGB_332: + Log.v("SDL", "pixel format RGB_332"); + sdlFormat = 0x14110801; // SDL_PIXELFORMAT_RGB332 + break; + case PixelFormat.RGB_565: + Log.v("SDL", "pixel format RGB_565"); + sdlFormat = 0x15151002; // SDL_PIXELFORMAT_RGB565 + break; + case PixelFormat.RGB_888: + Log.v("SDL", "pixel format RGB_888"); + // Not sure this is right, maybe SDL_PIXELFORMAT_RGB24 instead? + sdlFormat = 0x16161804; // SDL_PIXELFORMAT_RGB888 + break; + default: + Log.v("SDL", "pixel format unknown " + format); + break; + } + + mWidth = width; + mHeight = height; + SDLActivity.onNativeResize(width, height, sdlFormat); + Log.v("SDL", "Window size:" + width + "x"+height); + + // Set mIsSurfaceReady to 'true' *before* making a call to handleResume + SDLActivity.mIsSurfaceReady = true; + SDLActivity.onNativeSurfaceChanged(); + + + if (SDLActivity.mSDLThread == null) { + // This is the entry point to the C app. + // Start up the C app thread and enable sensor input for the first time + + SDLActivity.mSDLThread = new Thread(new SDLMain(), "SDLThread"); + enableSensor(Sensor.TYPE_ACCELEROMETER, true); + SDLActivity.mSDLThread.start(); + + // Set up a listener thread to catch when the native thread ends + new Thread(new Runnable(){ + @Override + public void run(){ + try { + SDLActivity.mSDLThread.join(); + } + catch(Exception e){} + finally{ + // Native thread has finished + if (! SDLActivity.mExitCalledFromJava) { + SDLActivity.handleNativeExit(); + } + } + } + }).start(); + } + } + + // unused + @Override + public void onDraw(Canvas canvas) {} + + + // Key events + @Override + public boolean onKey(View v, int keyCode, KeyEvent event) { + // Dispatch the different events depending on where they come from + // Some SOURCE_DPAD or SOURCE_GAMEPAD are also SOURCE_KEYBOARD + // So, we try to process them as DPAD or GAMEPAD events first, if that fails we try them as KEYBOARD + + if ( (event.getSource() & 0x00000401) != 0 || /* API 12: SOURCE_GAMEPAD */ + (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) { + if (event.getAction() == KeyEvent.ACTION_DOWN) { + if (SDLActivity.onNativePadDown(event.getDeviceId(), keyCode) == 0) { + return true; + } + } else if (event.getAction() == KeyEvent.ACTION_UP) { + if (SDLActivity.onNativePadUp(event.getDeviceId(), keyCode) == 0) { + return true; + } + } + } + + if( (event.getSource() & InputDevice.SOURCE_KEYBOARD) != 0) { + if (event.getAction() == KeyEvent.ACTION_DOWN) { + //Log.v("SDL", "key down: " + keyCode); + SDLActivity.onNativeKeyDown(keyCode); + return true; + } + else if (event.getAction() == KeyEvent.ACTION_UP) { + //Log.v("SDL", "key up: " + keyCode); + SDLActivity.onNativeKeyUp(keyCode); + return true; + } + } + + return false; + } + + // Touch events + @Override + public boolean onTouch(View v, MotionEvent event) { + /* Ref: http://developer.android.com/training/gestures/multi.html */ + final int touchDevId = event.getDeviceId(); + final int pointerCount = event.getPointerCount(); + int action = event.getActionMasked(); + int pointerFingerId; + int i = -1; + float x,y,p; + + switch(action) { + case MotionEvent.ACTION_MOVE: + for (i = 0; i < pointerCount; i++) { + pointerFingerId = event.getPointerId(i); + x = event.getX(i) / mWidth; + y = event.getY(i) / mHeight; + p = event.getPressure(i); + SDLActivity.onNativeTouch(touchDevId, pointerFingerId, action, x, y, p); + } + break; + + case MotionEvent.ACTION_UP: + case MotionEvent.ACTION_DOWN: + // Primary pointer up/down, the index is always zero + i = 0; + case MotionEvent.ACTION_POINTER_UP: + case MotionEvent.ACTION_POINTER_DOWN: + // Non primary pointer up/down + if (i == -1) { + i = event.getActionIndex(); + } + + pointerFingerId = event.getPointerId(i); + x = event.getX(i) / mWidth; + y = event.getY(i) / mHeight; + p = event.getPressure(i); + SDLActivity.onNativeTouch(touchDevId, pointerFingerId, action, x, y, p); + break; + + default: + break; + } + + return true; + } + + // Sensor events + public void enableSensor(int sensortype, boolean enabled) { + // TODO: This uses getDefaultSensor - what if we have >1 accels? + if (enabled) { + mSensorManager.registerListener(this, + mSensorManager.getDefaultSensor(sensortype), + SensorManager.SENSOR_DELAY_GAME, null); + } else { + mSensorManager.unregisterListener(this, + mSensorManager.getDefaultSensor(sensortype)); + } + } + + @Override + public void onAccuracyChanged(Sensor sensor, int accuracy) { + // TODO + } + + @Override + public void onSensorChanged(SensorEvent event) { + if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) { + float x, y; + switch (mDisplay.getRotation()) { + case Surface.ROTATION_90: + x = -event.values[1]; + y = event.values[0]; + break; + case Surface.ROTATION_270: + x = event.values[1]; + y = -event.values[0]; + break; + case Surface.ROTATION_180: + x = -event.values[1]; + y = -event.values[0]; + break; + default: + x = event.values[0]; + y = event.values[1]; + break; + } + SDLActivity.onNativeAccel(-x / SensorManager.GRAVITY_EARTH, + y / SensorManager.GRAVITY_EARTH, + event.values[2] / SensorManager.GRAVITY_EARTH - 1); + } + } +} + +/* This is a fake invisible editor view that receives the input and defines the + * pan&scan region + */ +class DummyEdit extends View implements View.OnKeyListener { + InputConnection ic; + + public DummyEdit(Context context) { + super(context); + setFocusableInTouchMode(true); + setFocusable(true); + setOnKeyListener(this); + } + + @Override + public boolean onCheckIsTextEditor() { + return true; + } + + @Override + public boolean onKey(View v, int keyCode, KeyEvent event) { + + // This handles the hardware keyboard input + if (event.isPrintingKey()) { + if (event.getAction() == KeyEvent.ACTION_DOWN) { + ic.commitText(String.valueOf((char) event.getUnicodeChar()), 1); + } + return true; + } + + if (event.getAction() == KeyEvent.ACTION_DOWN) { + SDLActivity.onNativeKeyDown(keyCode); + return true; + } else if (event.getAction() == KeyEvent.ACTION_UP) { + SDLActivity.onNativeKeyUp(keyCode); + return true; + } + + return false; + } + + // + @Override + public boolean onKeyPreIme (int keyCode, KeyEvent event) { + // As seen on StackOverflow: http://stackoverflow.com/questions/7634346/keyboard-hide-event + // FIXME: Discussion at http://bugzilla.libsdl.org/show_bug.cgi?id=1639 + // FIXME: This is not a 100% effective solution to the problem of detecting if the keyboard is showing or not + // FIXME: A more effective solution would be to change our Layout from AbsoluteLayout to Relative or Linear + // FIXME: And determine the keyboard presence doing this: http://stackoverflow.com/questions/2150078/how-to-check-visibility-of-software-keyboard-in-android + // FIXME: An even more effective way would be if Android provided this out of the box, but where would the fun be in that :) + if (event.getAction()==KeyEvent.ACTION_UP && keyCode == KeyEvent.KEYCODE_BACK) { + if (SDLActivity.mTextEdit != null && SDLActivity.mTextEdit.getVisibility() == View.VISIBLE) { + SDLActivity.onNativeKeyboardFocusLost(); + } + } + return super.onKeyPreIme(keyCode, event); + } + + @Override + public InputConnection onCreateInputConnection(EditorInfo outAttrs) { + ic = new SDLInputConnection(this, true); + + outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI + | 33554432 /* API 11: EditorInfo.IME_FLAG_NO_FULLSCREEN */; + + return ic; + } +} + +class SDLInputConnection extends BaseInputConnection { + + public SDLInputConnection(View targetView, boolean fullEditor) { + super(targetView, fullEditor); + + } + + @Override + public boolean sendKeyEvent(KeyEvent event) { + + /* + * This handles the keycodes from soft keyboard (and IME-translated + * input from hardkeyboard) + */ + int keyCode = event.getKeyCode(); + if (event.getAction() == KeyEvent.ACTION_DOWN) { + if (event.isPrintingKey()) { + commitText(String.valueOf((char) event.getUnicodeChar()), 1); + } + SDLActivity.onNativeKeyDown(keyCode); + return true; + } else if (event.getAction() == KeyEvent.ACTION_UP) { + + SDLActivity.onNativeKeyUp(keyCode); + return true; + } + return super.sendKeyEvent(event); + } + + @Override + public boolean commitText(CharSequence text, int newCursorPosition) { + + nativeCommitText(text.toString(), newCursorPosition); + + return super.commitText(text, newCursorPosition); + } + + @Override + public boolean setComposingText(CharSequence text, int newCursorPosition) { + + nativeSetComposingText(text.toString(), newCursorPosition); + + return super.setComposingText(text, newCursorPosition); + } + + public native void nativeCommitText(String text, int newCursorPosition); + + public native void nativeSetComposingText(String text, int newCursorPosition); + + @Override + public boolean deleteSurroundingText(int beforeLength, int afterLength) { + // Workaround to capture backspace key. Ref: http://stackoverflow.com/questions/14560344/android-backspace-in-webview-baseinputconnection + if (beforeLength == 1 && afterLength == 0) { + // backspace + return super.sendKeyEvent(new KeyEvent(KeyEvent.ACTION_DOWN, KeyEvent.KEYCODE_DEL)) + && super.sendKeyEvent(new KeyEvent(KeyEvent.ACTION_UP, KeyEvent.KEYCODE_DEL)); + } + + return super.deleteSurroundingText(beforeLength, afterLength); + } +} + +/* A null joystick handler for API level < 12 devices (the accelerometer is handled separately) */ +class SDLJoystickHandler { + + public boolean handleMotionEvent(MotionEvent event) { + return false; + } + + public void pollInputDevices() { + } +} + +/* Actual joystick functionality available for API >= 12 devices */ +class SDLJoystickHandler_API12 extends SDLJoystickHandler { + + class SDLJoystick { + public int device_id; + public String name; + public ArrayList axes; + public ArrayList hats; + } + class RangeComparator implements Comparator + { + @Override + public int compare(InputDevice.MotionRange arg0, InputDevice.MotionRange arg1) { + return arg0.getAxis() - arg1.getAxis(); + } + } + + private ArrayList mJoysticks; + + public SDLJoystickHandler_API12() { + + mJoysticks = new ArrayList(); + } + + @Override + public void pollInputDevices() { + int[] deviceIds = InputDevice.getDeviceIds(); + // It helps processing the device ids in reverse order + // For example, in the case of the XBox 360 wireless dongle, + // so the first controller seen by SDL matches what the receiver + // considers to be the first controller + + for(int i=deviceIds.length-1; i>-1; i--) { + SDLJoystick joystick = getJoystick(deviceIds[i]); + if (joystick == null) { + joystick = new SDLJoystick(); + InputDevice joystickDevice = InputDevice.getDevice(deviceIds[i]); + if( (joystickDevice.getSources() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) { + joystick.device_id = deviceIds[i]; + joystick.name = joystickDevice.getName(); + joystick.axes = new ArrayList(); + joystick.hats = new ArrayList(); + + List ranges = joystickDevice.getMotionRanges(); + Collections.sort(ranges, new RangeComparator()); + for (InputDevice.MotionRange range : ranges ) { + if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0 ) { + if (range.getAxis() == MotionEvent.AXIS_HAT_X || + range.getAxis() == MotionEvent.AXIS_HAT_Y) { + joystick.hats.add(range); + } + else { + joystick.axes.add(range); + } + } + } + + mJoysticks.add(joystick); + SDLActivity.nativeAddJoystick(joystick.device_id, joystick.name, 0, -1, + joystick.axes.size(), joystick.hats.size()/2, 0); + } + } + } + + /* Check removed devices */ + ArrayList removedDevices = new ArrayList(); + for(int i=0; i < mJoysticks.size(); i++) { + int device_id = mJoysticks.get(i).device_id; + int j; + for (j=0; j < deviceIds.length; j++) { + if (device_id == deviceIds[j]) break; + } + if (j == deviceIds.length) { + removedDevices.add(device_id); + } + } + + for(int i=0; i < removedDevices.size(); i++) { + int device_id = removedDevices.get(i); + SDLActivity.nativeRemoveJoystick(device_id); + for (int j=0; j < mJoysticks.size(); j++) { + if (mJoysticks.get(j).device_id == device_id) { + mJoysticks.remove(j); + break; + } + } + } + } + + protected SDLJoystick getJoystick(int device_id) { + for(int i=0; i < mJoysticks.size(); i++) { + if (mJoysticks.get(i).device_id == device_id) { + return mJoysticks.get(i); + } + } + return null; + } + + @Override + public boolean handleMotionEvent(MotionEvent event) { + if ( (event.getSource() & InputDevice.SOURCE_JOYSTICK) != 0) { + int actionPointerIndex = event.getActionIndex(); + int action = event.getActionMasked(); + switch(action) { + case MotionEvent.ACTION_MOVE: + SDLJoystick joystick = getJoystick(event.getDeviceId()); + if ( joystick != null ) { + for (int i = 0; i < joystick.axes.size(); i++) { + InputDevice.MotionRange range = joystick.axes.get(i); + /* Normalize the value to -1...1 */ + float value = ( event.getAxisValue( range.getAxis(), actionPointerIndex) - range.getMin() ) / range.getRange() * 2.0f - 1.0f; + SDLActivity.onNativeJoy(joystick.device_id, i, value ); + } + for (int i = 0; i < joystick.hats.size(); i+=2) { + int hatX = Math.round(event.getAxisValue( joystick.hats.get(i).getAxis(), actionPointerIndex ) ); + int hatY = Math.round(event.getAxisValue( joystick.hats.get(i+1).getAxis(), actionPointerIndex ) ); + SDLActivity.onNativeHat(joystick.device_id, i/2, hatX, hatY ); + } + } + break; + default: + break; + } + } + return true; + } +} + +class SDLGenericMotionListener_API12 implements View.OnGenericMotionListener { + // Generic Motion (mouse hover, joystick...) events go here + // We only have joysticks yet + @Override + public boolean onGenericMotion(View v, MotionEvent event) { + return SDLActivity.handleJoystickMotionEvent(event); + } +} diff --git a/build/ios/.gitignore b/build/ios/.gitignore new file mode 100644 index 0000000..d018b0f --- /dev/null +++ b/build/ios/.gitignore @@ -0,0 +1,212 @@ +######################### +# .gitignore file for Xcode4 and Xcode5 Source projects +# +# Apple bugs, waiting for Apple to fix/respond: +# +# 15564624 - what does the xccheckout file in Xcode5 do? Where's the documentation? +# +# Version 2.3 +# For latest version, see: http://stackoverflow.com/questions/49478/git-ignore-file-for-xcode-projects +# +# 2014 updates: +# - appended non-standard items DISABLED by default (uncomment if you use those tools) +# - removed the edit that an SO.com moderator made without bothering to ask me +# - researched CocoaPods .lock more carefully, thanks to Gokhan Celiker +# 2013 updates: +# - fixed the broken "save personal Schemes" +# - added line-by-line explanations for EVERYTHING (some were missing) +# +# NB: if you are storing "built" products, this WILL NOT WORK, +# and you should use a different .gitignore (or none at all) +# This file is for SOURCE projects, where there are many extra +# files that we want to exclude +# +######################### + +*.pch + +##### +# OS X temporary files that should never be committed +# +# c.f. http://www.westwind.com/reference/os-x/invisibles.html + +.DS_Store + +# c.f. http://www.westwind.com/reference/os-x/invisibles.html + +.Trashes + +# c.f. http://www.westwind.com/reference/os-x/invisibles.html + +*.swp + +# +# *.lock - this is used and abused by many editors for many different things. +# For the main ones I use (e.g. Eclipse), it should be excluded +# from source-control, but YMMV. +# (lock files are usually local-only file-synchronization on the local FS that should NOT go in git) +# c.f. the "OPTIONAL" section at bottom though, for tool-specific variations! + +*.lock + + +# +# profile - REMOVED temporarily (on double-checking, I can't find it in OS X docs?) +#profile + + +#### +# Xcode temporary files that should never be committed +# +# NB: NIB/XIB files still exist even on Storyboard projects, so we want this... + +*~.nib + + +#### +# Xcode build files - +# +# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "DerivedData" + +DerivedData/ + +# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "build" + +build/ + + +##### +# Xcode private settings (window sizes, bookmarks, breakpoints, custom executables, smart groups) +# +# This is complicated: +# +# SOMETIMES you need to put this file in version control. +# Apple designed it poorly - if you use "custom executables", they are +# saved in this file. +# 99% of projects do NOT use those, so they do NOT want to version control this file. +# ..but if you're in the 1%, comment out the line "*.pbxuser" + +# .pbxuser: http://lists.apple.com/archives/xcode-users/2004/Jan/msg00193.html + +*.pbxuser + +# .mode1v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html + +*.mode1v3 + +# .mode2v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html + +*.mode2v3 + +# .perspectivev3: http://stackoverflow.com/questions/5223297/xcode-projects-what-is-a-perspectivev3-file + +*.perspective +*.perspectivev3 + +# NB: also, whitelist the default ones, some projects need to use these +!default.pbxuser +!default.mode1v3 +!default.mode2v3 +!default.perspectivev3 + + +#### +# Xcode 4 - semi-personal settings +# +# +# OPTION 1: --------------------------------- +# throw away ALL personal settings (including custom schemes! +# - unless they are "shared") +# +# NB: this is exclusive with OPTION 2 below +xcuserdata + +# OPTION 2: --------------------------------- +# get rid of ALL personal settings, but KEEP SOME OF THEM +# - NB: you must manually uncomment the bits you want to keep +# +# NB: this *requires* git v1.8.2 or above; you may need to upgrade to latest OS X, +# or manually install git over the top of the OS X version +# NB: this is exclusive with OPTION 1 above +# +#xcuserdata/**/* + +# (requires option 2 above): Personal Schemes +# +#!xcuserdata/**/xcschemes/* + +#### +# XCode 4 workspaces - more detailed +# +# Workspaces are important! They are a core feature of Xcode - don't exclude them :) +# +# Workspace layout is quite spammy. For reference: +# +# /(root)/ +# /(project-name).xcodeproj/ +# project.pbxproj +# /project.xcworkspace/ +# contents.xcworkspacedata +# /xcuserdata/ +# /(your name)/xcuserdatad/ +# UserInterfaceState.xcuserstate +# /xcsshareddata/ +# /xcschemes/ +# (shared scheme name).xcscheme +# /xcuserdata/ +# /(your name)/xcuserdatad/ +# (private scheme).xcscheme +# xcschememanagement.plist +# +# + +#### +# Xcode 4 - Deprecated classes +# +# Allegedly, if you manually "deprecate" your classes, they get moved here. +# +# We're using source-control, so this is a "feature" that we do not want! + +*.moved-aside + +#### +# OPTIONAL: Some well-known tools that people use side-by-side with Xcode / iOS development +# +# NB: I'd rather not include these here, but gitignore's design is weak and doesn't allow +# modular gitignore: you have to put EVERYTHING in one file. +# +# COCOAPODS: +# +# c.f. http://guides.cocoapods.org/using/using-cocoapods.html#what-is-a-podfilelock +# c.f. http://guides.cocoapods.org/using/using-cocoapods.html#should-i-ignore-the-pods-directory-in-source-control +# +#!Podfile.lock +# +# RUBY: +# +# c.f. http://yehudakatz.com/2010/12/16/clarifying-the-roles-of-the-gemspec-and-gemfile/ +# +#!Gemfile.lock +# +# IDEA: +# +#.idea +# +# TEXTMATE: +# +# -- UNVERIFIED: c.f. http://stackoverflow.com/a/50283/153422 +# +#tm_build_errors + +#### +# UNKNOWN: recommended by others, but I can't discover what these files are +# +# Community suggestions (unverified, no evidence available - DISABLED by default) +# +# 1. Xcode 5 - VCS file +# +# "The data in this file not represent state of your project. +# If you'll leave this file in git - you will have merge conflicts during +# pull your cahnges to other's repo" +# +#*.xccheckout diff --git a/build/ios/Default.png b/build/ios/Default.png new file mode 100755 index 0000000..f912828 Binary files /dev/null and b/build/ios/Default.png differ diff --git a/build/ios/Icon.png b/build/ios/Icon.png new file mode 100755 index 0000000..83f4d10 Binary files /dev/null and b/build/ios/Icon.png differ diff --git a/build/ios/Info.plist b/build/ios/Info.plist new file mode 100755 index 0000000..b8089dc --- /dev/null +++ b/build/ios/Info.plist @@ -0,0 +1,28 @@ + + + + + CFBundleDevelopmentRegion + en + CFBundleDisplayName + ${PRODUCT_NAME} + CFBundleExecutable + ${EXECUTABLE_NAME} + CFBundleIconFile + Icon + CFBundleIdentifier + com.yourcompany.${PRODUCT_NAME:identifier} + CFBundleInfoDictionaryVersion + 6.0 + CFBundleName + ${PRODUCT_NAME} + CFBundlePackageType + APPL + CFBundleSignature + ???? + CFBundleVersion + 1.0 + LSRequiresIPhoneOS + + + diff --git a/build/ios/Roll them Bones.xcodeproj/TemplateIcon.icns b/build/ios/Roll them Bones.xcodeproj/TemplateIcon.icns new file mode 100755 index 0000000..4500ce2 Binary files /dev/null and b/build/ios/Roll them Bones.xcodeproj/TemplateIcon.icns differ diff --git a/build/ios/Roll them Bones.xcodeproj/TemplateInfo.plist b/build/ios/Roll them Bones.xcodeproj/TemplateInfo.plist new file mode 100755 index 0000000..498e37d --- /dev/null +++ b/build/ios/Roll them Bones.xcodeproj/TemplateInfo.plist @@ -0,0 +1,10 @@ + + + + + Description + This project builds an SDL based project for iPhone OS using C or Objective-C. 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Where's the documentation? +# +# Version 2.3 +# For latest version, see: http://stackoverflow.com/questions/49478/git-ignore-file-for-xcode-projects +# +# 2014 updates: +# - appended non-standard items DISABLED by default (uncomment if you use those tools) +# - removed the edit that an SO.com moderator made without bothering to ask me +# - researched CocoaPods .lock more carefully, thanks to Gokhan Celiker +# 2013 updates: +# - fixed the broken "save personal Schemes" +# - added line-by-line explanations for EVERYTHING (some were missing) +# +# NB: if you are storing "built" products, this WILL NOT WORK, +# and you should use a different .gitignore (or none at all) +# This file is for SOURCE projects, where there are many extra +# files that we want to exclude +# +######################### + +*.pch + +##### +# OS X temporary files that should never be committed +# +# c.f. http://www.westwind.com/reference/os-x/invisibles.html + +.DS_Store + +# c.f. http://www.westwind.com/reference/os-x/invisibles.html + +.Trashes + +# c.f. http://www.westwind.com/reference/os-x/invisibles.html + +*.swp + +# +# *.lock - this is used and abused by many editors for many different things. +# For the main ones I use (e.g. Eclipse), it should be excluded +# from source-control, but YMMV. +# (lock files are usually local-only file-synchronization on the local FS that should NOT go in git) +# c.f. the "OPTIONAL" section at bottom though, for tool-specific variations! + +*.lock + + +# +# profile - REMOVED temporarily (on double-checking, I can't find it in OS X docs?) +#profile + + +#### +# Xcode temporary files that should never be committed +# +# NB: NIB/XIB files still exist even on Storyboard projects, so we want this... + +*~.nib + + +#### +# Xcode build files - +# +# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "DerivedData" + +DerivedData/ + +# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "build" + +build/ + + +##### +# Xcode private settings (window sizes, bookmarks, breakpoints, custom executables, smart groups) +# +# This is complicated: +# +# SOMETIMES you need to put this file in version control. +# Apple designed it poorly - if you use "custom executables", they are +# saved in this file. +# 99% of projects do NOT use those, so they do NOT want to version control this file. +# ..but if you're in the 1%, comment out the line "*.pbxuser" + +# .pbxuser: http://lists.apple.com/archives/xcode-users/2004/Jan/msg00193.html + +*.pbxuser + +# .mode1v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html + +*.mode1v3 + +# .mode2v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html + +*.mode2v3 + +# .perspectivev3: http://stackoverflow.com/questions/5223297/xcode-projects-what-is-a-perspectivev3-file + +*.perspective +*.perspectivev3 + +# NB: also, whitelist the default ones, some projects need to use these +!default.pbxuser +!default.mode1v3 +!default.mode2v3 +!default.perspectivev3 + + +#### +# Xcode 4 - semi-personal settings +# +# +# OPTION 1: --------------------------------- +# throw away ALL personal settings (including custom schemes! +# - unless they are "shared") +# +# NB: this is exclusive with OPTION 2 below +xcuserdata + +# OPTION 2: --------------------------------- +# get rid of ALL personal settings, but KEEP SOME OF THEM +# - NB: you must manually uncomment the bits you want to keep +# +# NB: this *requires* git v1.8.2 or above; you may need to upgrade to latest OS X, +# or manually install git over the top of the OS X version +# NB: this is exclusive with OPTION 1 above +# +#xcuserdata/**/* + +# (requires option 2 above): Personal Schemes +# +#!xcuserdata/**/xcschemes/* + +#### +# XCode 4 workspaces - more detailed +# +# Workspaces are important! They are a core feature of Xcode - don't exclude them :) +# +# Workspace layout is quite spammy. For reference: +# +# /(root)/ +# /(project-name).xcodeproj/ +# project.pbxproj +# /project.xcworkspace/ +# contents.xcworkspacedata +# /xcuserdata/ +# /(your name)/xcuserdatad/ +# UserInterfaceState.xcuserstate +# /xcsshareddata/ +# /xcschemes/ +# (shared scheme name).xcscheme +# /xcuserdata/ +# /(your name)/xcuserdatad/ +# (private scheme).xcscheme +# xcschememanagement.plist +# +# + +#### +# Xcode 4 - Deprecated classes +# +# Allegedly, if you manually "deprecate" your classes, they get moved here. +# +# We're using source-control, so this is a "feature" that we do not want! + +*.moved-aside + +#### +# OPTIONAL: Some well-known tools that people use side-by-side with Xcode / iOS development +# +# NB: I'd rather not include these here, but gitignore's design is weak and doesn't allow +# modular gitignore: you have to put EVERYTHING in one file. +# +# COCOAPODS: +# +# c.f. http://guides.cocoapods.org/using/using-cocoapods.html#what-is-a-podfilelock +# c.f. http://guides.cocoapods.org/using/using-cocoapods.html#should-i-ignore-the-pods-directory-in-source-control +# +#!Podfile.lock +# +# RUBY: +# +# c.f. http://yehudakatz.com/2010/12/16/clarifying-the-roles-of-the-gemspec-and-gemfile/ +# +#!Gemfile.lock +# +# IDEA: +# +#.idea +# +# TEXTMATE: +# +# -- UNVERIFIED: c.f. http://stackoverflow.com/a/50283/153422 +# +#tm_build_errors + +#### +# UNKNOWN: recommended by others, but I can't discover what these files are +# +# Community suggestions (unverified, no evidence available - DISABLED by default) +# +# 1. 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b/build/osx/SDL/pkg-support/SDL.info new file mode 100755 index 0000000..f08facd --- /dev/null +++ b/build/osx/SDL/pkg-support/SDL.info @@ -0,0 +1,15 @@ +Title SDL 2.0.0 +Version 1 +Description SDL Library for Mac OS X (http://www.libsdl.org) +DefaultLocation /Library/Frameworks +Diskname (null) +DeleteWarning +NeedsAuthorization NO +DisableStop NO +UseUserMask NO +Application NO +Relocatable YES +Required NO +InstallOnly NO +RequiresReboot NO +InstallFat NO diff --git a/build/osx/SDL/pkg-support/codesign-frameworks.sh b/build/osx/SDL/pkg-support/codesign-frameworks.sh new file mode 100755 index 0000000..16dea25 --- /dev/null +++ b/build/osx/SDL/pkg-support/codesign-frameworks.sh @@ -0,0 +1,43 @@ +#!/bin/sh + +# WARNING: You may have to run Clean in Xcode after changing CODE_SIGN_IDENTITY! + +# Verify that $CODE_SIGN_IDENTITY is set +if [ -z "$CODE_SIGN_IDENTITY" ] ; then + echo "CODE_SIGN_IDENTITY needs to be non-empty for codesigning frameworks!" + + if [ "$CONFIGURATION" = "Release" ] ; then + exit 1 + else + # Codesigning is optional for non-release builds. + exit 0 + fi +fi + +SAVEIFS=$IFS +IFS=$(echo -en "\n\b") + +FRAMEWORK_DIR="${TARGET_BUILD_DIR}" + +# Loop through all frameworks +FRAMEWORKS=`find "${FRAMEWORK_DIR}" -type d -name "*.framework" | sed -e "s/\(.*\)/\1\/Versions\/A\//"` +RESULT=$? +if [[ $RESULT != 0 ]] ; then + exit 1 +fi + +echo "Found:" +echo "${FRAMEWORKS}" + +for FRAMEWORK in $FRAMEWORKS; +do + echo "Signing '${FRAMEWORK}'" + `codesign -f -v -s "${CODE_SIGN_IDENTITY}" "${FRAMEWORK}"` + RESULT=$? + if [[ $RESULT != 0 ]] ; then + exit 1 + fi +done + +# restore $IFS +IFS=$SAVEIFS diff --git a/build/osx/SDL/pkg-support/resources/License.txt b/build/osx/SDL/pkg-support/resources/License.txt new file mode 100755 index 0000000..4b6f777 --- /dev/null +++ b/build/osx/SDL/pkg-support/resources/License.txt @@ -0,0 +1,19 @@ + +Simple DirectMedia Layer +Copyright (C) 1997-2014 Sam Lantinga + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. diff --git a/build/osx/SDL/pkg-support/resources/ReadMe.txt b/build/osx/SDL/pkg-support/resources/ReadMe.txt new file mode 100755 index 0000000..40ac3a1 --- /dev/null +++ b/build/osx/SDL/pkg-support/resources/ReadMe.txt @@ -0,0 +1,32 @@ +The Simple DirectMedia Layer (SDL for short) is a cross-platform +library designed to make it easy to write multi-media software, +such as games and emulators. + +The Simple DirectMedia Layer library source code is available from: +http://www.libsdl.org/ + +This library is distributed under the terms of the zlib license: +http://zlib.net/zlib_license.html + + +This packages contains the SDL framework for OS X. +Conforming with Apple guidelines, this framework +contains both the SDL runtime component and development header files. + + +To Install: +Copy the SDL2.framework to /Library/Frameworks + +You may alternatively install it in /Library/Frameworks +if your access privileges are not high enough. + + +Additional References: + + - Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are + available at: + http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips + Though these are OpenSceneGraph centric, the same exact concepts apply to + SDL, thus the videos are recommended for everybody getting started with + developing on Mac OS X. (You can skim over the PlugIns stuff since SDL + doesn't have any PlugIns to worry about.) diff --git a/build/osx/SDL/pkg-support/resources/SDL_DS_Store b/build/osx/SDL/pkg-support/resources/SDL_DS_Store new file mode 100755 index 0000000..5658d15 Binary files /dev/null and b/build/osx/SDL/pkg-support/resources/SDL_DS_Store differ diff --git a/build/osx/SDL/pkg-support/sdl_logo.pdf b/build/osx/SDL/pkg-support/sdl_logo.pdf new file mode 100755 index 0000000..a172f97 Binary files /dev/null and b/build/osx/SDL/pkg-support/sdl_logo.pdf differ diff --git a/src/main.cpp b/src/main.cpp new file mode 100644 index 0000000..4582180 --- /dev/null +++ b/src/main.cpp @@ -0,0 +1,55 @@ +#include "SDL.h" + +#if defined(__IPHONEOS__) || defined(__ANDROID__) +#define HAVE_OPENGLES +#endif + +#ifdef HAVE_OPENGLES +#include "SDL_opengles.h" +#else +#include "SDL_opengl.h" +#endif + +int main(int argc, char *argv[]) { + // TEMP location of video vars + SDL_Window *v_window = NULL; + SDL_GLContext v_context = 0; + SDL_Event event; + int v_width = 640; + int v_height = 480; + int v_flags = SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE; + int g_running = 0; + + // initialize SDL + if (SDL_Init(SDL_INIT_EVERYTHING) != 0) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init: %s\n", SDL_GetError()); + return 1; + } + // create our window + v_window = SDL_CreateWindow("Roll them Bones", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, v_width, v_height, v_flags); + if (v_window == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_VIDEO, "SDL_CreateWindow: %s\n", SDL_GetError()); + return 1; + } + // get our OpenGL context + v_context = SDL_GL_CreateContext(v_window); + if (v_context == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_VIDEO, "SDL_GL_CreateContext: %s\n", SDL_GetError()); + return 1; + } + glClearColor(0.5f, 0.5f, 0.5f, 0.5f); + g_running = 1; + // begin our main loop + while (g_running) { + while (SDL_PollEvent(&event)) { + if (event.type == SDL_QUIT) { + g_running = 0; + } + } + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + SDL_GL_SwapWindow(v_window); + SDL_Delay(1); + } + SDL_Quit(); + return 0; +}