Android work in progress changes
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14 changed files with 94 additions and 300 deletions
20
examples/android/app/src/main/jni/Android.mk
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20
examples/android/app/src/main/jni/Android.mk
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LOCAL_PATH := $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE := sfml-example
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LOCAL_SRC_FILES := main.cpp
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LOCAL_SHARED_LIBRARIES := sfml-system-d
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LOCAL_SHARED_LIBRARIES += sfml-window-d
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LOCAL_SHARED_LIBRARIES += sfml-graphics-d
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LOCAL_SHARED_LIBRARIES += sfml-audio-d
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LOCAL_SHARED_LIBRARIES += sfml-network-d
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LOCAL_SHARED_LIBRARIES += sfml-activity-d
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LOCAL_SHARED_LIBRARIES += openal
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LOCAL_WHOLE_STATIC_LIBRARIES := sfml-main-d
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include $(BUILD_SHARED_LIBRARY)
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$(call import-module,third_party/sfml)
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8
examples/android/app/src/main/jni/Application.mk
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examples/android/app/src/main/jni/Application.mk
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NDK_TOOLCHAIN_VERSION := 4.9
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APP_PLATFORM := android-14
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# APP_STL has to match CMAKE_ANDROID_STL_TYPE
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APP_STL := c++_static
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APP_ABI := armeabi-v7a
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APP_MODULES := sfml-activity-d sfml-example
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APP_OPTIM := debug
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APP_CFLAG := -g -ggdb -O0
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175
examples/android/app/src/main/jni/main.cpp
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examples/android/app/src/main/jni/main.cpp
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#include <SFML/System.hpp>
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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include <SFML/Audio.hpp>
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#include <SFML/Network.hpp>
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// Do we want to showcase direct JNI/NDK interaction?
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// Undefine this to get real cross-platform code.
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#define USE_JNI
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#if defined(USE_JNI)
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// These headers are only needed for direct NDK/JDK interaction
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#include <jni.h>
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#include <android/native_activity.h>
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// Since we want to get the native activity from SFML, we'll have to use an
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// extra header here:
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#include <SFML/System/NativeActivity.hpp>
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// NDK/JNI sub example - call Java code from native code
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int vibrate(sf::Time duration)
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{
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// First we'll need the native activity handle
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ANativeActivity *activity = sf::getNativeActivity();
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// Retrieve the JVM and JNI environment
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JavaVM* vm = activity->vm;
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JNIEnv* env = activity->env;
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// First, attach this thread to the main thread
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JavaVMAttachArgs attachargs;
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attachargs.version = JNI_VERSION_1_6;
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attachargs.name = "NativeThread";
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attachargs.group = NULL;
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jint res = vm->AttachCurrentThread(&env, &attachargs);
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if (res == JNI_ERR)
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return EXIT_FAILURE;
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// Retrieve class information
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jclass natact = env->FindClass("android/app/NativeActivity");
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jclass context = env->FindClass("android/content/Context");
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// Get the value of a constant
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jfieldID fid = env->GetStaticFieldID(context, "VIBRATOR_SERVICE", "Ljava/lang/String;");
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jobject svcstr = env->GetStaticObjectField(context, fid);
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// Get the method 'getSystemService' and call it
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jmethodID getss = env->GetMethodID(natact, "getSystemService", "(Ljava/lang/String;)Ljava/lang/Object;");
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jobject vib_obj = env->CallObjectMethod(activity->clazz, getss, svcstr);
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// Get the object's class and retrieve the member name
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jclass vib_cls = env->GetObjectClass(vib_obj);
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jmethodID vibrate = env->GetMethodID(vib_cls, "vibrate", "(J)V");
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// Determine the timeframe
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jlong length = duration.asMilliseconds();
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// Bzzz!
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env->CallVoidMethod(vib_obj, vibrate, length);
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// Free references
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env->DeleteLocalRef(vib_obj);
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env->DeleteLocalRef(vib_cls);
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env->DeleteLocalRef(svcstr);
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env->DeleteLocalRef(context);
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env->DeleteLocalRef(natact);
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// Detach thread again
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vm->DetachCurrentThread();
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}
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#endif
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// This is the actual Android example. You don't have to write any platform
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// specific code, unless you want to use things not directly exposed.
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// ('vibrate()' in this example; undefine 'USE_JNI' above to disable it)
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int main(int argc, char *argv[])
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{
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sf::VideoMode screen(sf::VideoMode::getDesktopMode());
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sf::RenderWindow window(screen, "");
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window.setFramerateLimit(30);
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sf::Texture texture;
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if(!texture.loadFromFile("image.png"))
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return EXIT_FAILURE;
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sf::Sprite image(texture);
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image.setPosition(screen.width / 2, screen.height / 2);
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image.setOrigin(texture.getSize().x/2, texture.getSize().y/2);
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sf::Font font;
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if (!font.loadFromFile("sansation.ttf"))
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return EXIT_FAILURE;
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sf::Text text("Tap anywhere to move the logo.", font, 64);
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text.setFillColor(sf::Color::Black);
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text.setPosition(10, 10);
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// Loading canary.wav fails for me for now; haven't had time to test why
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/*sf::Music music;
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if(!music.openFromFile("canary.wav"))
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return EXIT_FAILURE;
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music.play();*/
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sf::View view = window.getDefaultView();
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sf::Color background = sf::Color::White;
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// We shouldn't try drawing to the screen while in background
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// so we'll have to track that. You can do minor background
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// work, but keep battery life in mind.
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bool active = true;
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while (window.isOpen())
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{
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sf::Event event;
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while (active ? window.pollEvent(event) : window.waitEvent(event))
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{
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switch (event.type)
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{
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case sf::Event::Closed:
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window.close();
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break;
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case sf::Event::KeyPressed:
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if (event.key.code == sf::Keyboard::Escape)
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window.close();
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break;
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case sf::Event::Resized:
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view.setSize(event.size.width, event.size.height);
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view.setCenter(event.size.width/2, event.size.height/2);
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window.setView(view);
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break;
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case sf::Event::LostFocus:
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background = sf::Color::Black;
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break;
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case sf::Event::GainedFocus:
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background = sf::Color::White;
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break;
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// On Android MouseLeft/MouseEntered are (for now) triggered,
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// whenever the app loses or gains focus.
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case sf::Event::MouseLeft:
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active = false;
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break;
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case sf::Event::MouseEntered:
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active = true;
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break;
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case sf::Event::TouchBegan:
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if (event.touch.finger == 0)
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{
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image.setPosition(event.touch.x, event.touch.y);
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#if defined(USE_JNI)
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vibrate(sf::milliseconds(10));
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#endif
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}
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break;
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}
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}
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if (active)
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{
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window.clear(background);
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window.draw(image);
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window.draw(text);
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window.display();
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}
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else {
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sf::sleep(sf::milliseconds(100));
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}
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}
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}
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