NDK Programmer's Guide
|
This sample uses the OpenGL library to render the
iconic Utah
teapot. It particularly showcases the ndk_helper
helper class,
a collection of native helper functions required for implementing games and
similar applications as native applications. This class provides:
GLContext
).The activity declaration here is not NativeActivity
itself, but
a sublass: TeapotNativeActivity
.
<activity android:name="com.sample.teapot.TeapotNativeActivity" android:label="@string/app_name" android:configChanges="orientation|keyboardHidden">
The name of the .so
file is
libTeapotNativeActivity.so
; the lib
and
.so
are stripped off from the value assigned to
android:value
.
<meta-data android:name="android.app.lib_name" android:value="TeapotNativeActivity" />
Application.mk
Define the minimum level of Android API Level support.
APP_PLATFORM := android-9
Build for all supported architectures.
APP_ABI := all
Specify the C++ runtime support library to use.
APP_STL := stlport_static
This file handles activity lifecycle events, as well as displaying text on the screen.
// Our popup window, you will call it from your C/C++ code later void setImmersiveSticky() { View decorView = getWindow().getDecorView(); decorView.setSystemUiVisibility(View.SYSTEM_UI_FLAG_FULLSCREEN | View.SYSTEM_UI_FLAG_HIDE_NAVIGATION | View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY | View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN | View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION | View.SYSTEM_UI_FLAG_LAYOUT_STABLE); }
TeapotRenderer.h/.cpp
This code does the actual rendering of the teapot. It uses
ndk_helper
for matrix calculation, and to reposition the camera
based on where the user taps:
ndk_helper::Mat4 mat_projection_; ndk_helper::Mat4 mat_view_; ndk_helper::Mat4 mat_model_; ndk_helper::TapCamera* camera_;
TeapotNativeActivity.cpp
Include ndk_helper
in your native source file, and define the
helper-class name:
#include "NDKHelper.h" //------------------------------------------------------------------------- //Preprocessor //------------------------------------------------------------------------- #define HELPER_CLASS_NAME "com/sample/helper/NDKHelper" //Class name of helper function
The first use of the ndk_helper
class is to handle the
EGL-related lifecycle, associating EGL context states (created/lost) with
Android lifecycle events. It enables the application to preserve context
information so that a destroyed activity can be restored. This is useful, for
example, when the target machine is rotated (causing an activity to be
destroyed, then immediately restored in the new orientation), or when the lock
screen appears.
ndk_helper::GLContext* gl_context_; // handles EGL-related lifecycle.
Next, ndk_helper
provides touch control.
ndk_helper::DoubletapDetector doubletap_detector_; ndk_helper::PinchDetector pinch_detector_; ndk_helper::DragDetector drag_detector_; ndk_helper::PerfMonitor monitor_;
And camera control (openGL view frustum).
ndk_helper::TapCamera tap_camera_;
As in the native-activity sample, the application prepares to use the sensors, using the native APIs provided in the NDK.
ASensorManager* sensor_manager_; const ASensor* accelerometer_sensor_; ASensorEventQueue* sensor_event_queue_;
The following functions are called in response to various Android
lifecycle events and EGL context state changes, using various functionalities
provided by ndk_helper
via the Engine
class.
void LoadResources(); void UnloadResources(); void DrawFrame(); void TermDisplay(); void TrimMemory(); bool IsReady();
This function calls back to the Java side to update the UI display.
void Engine::ShowUI() { JNIEnv *jni; app_->activity->vm->AttachCurrentThread( &jni, NULL ); //Default class retrieval jclass clazz = jni->GetObjectClass( app_->activity->clazz ); jmethodID methodID = jni->GetMethodID( clazz, "showUI", "()V" ); jni->CallVoidMethod( app_->activity->clazz, methodID ); app_->activity->vm->DetachCurrentThread(); return; }
And this one calls back to the Java side to draw a text box superimposed on the screen rendered on the native side, and showing frame count.
void Engine::UpdateFPS( float fFPS ) { JNIEnv *jni; app_->activity->vm->AttachCurrentThread( &jni, NULL ); //Default class retrieval jclass clazz = jni->GetObjectClass( app_->activity->clazz ); jmethodID methodID = jni->GetMethodID( clazz, "updateFPS", "(F)V" ); jni->CallVoidMethod( app_->activity->clazz, methodID, fFPS ); app_->activity->vm->DetachCurrentThread(); return; }
The application gets the system clock and supplies it to the renderer for time-based animation based on real-time clock. For example, calculating momentum, where speed declines as a function of time.
renderer_.Update( monitor_.GetCurrentTime() );
Having earlier been set up to preserve context information, the
application now checks whether GLcontext
is still valid. If not,
ndk-helper
swaps the buffer, reinstantiating the GL context.
if( EGL_SUCCESS != gl_context_->Swap() ) // swaps buffer.
The program passes touch-motion events to the gesture detector defined
in the ndk_helper
class. The gesture detector tracks multitouch
gestures, such as pinch-and-drag, and sends a notification when triggered by
any of these events.
if( AInputEvent_getType( event ) == AINPUT_EVENT_TYPE_MOTION ) { ndk_helper::GESTURE_STATE doubleTapState = eng->doubletap_detector_.Detect( event ); ndk_helper::GESTURE_STATE dragState = eng->drag_detector_.Detect( event ); ndk_helper::GESTURE_STATE pinchState = eng->pinch_detector_.Detect( event ); //Double tap detector has a priority over other detectors if( doubleTapState == ndk_helper::GESTURE_STATE_ACTION ) { //Detect double tap eng->tap_camera_.Reset( true ); } else { //Handle pinch state if( pinchState & ndk_helper::GESTURE_STATE_START ) { //Start new pinch ndk_helper::Vec2 v1; ndk_helper::Vec2 v2; eng->pinch_detector_.GetPointers( v1, v2 );
ndk_helper
also provides access to a vector-math library
(vecmath.h
), using it here to transform touch coordinates.
void Engine::TransformPosition( ndk_helper::Vec2& vec ) { vec = ndk_helper::Vec2( 2.0f, 2.0f ) * vec / ndk_helper::Vec2( gl_context_->GetScreenWidth(), gl_context_->GetScreenHeight() ) ndk_helper::Vec2( 1.f, 1.f ); }
HandleCmd()
handles commands posted from the
android_native_app_glue library. For more information about what the messages
mean, refer to the comments in the android_native_app_glue.h
and
.c
source files.
void Engine::HandleCmd( struct android_app* app, int32_t cmd ) { Engine* eng = (Engine*) app->userData; switch( cmd ) { case APP_CMD_SAVE_STATE: break; case APP_CMD_INIT_WINDOW: // The window is being shown, get it ready. if( app->window != NULL )
ndk_helper
posts APP_CMD_INIT_WINDOW when android_app_glue
receives an onNativeWindowCreated()
callback from the system.
Applications can normally perform window initializations, such as EGL
initialization. They do this outside of the activity lifecycle, since the
activity is not yet ready.
ndk_helper::JNIHelper::Init( state->activity, HELPER_CLASS_NAME ); state->userData = &g_engine; state->onAppCmd = Engine::HandleCmd; state->onInputEvent = Engine::HandleInput;