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+/*************************************************************************/
+/* GodotView.java */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 android.content.Context;
+import android.graphics.PixelFormat;
+import android.opengl.GLSurfaceView;
+import android.util.AttributeSet;
+import android.util.Log;
+import android.view.KeyEvent;
+import android.view.MotionEvent;
+import android.content.ContextWrapper;
+import android.view.InputDevice;
+
+import java.io.File;
+import javax.microedition.khronos.egl.EGL10;
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.egl.EGLContext;
+import javax.microedition.khronos.egl.EGLDisplay;
+import javax.microedition.khronos.opengles.GL10;
+
+/**
+ * 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 GodotView extends GLSurfaceView {
+
+ private static String TAG = "GodotView";
+ private static final boolean DEBUG = false;
+ private static Context ctx;
+
+ private static GodotIO io;
+ private static boolean firsttime=true;
+ private static boolean use_gl2=false;
+ private static boolean use_32=false;
+
+ private Godot activity;
+
+ public GodotView(Context context,GodotIO p_io,boolean p_use_gl2, boolean p_use_32_bits, Godot p_activity) {
+ super(context);
+ ctx=context;
+ io=p_io;
+ use_gl2=p_use_gl2;
+ use_32=p_use_32_bits;
+
+ activity = p_activity;
+
+ if (!p_io.needsReloadHooks()) {
+ //will only work on SDK 11+!!
+ setPreserveEGLContextOnPause(true);
+ }
+
+ init(false, 16, 0);
+ }
+
+ public GodotView(Context context, boolean translucent, int depth, int stencil) {
+ super(context);
+ init(translucent, depth, stencil);
+ }
+
+ @Override public boolean onTouchEvent (MotionEvent event) {
+
+ return activity.gotTouchEvent(event);
+ };
+
+ public int get_godot_button(int keyCode) {
+
+ int button = 0;
+ switch (keyCode) {
+ case KeyEvent.KEYCODE_BUTTON_A: // Android A is SNES B
+ button = 0;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_B:
+ button = 1;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_X: // Android X is SNES Y
+ button = 2;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_Y:
+ button = 3;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_L1:
+ button = 4;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_L2:
+ button = 6;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_R1:
+ button = 5;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_R2:
+ button = 7;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_SELECT:
+ button = 10;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_START:
+ button = 11;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_THUMBL:
+ button = 8;
+ break;
+ case KeyEvent.KEYCODE_BUTTON_THUMBR:
+ button = 9;
+ break;
+ case KeyEvent.KEYCODE_DPAD_UP:
+ button = 12;
+ break;
+ case KeyEvent.KEYCODE_DPAD_DOWN:
+ button = 13;
+ break;
+ case KeyEvent.KEYCODE_DPAD_LEFT:
+ button = 14;
+ break;
+ case KeyEvent.KEYCODE_DPAD_RIGHT:
+ button = 15;
+ break;
+
+ default:
+ button = keyCode - KeyEvent.KEYCODE_BUTTON_1;
+ break;
+ };
+
+ return button;
+ };
+
+ @Override public boolean onKeyUp(int keyCode, KeyEvent event) {
+
+ if (keyCode == KeyEvent.KEYCODE_BACK) {
+ return true;
+ }
+
+ if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
+ return super.onKeyUp(keyCode, event);
+ };
+
+ int source = event.getSource();
+ if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
+
+ int button = get_godot_button(keyCode);
+ int device = event.getDeviceId();
+
+ GodotLib.joybutton(device, button, false);
+ return true;
+ } else {
+
+ GodotLib.key(keyCode, event.getUnicodeChar(0), false);
+ };
+ return super.onKeyUp(keyCode, event);
+ };
+
+ @Override public boolean onKeyDown(int keyCode, KeyEvent event) {
+
+ if (keyCode == KeyEvent.KEYCODE_BACK) {
+ GodotLib.quit();
+ // press 'back' button should not terminate program
+ // normal handle 'back' event in game logic
+ return true;
+ }
+
+ if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
+ return super.onKeyDown(keyCode, event);
+ };
+
+ int source = event.getSource();
+ //Log.e(TAG, String.format("Key down! source %d, device %d, joystick %d, %d, %d", event.getDeviceId(), source, (source & InputDevice.SOURCE_JOYSTICK), (source & InputDevice.SOURCE_DPAD), (source & InputDevice.SOURCE_GAMEPAD)));
+
+ if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
+
+ if (event.getRepeatCount() > 0) // ignore key echo
+ return true;
+ int button = get_godot_button(keyCode);
+ int device = event.getDeviceId();
+ //Log.e(TAG, String.format("joy button down! button %x, %d, device %d", keyCode, button, device));
+
+ GodotLib.joybutton(device, button, true);
+ return true;
+
+ } else {
+ GodotLib.key(keyCode, event.getUnicodeChar(0), true);
+ };
+ return super.onKeyDown(keyCode, event);
+ }
+
+ public float axis_value(MotionEvent p_event, InputDevice p_device, int p_axis, int p_pos) {
+
+ final InputDevice.MotionRange range = p_device.getMotionRange(p_axis, p_event.getSource());
+ if (range == null)
+ return 0;
+
+ //Log.e(TAG, String.format("axis ranges %f, %f, %f", range.getRange(), range.getMin(), range.getMax()));
+
+ final float flat = range.getFlat();
+ final float value =
+ p_pos < 0 ? p_event.getAxisValue(p_axis):
+ p_event.getHistoricalAxisValue(p_axis, p_pos);
+
+ final float absval = Math.abs(value);
+ if (absval <= flat) {
+ return 0;
+ };
+
+ final float ret = (value - range.getMin()) / range.getRange() * 2 - 1.0f;
+
+ return ret;
+ };
+
+ float[] last_axis_values = { 0, 0, 0, 0, -1, -1 };
+ boolean[] last_axis_buttons = { false, false, false, false, false, false }; // dpad up down left right, ltrigger, rtrigger
+
+ public void process_axis_state(MotionEvent p_event, int p_pos) {
+
+ int device_id = p_event.getDeviceId();
+ InputDevice device = p_event.getDevice();
+ float val;
+
+ val = axis_value(p_event, device, MotionEvent.AXIS_X, p_pos);
+ if (val != last_axis_values[0]) {
+ last_axis_values[0] = val;
+ //Log.e(TAG, String.format("axis moved! axis %d, value %f", 0, val));
+ GodotLib.joyaxis(device_id, 0, val);
+ };
+
+ val = axis_value(p_event, device, MotionEvent.AXIS_Y, p_pos);
+ if (val != last_axis_values[1]) {
+ last_axis_values[1] = val;
+ //Log.e(TAG, String.format("axis moved! axis %d, value %f", 1, val));
+ GodotLib.joyaxis(device_id, 1, val);
+ };
+
+ val = axis_value(p_event, device, MotionEvent.AXIS_Z, p_pos);
+ if (val != last_axis_values[2]) {
+ last_axis_values[2] = val;
+ //Log.e(TAG, String.format("axis moved! axis %d, value %f", 2, val));
+ GodotLib.joyaxis(device_id, 2, val);
+ };
+
+ val = axis_value(p_event, device, MotionEvent.AXIS_RZ, p_pos);
+ if (val != last_axis_values[3]) {
+ last_axis_values[3] = val;
+ //Log.e(TAG, String.format("axis moved! axis %d, value %f", 3, val));
+ GodotLib.joyaxis(device_id, 3, val);
+ };
+
+ val = axis_value(p_event, device, MotionEvent.AXIS_LTRIGGER, p_pos);
+ if (val != last_axis_values[4]) {
+ last_axis_values[4] = val;
+ if ((val != 0) != (last_axis_buttons[4])) {
+ last_axis_buttons[4] = (val != 0);
+ GodotLib.joybutton(device_id, 6, (val != 0));
+ };
+ };
+
+ val = axis_value(p_event, device, MotionEvent.AXIS_RTRIGGER, p_pos);
+ if (val != last_axis_values[5]) {
+ last_axis_values[5] = val;
+ if ((val != 0) != (last_axis_buttons[5])) {
+ last_axis_buttons[5] = (val != 0);
+ GodotLib.joybutton(device_id, 7, (val != 0));
+ };
+ };
+
+ val = axis_value(p_event, device, MotionEvent.AXIS_HAT_Y, p_pos);
+
+ if (last_axis_buttons[0] != (val > 0)) {
+ last_axis_buttons[0] = val > 0;
+ GodotLib.joybutton(device_id, 12, val > 0);
+ };
+ if (last_axis_buttons[1] != (val < 0)) {
+ last_axis_buttons[1] = val < 0;
+ GodotLib.joybutton(device_id, 13, val > 0);
+ };
+
+ val = axis_value(p_event, device, MotionEvent.AXIS_HAT_X, p_pos);
+ if (last_axis_buttons[2] != (val < 0)) {
+ last_axis_buttons[2] = val < 0;
+ GodotLib.joybutton(device_id, 14, val < 0);
+ };
+ if (last_axis_buttons[3] != (val > 0)) {
+ last_axis_buttons[3] = val > 0;
+ GodotLib.joybutton(device_id, 15, val > 0);
+ };
+ };
+
+ @Override public boolean onGenericMotionEvent(MotionEvent event) {
+
+ if ((event.getSource() & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK && event.getAction() == MotionEvent.ACTION_MOVE) {
+
+ // Process all historical movement samples in the batch
+ final int historySize = event.getHistorySize();
+
+ // Process the movements starting from the
+ // earliest historical position in the batch
+ for (int i = 0; i < historySize; i++) {
+ // Process the event at historical position i
+ process_axis_state(event, i);
+ }
+
+ // Process the current movement sample in the batch (position -1)
+ process_axis_state(event, -1);
+ return true;
+
+
+ };
+
+ return super.onGenericMotionEvent(event);
+ };
+
+
+ private void init(boolean translucent, int depth, int stencil) {
+
+ this.setFocusableInTouchMode(true);
+ /* By default, GLSurfaceView() creates a RGB_565 opaque surface.
+ * If we want a translucent one, we should change the surface's
+ * format here, using PixelFormat.TRANSLUCENT for GL Surfaces
+ * is interpreted as any 32-bit surface with alpha by SurfaceFlinger.
+ */
+ if (translucent) {
+ this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
+ }
+
+ /* Setup the context factory for 2.0 rendering.
+ * See ContextFactory class definition below
+ */
+ setEGLContextFactory(new ContextFactory());
+
+ /* We need to choose an EGLConfig that matches the format of
+ * our surface exactly. This is going to be done in our
+ * custom config chooser. See ConfigChooser class definition
+ * below.
+ */
+
+ if (use_32) {
+ setEGLConfigChooser( translucent ?
+ new FallbackConfigChooser(8, 8, 8, 8, 24, stencil, new ConfigChooser(8, 8, 8, 8, 16, stencil)) :
+ new FallbackConfigChooser(8, 8, 8, 8, 24, stencil, new ConfigChooser(5, 6, 5, 0, 16, stencil)) );
+
+ } else {
+ setEGLConfigChooser( translucent ?
+ new ConfigChooser(8, 8, 8, 8, 16, stencil) :
+ new ConfigChooser(5, 6, 5, 0, 16, stencil) );
+ }
+
+ /* Set the renderer responsible for frame rendering */
+ setRenderer(new Renderer());
+ }
+
+ private static class ContextFactory implements GLSurfaceView.EGLContextFactory {
+ private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
+ public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) {
+ if (use_gl2)
+ Log.w(TAG, "creating OpenGL ES 2.0 context :");
+ else
+ Log.w(TAG, "creating OpenGL ES 1.1 context :");
+
+ checkEglError("Before eglCreateContext", egl);
+ int[] attrib_list2 = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
+ EGLContext context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, use_gl2?attrib_list2:null);
+ checkEglError("After eglCreateContext", egl);
+ return context;
+ }
+
+ public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {
+ egl.eglDestroyContext(display, context);
+ }
+ }
+
+ private static void checkEglError(String prompt, EGL10 egl) {
+ int error;
+ while ((error = egl.eglGetError()) != EGL10.EGL_SUCCESS) {
+ Log.e(TAG, String.format("%s: EGL error: 0x%x", prompt, error));
+ }
+ }
+ /* Fallback if 32bit View is not supported*/
+ private static class FallbackConfigChooser extends ConfigChooser {
+ private ConfigChooser fallback;
+
+ public FallbackConfigChooser(int r, int g, int b, int a, int depth, int stencil, ConfigChooser fallback) {
+ super(r, g, b, a, depth, stencil);
+ this.fallback = fallback;
+ }
+
+ @Override
+ public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, EGLConfig[] configs) {
+ EGLConfig ec = super.chooseConfig(egl, display, configs);
+ if (ec == null) {
+ Log.w(TAG, "Trying ConfigChooser fallback");
+ ec = fallback.chooseConfig(egl, display, configs);
+ use_32=false;
+ }
+ return ec;
+ }
+ }
+
+ private static class ConfigChooser implements GLSurfaceView.EGLConfigChooser {
+
+ public ConfigChooser(int r, int g, int b, int a, int depth, int stencil) {
+ mRedSize = r;
+ mGreenSize = g;
+ mBlueSize = b;
+ mAlphaSize = a;
+ mDepthSize = depth;
+ mStencilSize = stencil;
+ }
+
+ /* This EGL config specification is used to specify 2.0 rendering.
+ * We use a minimum size of 4 bits for red/green/blue, but will
+ * perform actual matching in chooseConfig() below.
+ */
+ private static int EGL_OPENGL_ES2_BIT = 4;
+ private static int[] s_configAttribs2 =
+ {
+ EGL10.EGL_RED_SIZE, 4,
+ EGL10.EGL_GREEN_SIZE, 4,
+ EGL10.EGL_BLUE_SIZE, 4,
+ // EGL10.EGL_DEPTH_SIZE, 16,
+ // EGL10.EGL_STENCIL_SIZE, EGL10.EGL_DONT_CARE,
+ EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
+ EGL10.EGL_NONE
+ };
+ private static int[] s_configAttribs =
+ {
+ EGL10.EGL_RED_SIZE, 4,
+ EGL10.EGL_GREEN_SIZE, 4,
+ EGL10.EGL_BLUE_SIZE, 4,
+ // EGL10.EGL_DEPTH_SIZE, 16,
+ // EGL10.EGL_STENCIL_SIZE, EGL10.EGL_DONT_CARE,
+ EGL10.EGL_NONE
+ };
+
+ public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
+
+ /* Get the number of minimally matching EGL configurations
+ */
+ int[] num_config = new int[1];
+ egl.eglChooseConfig(display, use_gl2?s_configAttribs2:s_configAttribs, null, 0, num_config);
+
+ int numConfigs = num_config[0];
+
+ if (numConfigs <= 0) {
+ throw new IllegalArgumentException("No configs match configSpec");
+ }
+
+ /* Allocate then read the array of minimally matching EGL configs
+ */
+ EGLConfig[] configs = new EGLConfig[numConfigs];
+ egl.eglChooseConfig(display, use_gl2?s_configAttribs2:s_configAttribs, configs, numConfigs, num_config);
+
+ if (DEBUG) {
+ printConfigs(egl, display, configs);
+ }
+ /* Now return the "best" one
+ */
+ return chooseConfig(egl, display, configs);
+ }
+
+ public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
+ EGLConfig[] configs) {
+ for(EGLConfig config : configs) {
+ int d = findConfigAttrib(egl, display, config,
+ EGL10.EGL_DEPTH_SIZE, 0);
+ int s = findConfigAttrib(egl, display, config,
+ EGL10.EGL_STENCIL_SIZE, 0);
+
+ // We need at least mDepthSize and mStencilSize bits
+ if (d < mDepthSize || s < mStencilSize)
+ continue;
+
+ // We want an *exact* match for red/green/blue/alpha
+ int r = findConfigAttrib(egl, display, config,
+ EGL10.EGL_RED_SIZE, 0);
+ int g = findConfigAttrib(egl, display, config,
+ EGL10.EGL_GREEN_SIZE, 0);
+ int b = findConfigAttrib(egl, display, config,
+ EGL10.EGL_BLUE_SIZE, 0);
+ int a = findConfigAttrib(egl, display, config,
+ EGL10.EGL_ALPHA_SIZE, 0);
+
+ if (r == mRedSize && g == mGreenSize && b == mBlueSize && a == mAlphaSize)
+ return config;
+ }
+ return null;
+ }
+
+ private int findConfigAttrib(EGL10 egl, EGLDisplay display,
+ EGLConfig config, int attribute, int defaultValue) {
+
+ if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
+ return mValue[0];
+ }
+ return defaultValue;
+ }
+
+ private void printConfigs(EGL10 egl, EGLDisplay display,
+ EGLConfig[] configs) {
+ int numConfigs = configs.length;
+ Log.w(TAG, String.format("%d configurations", numConfigs));
+ for (int i = 0; i < numConfigs; i++) {
+ Log.w(TAG, String.format("Configuration %d:\n", i));
+ printConfig(egl, display, configs[i]);
+ }
+ }
+
+ private void printConfig(EGL10 egl, EGLDisplay display,
+ EGLConfig config) {
+ int[] attributes = {
+ EGL10.EGL_BUFFER_SIZE,
+ EGL10.EGL_ALPHA_SIZE,
+ EGL10.EGL_BLUE_SIZE,
+ EGL10.EGL_GREEN_SIZE,
+ EGL10.EGL_RED_SIZE,
+ EGL10.EGL_DEPTH_SIZE,
+ EGL10.EGL_STENCIL_SIZE,
+ EGL10.EGL_CONFIG_CAVEAT,
+ EGL10.EGL_CONFIG_ID,
+ EGL10.EGL_LEVEL,
+ EGL10.EGL_MAX_PBUFFER_HEIGHT,
+ EGL10.EGL_MAX_PBUFFER_PIXELS,
+ EGL10.EGL_MAX_PBUFFER_WIDTH,
+ EGL10.EGL_NATIVE_RENDERABLE,
+ EGL10.EGL_NATIVE_VISUAL_ID,
+ EGL10.EGL_NATIVE_VISUAL_TYPE,
+ 0x3030, // EGL10.EGL_PRESERVED_RESOURCES,
+ EGL10.EGL_SAMPLES,
+ EGL10.EGL_SAMPLE_BUFFERS,
+ EGL10.EGL_SURFACE_TYPE,
+ EGL10.EGL_TRANSPARENT_TYPE,
+ EGL10.EGL_TRANSPARENT_RED_VALUE,
+ EGL10.EGL_TRANSPARENT_GREEN_VALUE,
+ EGL10.EGL_TRANSPARENT_BLUE_VALUE,
+ 0x3039, // EGL10.EGL_BIND_TO_TEXTURE_RGB,
+ 0x303A, // EGL10.EGL_BIND_TO_TEXTURE_RGBA,
+ 0x303B, // EGL10.EGL_MIN_SWAP_INTERVAL,
+ 0x303C, // EGL10.EGL_MAX_SWAP_INTERVAL,
+ EGL10.EGL_LUMINANCE_SIZE,
+ EGL10.EGL_ALPHA_MASK_SIZE,
+ EGL10.EGL_COLOR_BUFFER_TYPE,
+ EGL10.EGL_RENDERABLE_TYPE,
+ 0x3042 // EGL10.EGL_CONFORMANT
+ };
+ String[] names = {
+ "EGL_BUFFER_SIZE",
+ "EGL_ALPHA_SIZE",
+ "EGL_BLUE_SIZE",
+ "EGL_GREEN_SIZE",
+ "EGL_RED_SIZE",
+ "EGL_DEPTH_SIZE",
+ "EGL_STENCIL_SIZE",
+ "EGL_CONFIG_CAVEAT",
+ "EGL_CONFIG_ID",
+ "EGL_LEVEL",
+ "EGL_MAX_PBUFFER_HEIGHT",
+ "EGL_MAX_PBUFFER_PIXELS",
+ "EGL_MAX_PBUFFER_WIDTH",
+ "EGL_NATIVE_RENDERABLE",
+ "EGL_NATIVE_VISUAL_ID",
+ "EGL_NATIVE_VISUAL_TYPE",
+ "EGL_PRESERVED_RESOURCES",
+ "EGL_SAMPLES",
+ "EGL_SAMPLE_BUFFERS",
+ "EGL_SURFACE_TYPE",
+ "EGL_TRANSPARENT_TYPE",
+ "EGL_TRANSPARENT_RED_VALUE",
+ "EGL_TRANSPARENT_GREEN_VALUE",
+ "EGL_TRANSPARENT_BLUE_VALUE",
+ "EGL_BIND_TO_TEXTURE_RGB",
+ "EGL_BIND_TO_TEXTURE_RGBA",
+ "EGL_MIN_SWAP_INTERVAL",
+ "EGL_MAX_SWAP_INTERVAL",
+ "EGL_LUMINANCE_SIZE",
+ "EGL_ALPHA_MASK_SIZE",
+ "EGL_COLOR_BUFFER_TYPE",
+ "EGL_RENDERABLE_TYPE",
+ "EGL_CONFORMANT"
+ };
+ int[] value = new int[1];
+ for (int i = 0; i < attributes.length; i++) {
+ int attribute = attributes[i];
+ String name = names[i];
+ if ( egl.eglGetConfigAttrib(display, config, attribute, value)) {
+ Log.w(TAG, String.format(" %s: %d\n", name, value[0]));
+ } else {
+ // Log.w(TAG, String.format(" %s: failed\n", name));
+ while (egl.eglGetError() != EGL10.EGL_SUCCESS);
+ }
+ }
+ }
+
+ // Subclasses can adjust these values:
+ protected int mRedSize;
+ protected int mGreenSize;
+ protected int mBlueSize;
+ protected int mAlphaSize;
+ protected int mDepthSize;
+ protected int mStencilSize;
+ private int[] mValue = new int[1];
+ }
+
+ private static class Renderer implements GLSurfaceView.Renderer {
+
+
+ public void onDrawFrame(GL10 gl) {
+ GodotLib.step();
+ for(int i=0;i<Godot.singleton_count;i++) {
+ Godot.singletons[i].onGLDrawFrame(gl);
+ }
+ }
+
+ public void onSurfaceChanged(GL10 gl, int width, int height) {
+
+ GodotLib.resize(width, height,!firsttime);
+ firsttime=false;
+ for(int i=0;i<Godot.singleton_count;i++) {
+ Godot.singletons[i].onGLSurfaceChanged(gl, width, height);
+ }
+ }
+
+ public void onSurfaceCreated(GL10 gl, EGLConfig config) {
+ GodotLib.newcontext(use_32);
+ }
+ }
+}