Now we will try to run TheGame spinning triangle sample on Android.
1. Start Visual Studio, open C:\CPP\a999hello\p_android\p_android.sln solution.
2. Under p_android.NativeActivity project add “xTheGame” filter:
Right-click on p_android.NativeActivity project -> Add -> New Filter. Name - xTheGame
- Under xTheGame add Existing Item:
Right-click on xTheGame -> Add -> Existing Item,
Navigate to C:\CPP\a999hello
Files – TheGame.cpp and TheGame.h
Add.
- Notify p_android.NativeActivity project where to look for TheGame.h.
Right-click on p_android.NativeActivity project -> Properties, All Configurations, ARM64, C/C++ -> General-> Additional Include Directories -> Edit, add new line.
Attention: this time instead of navigating to C:\CPP\a999hello (where TheGame is actually located), manually add
../..
2 dots, slash, 2 dots, which means TWO folder levels up (from p_android.NativeActivity project root).
Ok, Apply, Ok.
- Add an access to linmath.h (required by TheGame class).
The file is located in C:/CPP/engine folder.
Add new filter under p_android.NativeActivity project, name - xEngine.
Under xEngine add Existing Item C:\CPP\engine\linmath.h
Add reference: right-click on p_android.NativeActivity project -> Properties, All Configurations, ARM64, C/C++ -> General, Additional Include Directories -> Edit, add new line, navigate to C:\CPP\engine, Select Folder, Ok, Apply, Ok.
6. Move Android implementations of myPollEvents and mySwapBuffers to platform.h/cpp. Will move mylog() to .cpp too.
Open platform.h and replace code by:
#pragma once
void mylog(const char* _Format, ...);
void mySwapBuffers();
void myPollEvents();
7. Under xPlatform add new C++ file,
Name - platform.cpp
Location: C:\CPP\p_android\
Code:
#include <android/log.h>
#include "stdio.h"
#include "TheGame.h"
extern struct android_app* androidApp;
extern const ASensor* accelerometerSensor;
extern ASensorEventQueue* sensorEventQueue;
extern EGLDisplay androidDisplay;
extern EGLSurface androidSurface;
extern TheGame theGame;
void mylog(const char* _Format, ...) {
#ifdef _DEBUG
char outStr[1024];
va_list _ArgList;
va_start(_ArgList, _Format);
vsprintf(outStr, _Format, _ArgList);
__android_log_print(ANDROID_LOG_INFO, "mylog", outStr, NULL);
va_end(_ArgList);
#endif
};
void mySwapBuffers() {
eglSwapBuffers(androidDisplay, androidSurface);
}
void myPollEvents() {
// Read all pending events.
int ident;
int events;
struct android_poll_source* source;
// If not animating, we will block forever waiting for events.
// If animating, we loop until all events are read, then continue
// to draw the next frame of animation.
while ((ident = ALooper_pollAll(0, NULL, &events,
(void**)&source)) >= 0) {
// Process this event.
if (source != NULL) {
source->process(androidApp, source);
}
// If a sensor has data, process it now.
if (ident == LOOPER_ID_USER) {
if (accelerometerSensor != NULL) {
ASensorEvent event;
while (ASensorEventQueue_getEvents(sensorEventQueue,
&event, 1) > 0) {
//LOGI("accelerometer: x=%f y=%f z=%f",
// event.acceleration.x, event.acceleration.y,
// event.acceleration.z);
}
}
}
// Check if we are exiting.
if (androidApp->destroyRequested != 0) {
theGame.bExitGame = true;
break;
}
}
}
8. Change main.cpp to call TheGame class instead of drawing green flashing screen.
Open main.cpp and replace code by:
#include "platform.h"
#include "TheGame.h"
TheGame theGame;
struct android_app* androidApp;
ASensorManager* sensorManager;
const ASensor* accelerometerSensor;
ASensorEventQueue* sensorEventQueue;
EGLDisplay androidDisplay;
EGLSurface androidSurface;
EGLContext androidContext;
/**
* Initialize an EGL context for the current display.
*/
static int engine_init_display(struct engine* engine) {
// initialize OpenGL ES and EGL
/*
* Here specify the attributes of the desired configuration.
* Below, we select an EGLConfig with at least 8 bits per color
* component compatible with on-screen windows
*/
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_NONE
};
EGLint format;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, 0, 0);
/* Here, the application chooses the configuration it desires. In this
* sample, we have a very simplified selection process, where we pick
* the first EGLConfig that matches our criteria */
eglChooseConfig(display, attribs, &config, 1, &numConfigs);
/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
* As soon as we picked a EGLConfig, we can safely reconfigure the
* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry(androidApp->window, 0, 0, format);
surface = eglCreateWindowSurface(display, config, androidApp->window, NULL);
EGLint contextAttribs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 3,
EGL_NONE
};
context = eglCreateContext(display, config, NULL, contextAttribs);
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
mylog("ERROR: Unable to eglMakeCurrent");
return -1;
}
androidDisplay = display;
androidContext = context;
androidSurface = surface;
// Initialize GL state.
glEnable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
return 0;
}
/**
* Tear down the EGL context currently associated with the display.
*/
static void engine_term_display() {
if (androidDisplay != EGL_NO_DISPLAY) {
eglMakeCurrent(androidDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (androidContext != EGL_NO_CONTEXT) {
eglDestroyContext(androidDisplay, androidContext);
}
if (androidSurface != EGL_NO_SURFACE) {
eglDestroySurface(androidDisplay, androidSurface);
}
eglTerminate(androidDisplay);
}
androidDisplay = EGL_NO_DISPLAY;
androidContext = EGL_NO_CONTEXT;
androidSurface = EGL_NO_SURFACE;
}
/**
* Process the next input event.
*/
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
//engine->state.x = AMotionEvent_getX(event, 0);
//engine->state.y = AMotionEvent_getY(event, 0);
return 1;
}
return 0;
}
/**
* Process the next main command.
*/
static void engine_handle_cmd(struct android_app* app, int32_t cmd) {
struct engine* engine = (struct engine*)app->userData;
switch (cmd) {
case APP_CMD_INIT_WINDOW:
// The window is being shown, get it ready.
if (androidApp->window != NULL) {
engine_init_display(engine);
//engine_draw_frame(engine);
}
break;
case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up.
engine_term_display();
break;
case APP_CMD_GAINED_FOCUS:
// When our app gains focus, we start monitoring the accelerometer.
if (accelerometerSensor != NULL) {
ASensorEventQueue_enableSensor(sensorEventQueue,
accelerometerSensor);
// We'd like to get 60 events per second (in microseconds).
ASensorEventQueue_setEventRate(sensorEventQueue,
accelerometerSensor, (1000L / 60) * 1000);
}
break;
case APP_CMD_LOST_FOCUS:
// When our app loses focus, we stop monitoring the accelerometer.
// This is to avoid consuming battery while not being used.
if (accelerometerSensor != NULL) {
ASensorEventQueue_disableSensor(sensorEventQueue,
accelerometerSensor);
}
// Also stop animating.
//engine_draw_frame(engine);
break;
}
}
/**
* This is the main entry point of a native application that is using
* android_native_app_glue. It runs in its own thread, with its own
* event loop for receiving input events and doing other things.
*/
void android_main(struct android_app* state) {
//state->userData = &engine;
state->onAppCmd = engine_handle_cmd;
state->onInputEvent = engine_handle_input;
androidApp = state;
// Prepare to monitor accelerometer
sensorManager = ASensorManager_getInstance();
accelerometerSensor = ASensorManager_getDefaultSensor(sensorManager,
ASENSOR_TYPE_ACCELEROMETER);
sensorEventQueue = ASensorManager_createEventQueue(sensorManager,
state->looper, LOOPER_ID_USER, NULL, NULL);
// Read all pending events.
int ident;
int events;
struct android_poll_source* source;
//wait for display
while (androidDisplay == NULL) {
// No display yet.
//std::this_thread::sleep_for(std::chrono::seconds(1));
mylog("No display yet\n");
//wait for event
while ((ident = ALooper_pollAll(0, NULL, &events,
(void**)&source)) >= 0) {
// Process this event.
if (source != NULL) {
source->process(state, source);
}
}
}
EGLint w, h;
eglQuerySurface(androidDisplay, androidSurface, EGL_WIDTH, &w);
eglQuerySurface(androidDisplay, androidSurface, EGL_HEIGHT, &h);
theGame.onScreenResize(w, h);
theGame.run();
engine_term_display();
}
- Have 1 more 3.2-related change (eglCreateContext, highlighted too).
9. In current configuration the builder won't find math libraries. Need to build with -lm key.
Open p_android.NativeActivity properties, All Configurations, ARM64, proceed to Configuration Properties -> Linker -> All Options, open Additional Options -> Edit, add
-lm
Ok, Apply, Ok.
10. One more decorative touch for the sake of consistency with Windows project:
Under p_android.NativeActivity project add new filter Source Files
In Solution Explorer (right-side panel) drag-and-drop original source files to Source Files:
So, now structure is:
11. Switch on Android, unlock, plug in to PC with USB cable, allow debugging, build and run:
Ta-da!
Runs BOTH on Android AND Windows!
Now we CAN say that we DO have a real cross-platform solution!
VS top menu -> Debug -> Stop Debugging.