mirror of
https://gitlab.com/freepascal.org/lazarus/lazarus.git
synced 2025-04-19 22:29:25 +02:00
customdrawn-android: Implements support for TCustomControl, removes support for the native activity
git-svn-id: trunk@33826 -
This commit is contained in:
parent
4391554b46
commit
ec28caa254
@ -35,21 +35,7 @@ uses
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{$ifdef CD_Cocoa}MacOSAll, CocoaAll, CocoaPrivate,{$endif}
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{$ifdef CD_X11}X, XLib, XUtil, customdrawn_x11proc,{unitxft, Xft font support}{$endif}
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{$ifdef CD_Android}
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cmem,
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customdrawn_androidproc,
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{$ifdef CD_Android_NativeApp}
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gles,
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egl,
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native_activity,
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native_window,
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looper,
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input,
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android_native_app_glue,
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{$else}
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jni,
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bitmap,
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{$endif}
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log,
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cmem, customdrawn_androidproc, jni, bitmap, log,
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{$endif}
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// Widgetset
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customdrawnproc,
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@ -209,7 +195,7 @@ function WindowProc(Window: HWnd; Msg: UInt; WParam: Windows.WParam;
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LParam: Windows.LParam): LResult; stdcall;
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{$endif}
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{$ifndef CD_Android_NATIVEAPP}
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{$ifdef CD_Android}
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function Java_com_pascal_lclproject_LCLActivity_stringFromJNI(env:PJNIEnv;this:jobject):jstring; cdecl;
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function Java_com_pascal_lclproject_LCLActivity_intFromJNI(env:PJNIEnv;this:jobject): jint; cdecl;
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function Java_com_pascal_lclproject_LCLActivity_LCLDrawToBitmap(
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@ -17,383 +17,9 @@
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* *
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*****************************************************************************
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}
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{$ifdef CD_Android_NATIVEAPP}
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type
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Psaved_state = ^Tsaved_state;
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Tsaved_state = packed record
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angle : cfloat;
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x : cint32;
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y : cint32;
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end;
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Pengine = ^Tengine;
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Tengine = packed record
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app : Pandroid_app;
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animating : cint;
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display : EGLDisplay;
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surface : EGLSurface;
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context : EGLContext;
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width : cint32;
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height : cint32;
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state : Tsaved_state;
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//
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Image: TLazIntfImage;
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Canvas: TLazCanvas;
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RawImage: TRawImage;
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end;
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const
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attribs: array[0..8] of EGLint = (
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_BLUE_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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EGL_NONE);
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function engine_init_display(engine: Pengine): cint;
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var w, h, dummy, format,numConfigs: EGLint;
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config: EGLConfig;
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surface: EGLSurface;
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context: EGLContext;
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display: Pointer;
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begin
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// initialize OpenGL ES and EGL
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(*
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* Here specify the attributes of the desired configuration.
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* Below, we select an EGLConfig with at least 8 bits per color
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* component compatible with on-screen windows
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*)
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display := eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(display, nil,nil);
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(* Here, the application chooses the configuration it desires. In this
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* sample, we have a very simplified selection process, where we pick
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* the first EGLConfig that matches our criteria *)
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eglChooseConfig(display, attribs, @config, 1, @numConfigs);
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(* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
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* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
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* As soon as we picked a EGLConfig, we can safely reconfigure the
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* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. *)
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eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, @format);
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ANativeWindow_setBuffersGeometry(engine^.app^.window, 0, 0, format);
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surface := eglCreateWindowSurface(display, config, engine^.app^.window, nil);
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context := eglCreateContext(display, config, nil, nil);
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if eglMakeCurrent(display, surface, surface, context) = EGL_FALSE then
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begin
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LOGW('Unable to eglMakeCurrent');
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exit(-1);
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end;
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eglQuerySurface(display, surface, EGL_WIDTH, @w);
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eglQuerySurface(display, surface, EGL_HEIGHT, @h);
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engine^.display := display;
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engine^.context := context;
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engine^.surface := surface;
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engine^.width := w;
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engine^.height := h;
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engine^.state.angle := 0;
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UpdateControlLazImageAndCanvas(engine^.Image, engine^.Canvas,
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128, 128, clfRGB16_R5G6B5);
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engine^.Image.GetRawImage(engine^.RawImage);
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engine^.Canvas.Brush.FPColor := colRed;
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engine^.Canvas.Rectangle(0, 0, 100, 100);
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// Initialize GL state.
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glEnable(GL_CULL_FACE);
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glShadeModel(GL_SMOOTH);
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glDisable(GL_DEPTH_TEST);
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result := 0;
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end;
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procedure engine_draw_frame(engine: Pengine);
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const
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vertices: array[0..7] of GLfloat =
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// (-1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0);
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(0, 300,
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300, 300,
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0, 0,
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300, 0);
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normals: array[0..11] of GLfloat =
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(0.0, 0.0, 1.0,
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0);
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textureCoords: array[0..7] of GLfloat =
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(0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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1.0, 1.0);
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var
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texture: GLuint;
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lError: GLenum;
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begin
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if engine^.display = nil then exit;
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LOGW('[engine_draw_frame]');
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// Set a projection which matches the screen size
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glMatrixMode(GL_PROJECTION);
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 1 Error='+IntToStr(Integer(lError))));
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glLoadIdentity();
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 2 Error='+IntToStr(Integer(lError))));
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glOrthof(0, engine^.width, engine^.height, 0, 0, 1);
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 3 Error='+IntToStr(Integer(lError))));
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glMatrixMode(GL_MODELVIEW);
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 4 Error='+IntToStr(Integer(lError))));
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glLoadIdentity();
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 5 Error='+IntToStr(Integer(lError))));
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// Displacement trick for exact pixelization
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glTranslatef(0.357, 0.357, 0);
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 6 Error='+IntToStr(Integer(lError))));
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// Turn on 2D mode
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glDisable(GL_DEPTH_TEST);
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 7 Error='+IntToStr(Integer(lError))));
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glClear(GL_COLOR_BUFFER_BIT);
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 8 Error='+IntToStr(Integer(lError))));
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// Draw a square
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glColor4f(1, 0, 0, 1);
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glVertexPointer(2, GL_FLOAT, 0, @vertices[0]);
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 9 Error='+IntToStr(Integer(lError))));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 10 Error='+IntToStr(Integer(lError))));
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{ glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glGenTextures(1, @texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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128, 128, 0,//engine^.width, engine^.height, 0,
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GL_RGBA, GL_UNSIGNED_SHORT_5_6_5, Pointer(engine^.RawImage.Data));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, texture);
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glVertexPointer(2, GL_FLOAT, 0, @vertices[0]);
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glNormalPointer(GL_FLOAT, 0, @normals[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, @textureCoords[0]);
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glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Just fill the screen with a color.
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//glClearColor(engine^.state.x/engine^.width, engine^.state.angle, engine^.state.y/engine^.height, 1);
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//glClear(GL_COLOR_BUFFER_BIT);}
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eglSwapBuffers(engine^.display, engine^.surface);
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lError := glGetError();
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if lError <> GL_NO_ERROR then LOGW(PChar('[engine_draw_frame] 11 Error='+IntToStr(Integer(lError))));
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end;
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procedure engine_term_display(engine: Pengine);
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begin
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if (engine^.display <> EGL_NO_DISPLAY) then
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begin
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eglMakeCurrent(engine^.display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (engine^.context <> EGL_NO_CONTEXT) then
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eglDestroyContext(engine^.display, engine^.context);
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if (engine^.surface <> EGL_NO_SURFACE) then
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eglDestroySurface(engine^.display, engine^.surface);
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eglTerminate(engine^.display);
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end;
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engine^.animating := 0;
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engine^.display := EGL_NO_DISPLAY;
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engine^.context := EGL_NO_CONTEXT;
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engine^.surface := EGL_NO_SURFACE;
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end;
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procedure engine_handle_cmd(app: Pandroid_app; cmd: cint32); cdecl;
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var engine: Pengine;
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begin
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engine := Pengine(app^.userData);
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case cmd of
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APP_CMD_SAVE_STATE:
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begin
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// The system has asked us to save our current state. Do so.
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engine^.app^.savedState := malloc(sizeof(Tsaved_state));
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Psaved_state(engine^.app^.savedState)^ := engine^.state;
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engine^.app^.savedStateSize := sizeof(Tsaved_state);
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end;
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APP_CMD_INIT_WINDOW:
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begin
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// The window is being shown, get it ready.
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if (engine^.app^.window <> Nil) then
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begin
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LOGW('Initializing display');
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engine_init_display(engine);
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engine_draw_frame(engine);
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end;
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end;
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APP_CMD_TERM_WINDOW:
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begin
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// The window is being hidden or closed, clean it up.
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engine_term_display(engine);
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end;
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APP_CMD_GAINED_FOCUS:
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begin
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// When our app gains focus, we start monitoring the accelerometer.
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{if (engine^.accelerometerSensor <> Nil) then
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begin
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ASensorEventQueue_enableSensor(engine^.sensorEventQueue, engine^.accelerometerSensor);
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// We'd like to get 60 events per second (in us).
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ASensorEventQueue_setEventRate(engine^.sensorEventQueue, engine^.accelerometerSensor, (1000L/60)*1000);
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end;}
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end;
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APP_CMD_LOST_FOCUS:
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begin
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// When our app loses focus, we stop monitoring the accelerometer.
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// This is to avoid consuming battery while not being used.
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{if engine^.accelerometerSensor <> NULL then
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ASensorEventQueue_disableSensor(engine^.sensorEventQueue, engine^.accelerometerSensor);}
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// Also stop animating.
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engine^.animating := 0;
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engine_draw_frame(engine);
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end;
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end;
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end;
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function engine_handle_input(app: Pandroid_app; event: PAInputEvent): cint32; cdecl;
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var engine: Pengine;
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begin
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engine := Pengine(app^.userData);
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if AInputEvent_getType(event) = AINPUT_EVENT_TYPE_MOTION then
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begin
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engine^.animating := 1;
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{engine^.state.x := AMotionEvent_getX(event, 0);
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engine^.state.y := AMotionEvent_getY(event, 0);}
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result := 1;
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end
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else
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result := 0;
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end;
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procedure android_main(state: Pandroid_app); cdecl; export;
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var engine: Tengine;
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ident,events: cint;
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source: Pandroid_poll_source;
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val: cint;
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begin
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// Make sure glue isn't stripped.
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app_dummy();
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LOGW('Android main!');
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FillChar(engine, sizeof(Tengine), 0);
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LOGW('Android main 2!');
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state^.userData := @engine;
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state^.onAppCmd := @engine_handle_cmd;
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state^.onInputEvent := @engine_handle_input;
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engine.app := state;
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LOGW('Android main 3!');
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if state^.savedState <> nil then
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// We are starting with a previous saved state; restore from it.
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engine.state := Psaved_state(state^.savedState)^;
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LOGW('Entering loop');
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// loop waiting for stuff to do.
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while true do
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begin// Read all pending events.
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// If not animating, we will block forever waiting for events.
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// If animating, we loop until all events are read, then continue
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// to draw the next frame of animation.
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if engine.animating<>0 then
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val := 0
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else
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val := -1;
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ident := ALooper_pollAll(val, nil, @events,@source);
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while (ident >= 0) do
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begin
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// Process this event.
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if (source <> nil) then
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source^.process(state, source);
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// If a sensor has data, process it now.
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if (ident = LOOPER_ID_USER) then
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begin
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{if (engine.accelerometerSensor != nil) then
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begin
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ASensorEvent event;
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while (ASensorEventQueue_getEvents(engine.sensorEventQueue, &event, 1) > 0) do
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begin
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LOGI("accelerometer: x=%f y=%f z=%f",
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[event.acceleration.x, event.acceleration.y,
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event.acceleration.z]);
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end;
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end;}
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end;
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// Check if we are exiting.
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if (state^.destroyRequested <> 0) then
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begin
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LOGW('Destroy requested');
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engine_term_display(@engine);
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exit;
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end;
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if engine.animating<>0 then
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val := 0
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else
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val := -1;
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ident := ALooper_pollAll(val, nil, @events,@source);
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end;
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if engine.animating <> 0 then
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begin
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// Done with events; draw next animation frame.
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engine.state.angle := engine.state.angle + 0.01;
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if (engine.state.angle > 1) then
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engine.state.angle := 0;
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end;
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// Drawing is throttled to the screen update rate, so there
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// is no need to do timing here.
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engine_draw_frame(@engine);
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end;
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end;
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{$else}
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const curClass:JClass=nil;
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nativeCodeLoaded:JfieldID=nil;
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curClass:JClass=nil;
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nativeCodeLoaded:JfieldID=nil;
|
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function Java_com_pascal_lclproject_LCLActivity_stringFromJNI(env:PJNIEnv;this:jobject):jstring; cdecl;
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var x:single;
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@ -443,7 +69,6 @@ begin
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{$IFDEF VerboseCDWindow}
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//DebugLn(Format('[TCDWSCustomForm.EvPaint] AWindowInfo: %x', [PtrInt(AWindowInfo)]));
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{$ENDIF}
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//if (AWinControl = nil) or (AWindowInfo = nil) then Exit;
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FillChar(struct, SizeOf(TPaintStruct), 0);
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@ -462,8 +87,7 @@ begin
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{$ENDIF}
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// Now paint all child win controls
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//RenderChildWinControls(AWindowInfo.Image, AWindowInfo.Canvas,
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//BackendGetCDWinControlList(TCustomForm(AWinControl)));
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RenderChildWinControls(lCurForm.Image, lCurForm.Canvas, lCurForm.Children);
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end;
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// Now returns the bitmap buffer to LCLActivity so that it can render it
|
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@ -526,8 +150,6 @@ procedure JNI_OnUnload(vm:PJavaVM;reserved:pointer); cdecl;
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begin
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end;
|
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|
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{$endif}
|
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|
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procedure TCDWidgetSet.AndroidDebugLn(AStr: string);
|
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begin
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__android_log_write(ANDROID_LOG_INFO, 'lclproject', PChar(AccumulatedStr+AStr));
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|
@ -3,21 +3,21 @@
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{ TCDWSCustomForm }
|
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|
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class procedure TCDWSCustomForm.BackendAddCDWinControlToForm(const AForm: TCustomForm; ACDWinControl: TCDWinControl);
|
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{var
|
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lWindowInfo: TX11WindowInfo;}
|
||||
var
|
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lWindowInfo: TCDNonNativeForm;
|
||||
begin
|
||||
{ lWindowInfo := TX11WindowInfo(AForm.Handle);
|
||||
lWindowInfo := TCDNonNativeForm(AForm.Handle);
|
||||
if lWindowInfo.Children = nil then lWindowInfo.Children := TFPList.Create;
|
||||
lWindowInfo.Children.Add(ACDWinControl);}
|
||||
lWindowInfo.Children.Add(ACDWinControl);
|
||||
end;
|
||||
|
||||
class function TCDWSCustomForm.BackendGetCDWinControlList(const AForm: TCustomForm): TFPList;
|
||||
{var
|
||||
lWindowInfo: TX11WindowInfo;}
|
||||
var
|
||||
lWindowInfo: TCDNonNativeForm;
|
||||
begin
|
||||
{ lWindowInfo := TX11WindowInfo(AForm.Handle);
|
||||
lWindowInfo := TCDNonNativeForm(AForm.Handle);
|
||||
if lWindowInfo.Children = nil then lWindowInfo.Children := TFPList.Create;
|
||||
Result := lWindowInfo.Children;}
|
||||
Result := lWindowInfo.Children;
|
||||
end;
|
||||
|
||||
{------------------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user