2011-11-10 10:36:13 +00:00
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library ndkopengltest;
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uses cmem,gles,egl,ctypes,
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native_activity,native_window,looper,input,
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android_native_app_glue,
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log;
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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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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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// 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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begin
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if engine^.display = nil then
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exit;
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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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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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2011-11-13 13:41:13 +00:00
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// This code is unnecessary in FPC 2.6+,
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// it was required when the 2.5.1 snapshot was created
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{$ifdef ver2_5}
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2011-11-10 10:36:13 +00:00
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procedure PASCALMAIN; external name 'PASCALMAIN';
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procedure FPC_SHARED_LIB_START; [public, alias: 'FPC_SHARED_LIB_START'];
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begin
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PASCALMAIN;
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end;
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2011-11-13 13:41:13 +00:00
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{$endif}
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2011-11-10 10:36:13 +00:00
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exports //android_main name 'android_main',
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ANativeActivity_onCreate name 'ANativeActivity_onCreate';
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end.
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