android studio 创建的初始工程。
@@ -0,0 +1 @@
|
||||
/build
|
||||
@@ -0,0 +1,53 @@
|
||||
plugins {
|
||||
alias(libs.plugins.android.application)
|
||||
}
|
||||
|
||||
android {
|
||||
namespace 'com.hmwl.sample'
|
||||
compileSdk 35
|
||||
|
||||
defaultConfig {
|
||||
applicationId "com.hmwl.sample"
|
||||
minSdk 28
|
||||
targetSdk 35
|
||||
versionCode 1
|
||||
versionName "1.0"
|
||||
|
||||
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
|
||||
}
|
||||
|
||||
buildTypes {
|
||||
debug {
|
||||
debuggable true
|
||||
jniDebuggable true
|
||||
}
|
||||
|
||||
release {
|
||||
minifyEnabled false
|
||||
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
|
||||
}
|
||||
}
|
||||
compileOptions {
|
||||
sourceCompatibility JavaVersion.VERSION_21
|
||||
targetCompatibility JavaVersion.VERSION_21
|
||||
}
|
||||
buildFeatures {
|
||||
prefab true
|
||||
}
|
||||
externalNativeBuild {
|
||||
cmake {
|
||||
path file('src/main/cpp/CMakeLists.txt')
|
||||
version '3.22.1'
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dependencies {
|
||||
|
||||
implementation libs.appcompat
|
||||
implementation libs.material
|
||||
implementation libs.games.activity
|
||||
testImplementation libs.junit
|
||||
androidTestImplementation libs.ext.junit
|
||||
androidTestImplementation libs.espresso.core
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
# Add project specific ProGuard rules here.
|
||||
# You can control the set of applied configuration files using the
|
||||
# proguardFiles setting in build.gradle.
|
||||
#
|
||||
# For more details, see
|
||||
# http://developer.android.com/guide/developing/tools/proguard.html
|
||||
|
||||
# If your project uses WebView with JS, uncomment the following
|
||||
# and specify the fully qualified class name to the JavaScript interface
|
||||
# class:
|
||||
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
|
||||
# public *;
|
||||
#}
|
||||
|
||||
# Uncomment this to preserve the line number information for
|
||||
# debugging stack traces.
|
||||
#-keepattributes SourceFile,LineNumberTable
|
||||
|
||||
# If you keep the line number information, uncomment this to
|
||||
# hide the original source file name.
|
||||
#-renamesourcefileattribute SourceFile
|
||||
@@ -0,0 +1,26 @@
|
||||
package com.hmwl.sample;
|
||||
|
||||
import android.content.Context;
|
||||
|
||||
import androidx.test.platform.app.InstrumentationRegistry;
|
||||
import androidx.test.ext.junit.runners.AndroidJUnit4;
|
||||
|
||||
import org.junit.Test;
|
||||
import org.junit.runner.RunWith;
|
||||
|
||||
import static org.junit.Assert.*;
|
||||
|
||||
/**
|
||||
* Instrumented test, which will execute on an Android device.
|
||||
*
|
||||
* @see <a href="http://d.android.com/tools/testing">Testing documentation</a>
|
||||
*/
|
||||
@RunWith(AndroidJUnit4.class)
|
||||
public class ExampleInstrumentedTest {
|
||||
@Test
|
||||
public void useAppContext() {
|
||||
// Context of the app under test.
|
||||
Context appContext = InstrumentationRegistry.getInstrumentation().getTargetContext();
|
||||
assertEquals("com.hmwl.sample", appContext.getPackageName());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
xmlns:tools="http://schemas.android.com/tools">
|
||||
|
||||
<application
|
||||
android:allowBackup="true"
|
||||
android:dataExtractionRules="@xml/data_extraction_rules"
|
||||
android:fullBackupContent="@xml/backup_rules"
|
||||
android:icon="@mipmap/ic_launcher"
|
||||
android:label="@string/app_name"
|
||||
android:roundIcon="@mipmap/ic_launcher_round"
|
||||
android:supportsRtl="true"
|
||||
android:theme="@style/Theme.Sample">
|
||||
<activity
|
||||
android:name=".MainActivity"
|
||||
android:exported="true">
|
||||
<intent-filter>
|
||||
<action android:name="android.intent.action.MAIN" />
|
||||
|
||||
<category android:name="android.intent.category.LAUNCHER" />
|
||||
</intent-filter>
|
||||
|
||||
<meta-data
|
||||
android:name="android.app.lib_name"
|
||||
android:value="sample" />
|
||||
</activity>
|
||||
</application>
|
||||
|
||||
</manifest>
|
||||
|
After Width: | Height: | Size: 20 KiB |
@@ -0,0 +1,4 @@
|
||||
#include "AndroidOut.h"
|
||||
|
||||
AndroidOut androidOut("AO");
|
||||
std::ostream aout(&androidOut);
|
||||
@@ -0,0 +1,38 @@
|
||||
#ifndef ANDROIDGLINVESTIGATIONS_ANDROIDOUT_H
|
||||
#define ANDROIDGLINVESTIGATIONS_ANDROIDOUT_H
|
||||
|
||||
#include <android/log.h>
|
||||
#include <sstream>
|
||||
|
||||
/*!
|
||||
* Use this to log strings out to logcat. Note that you should use std::endl to commit the line
|
||||
*
|
||||
* ex:
|
||||
* aout << "Hello World" << std::endl;
|
||||
*/
|
||||
extern std::ostream aout;
|
||||
|
||||
/*!
|
||||
* Use this class to create an output stream that writes to logcat. By default, a global one is
|
||||
* defined as @a aout
|
||||
*/
|
||||
class AndroidOut: public std::stringbuf {
|
||||
public:
|
||||
/*!
|
||||
* Creates a new output stream for logcat
|
||||
* @param kLogTag the log tag to output
|
||||
*/
|
||||
inline AndroidOut(const char* kLogTag) : logTag_(kLogTag){}
|
||||
|
||||
protected:
|
||||
virtual int sync() override {
|
||||
__android_log_print(ANDROID_LOG_DEBUG, logTag_, "%s", str().c_str());
|
||||
str("");
|
||||
return 0;
|
||||
}
|
||||
|
||||
private:
|
||||
const char* logTag_;
|
||||
};
|
||||
|
||||
#endif //ANDROIDGLINVESTIGATIONS_ANDROIDOUT_H
|
||||
@@ -0,0 +1,36 @@
|
||||
# For more information about using CMake with Android Studio, read the
|
||||
# documentation: https://d.android.com/studio/projects/add-native-code.html
|
||||
|
||||
cmake_minimum_required(VERSION 3.22.1)
|
||||
|
||||
project("sample")
|
||||
|
||||
# Creates your game shared library. The name must be the same as the
|
||||
# one used for loading in your Kotlin/Java or AndroidManifest.txt files.
|
||||
add_library(sample SHARED
|
||||
main.cpp
|
||||
AndroidOut.cpp
|
||||
Renderer.cpp
|
||||
Shader.cpp
|
||||
TextureAsset.cpp
|
||||
Utility.cpp)
|
||||
|
||||
# Searches for a package provided by the game activity dependency
|
||||
find_package(game-activity REQUIRED CONFIG)
|
||||
|
||||
# Forces the linker to keep the JNI entry point for GameActivity
|
||||
set(CMAKE_SHARED_LINKER_FLAGS
|
||||
"${CMAKE_SHARED_LINKER_FLAGS} -u Java_com_google_androidgamesdk_GameActivity_initializeNativeCode")
|
||||
|
||||
# Configure libraries CMake uses to link your target library.
|
||||
target_link_libraries(sample
|
||||
# The game activity
|
||||
game-activity::game-activity_static
|
||||
|
||||
# EGL and other dependent libraries required for drawing
|
||||
# and interacting with Android system
|
||||
EGL
|
||||
GLESv3
|
||||
jnigraphics
|
||||
android
|
||||
log)
|
||||
@@ -0,0 +1,66 @@
|
||||
#ifndef ANDROIDGLINVESTIGATIONS_MODEL_H
|
||||
#define ANDROIDGLINVESTIGATIONS_MODEL_H
|
||||
|
||||
#include <vector>
|
||||
#include "TextureAsset.h"
|
||||
|
||||
union Vector3 {
|
||||
struct {
|
||||
float x, y, z;
|
||||
};
|
||||
float idx[3];
|
||||
};
|
||||
|
||||
union Vector2 {
|
||||
struct {
|
||||
float x, y;
|
||||
};
|
||||
struct {
|
||||
float u, v;
|
||||
};
|
||||
float idx[2];
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
constexpr Vertex(const Vector3 &inPosition, const Vector2 &inUV) : position(inPosition),
|
||||
uv(inUV) {}
|
||||
|
||||
Vector3 position;
|
||||
Vector2 uv;
|
||||
};
|
||||
|
||||
typedef uint16_t Index;
|
||||
|
||||
class Model {
|
||||
public:
|
||||
inline Model(
|
||||
std::vector<Vertex> vertices,
|
||||
std::vector<Index> indices,
|
||||
std::shared_ptr<TextureAsset> spTexture)
|
||||
: vertices_(std::move(vertices)),
|
||||
indices_(std::move(indices)),
|
||||
spTexture_(std::move(spTexture)) {}
|
||||
|
||||
inline const Vertex *getVertexData() const {
|
||||
return vertices_.data();
|
||||
}
|
||||
|
||||
inline const size_t getIndexCount() const {
|
||||
return indices_.size();
|
||||
}
|
||||
|
||||
inline const Index *getIndexData() const {
|
||||
return indices_.data();
|
||||
}
|
||||
|
||||
inline const TextureAsset &getTexture() const {
|
||||
return *spTexture_;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<Vertex> vertices_;
|
||||
std::vector<Index> indices_;
|
||||
std::shared_ptr<TextureAsset> spTexture_;
|
||||
};
|
||||
|
||||
#endif //ANDROIDGLINVESTIGATIONS_MODEL_H
|
||||
@@ -0,0 +1,378 @@
|
||||
#include "Renderer.h"
|
||||
|
||||
#include <game-activity/native_app_glue/android_native_app_glue.h>
|
||||
#include <GLES3/gl3.h>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <android/imagedecoder.h>
|
||||
|
||||
#include "AndroidOut.h"
|
||||
#include "Shader.h"
|
||||
#include "Utility.h"
|
||||
#include "TextureAsset.h"
|
||||
|
||||
//! executes glGetString and outputs the result to logcat
|
||||
#define PRINT_GL_STRING(s) {aout << #s": "<< glGetString(s) << std::endl;}
|
||||
|
||||
/*!
|
||||
* @brief if glGetString returns a space separated list of elements, prints each one on a new line
|
||||
*
|
||||
* This works by creating an istringstream of the input c-style string. Then that is used to create
|
||||
* a vector -- each element of the vector is a new element in the input string. Finally a foreach
|
||||
* loop consumes this and outputs it to logcat using @a aout
|
||||
*/
|
||||
#define PRINT_GL_STRING_AS_LIST(s) { \
|
||||
std::istringstream extensionStream((const char *) glGetString(s));\
|
||||
std::vector<std::string> extensionList(\
|
||||
std::istream_iterator<std::string>{extensionStream},\
|
||||
std::istream_iterator<std::string>());\
|
||||
aout << #s":\n";\
|
||||
for (auto& extension: extensionList) {\
|
||||
aout << extension << "\n";\
|
||||
}\
|
||||
aout << std::endl;\
|
||||
}
|
||||
|
||||
//! Color for cornflower blue. Can be sent directly to glClearColor
|
||||
#define CORNFLOWER_BLUE 100 / 255.f, 149 / 255.f, 237 / 255.f, 1
|
||||
|
||||
// Vertex shader, you'd typically load this from assets
|
||||
static const char *vertex = R"vertex(#version 300 es
|
||||
in vec3 inPosition;
|
||||
in vec2 inUV;
|
||||
|
||||
out vec2 fragUV;
|
||||
|
||||
uniform mat4 uProjection;
|
||||
|
||||
void main() {
|
||||
fragUV = inUV;
|
||||
gl_Position = uProjection * vec4(inPosition, 1.0);
|
||||
}
|
||||
)vertex";
|
||||
|
||||
// Fragment shader, you'd typically load this from assets
|
||||
static const char *fragment = R"fragment(#version 300 es
|
||||
precision mediump float;
|
||||
|
||||
in vec2 fragUV;
|
||||
|
||||
uniform sampler2D uTexture;
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
outColor = texture(uTexture, fragUV);
|
||||
}
|
||||
)fragment";
|
||||
|
||||
/*!
|
||||
* Half the height of the projection matrix. This gives you a renderable area of height 4 ranging
|
||||
* from -2 to 2
|
||||
*/
|
||||
static constexpr float kProjectionHalfHeight = 2.f;
|
||||
|
||||
/*!
|
||||
* The near plane distance for the projection matrix. Since this is an orthographic projection
|
||||
* matrix, it's convenient to have negative values for sorting (and avoiding z-fighting at 0).
|
||||
*/
|
||||
static constexpr float kProjectionNearPlane = -1.f;
|
||||
|
||||
/*!
|
||||
* The far plane distance for the projection matrix. Since this is an orthographic porjection
|
||||
* matrix, it's convenient to have the far plane equidistant from 0 as the near plane.
|
||||
*/
|
||||
static constexpr float kProjectionFarPlane = 1.f;
|
||||
|
||||
Renderer::~Renderer() {
|
||||
if (display_ != EGL_NO_DISPLAY) {
|
||||
eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
||||
if (context_ != EGL_NO_CONTEXT) {
|
||||
eglDestroyContext(display_, context_);
|
||||
context_ = EGL_NO_CONTEXT;
|
||||
}
|
||||
if (surface_ != EGL_NO_SURFACE) {
|
||||
eglDestroySurface(display_, surface_);
|
||||
surface_ = EGL_NO_SURFACE;
|
||||
}
|
||||
eglTerminate(display_);
|
||||
display_ = EGL_NO_DISPLAY;
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::render() {
|
||||
// Check to see if the surface has changed size. This is _necessary_ to do every frame when
|
||||
// using immersive mode as you'll get no other notification that your renderable area has
|
||||
// changed.
|
||||
updateRenderArea();
|
||||
|
||||
// When the renderable area changes, the projection matrix has to also be updated. This is true
|
||||
// even if you change from the sample orthographic projection matrix as your aspect ratio has
|
||||
// likely changed.
|
||||
if (shaderNeedsNewProjectionMatrix_) {
|
||||
// a placeholder projection matrix allocated on the stack. Column-major memory layout
|
||||
float projectionMatrix[16] = {0};
|
||||
|
||||
// build an orthographic projection matrix for 2d rendering
|
||||
Utility::buildOrthographicMatrix(
|
||||
projectionMatrix,
|
||||
kProjectionHalfHeight,
|
||||
float(width_) / height_,
|
||||
kProjectionNearPlane,
|
||||
kProjectionFarPlane);
|
||||
|
||||
// send the matrix to the shader
|
||||
// Note: the shader must be active for this to work. Since we only have one shader for this
|
||||
// demo, we can assume that it's active.
|
||||
shader_->setProjectionMatrix(projectionMatrix);
|
||||
|
||||
// make sure the matrix isn't generated every frame
|
||||
shaderNeedsNewProjectionMatrix_ = false;
|
||||
}
|
||||
|
||||
// clear the color buffer
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Render all the models. There's no depth testing in this sample so they're accepted in the
|
||||
// order provided. But the sample EGL setup requests a 24 bit depth buffer so you could
|
||||
// configure it at the end of initRenderer
|
||||
if (!models_.empty()) {
|
||||
for (const auto &model: models_) {
|
||||
shader_->drawModel(model);
|
||||
}
|
||||
}
|
||||
|
||||
// Present the rendered image. This is an implicit glFlush.
|
||||
auto swapResult = eglSwapBuffers(display_, surface_);
|
||||
assert(swapResult == EGL_TRUE);
|
||||
}
|
||||
|
||||
void Renderer::initRenderer() {
|
||||
// Choose your render attributes
|
||||
constexpr EGLint attribs[] = {
|
||||
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
|
||||
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
|
||||
EGL_BLUE_SIZE, 8,
|
||||
EGL_GREEN_SIZE, 8,
|
||||
EGL_RED_SIZE, 8,
|
||||
EGL_DEPTH_SIZE, 24,
|
||||
EGL_NONE
|
||||
};
|
||||
|
||||
// The default display is probably what you want on Android
|
||||
auto display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
||||
eglInitialize(display, nullptr, nullptr);
|
||||
|
||||
// figure out how many configs there are
|
||||
EGLint numConfigs;
|
||||
eglChooseConfig(display, attribs, nullptr, 0, &numConfigs);
|
||||
|
||||
// get the list of configurations
|
||||
std::unique_ptr<EGLConfig[]> supportedConfigs(new EGLConfig[numConfigs]);
|
||||
eglChooseConfig(display, attribs, supportedConfigs.get(), numConfigs, &numConfigs);
|
||||
|
||||
// Find a config we like.
|
||||
// Could likely just grab the first if we don't care about anything else in the config.
|
||||
// Otherwise hook in your own heuristic
|
||||
auto config = *std::find_if(
|
||||
supportedConfigs.get(),
|
||||
supportedConfigs.get() + numConfigs,
|
||||
[&display](const EGLConfig &config) {
|
||||
EGLint red, green, blue, depth;
|
||||
if (eglGetConfigAttrib(display, config, EGL_RED_SIZE, &red)
|
||||
&& eglGetConfigAttrib(display, config, EGL_GREEN_SIZE, &green)
|
||||
&& eglGetConfigAttrib(display, config, EGL_BLUE_SIZE, &blue)
|
||||
&& eglGetConfigAttrib(display, config, EGL_DEPTH_SIZE, &depth)) {
|
||||
|
||||
aout << "Found config with " << red << ", " << green << ", " << blue << ", "
|
||||
<< depth << std::endl;
|
||||
return red == 8 && green == 8 && blue == 8 && depth == 24;
|
||||
}
|
||||
return false;
|
||||
});
|
||||
|
||||
aout << "Found " << numConfigs << " configs" << std::endl;
|
||||
aout << "Chose " << config << std::endl;
|
||||
|
||||
// create the proper window surface
|
||||
EGLint format;
|
||||
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
|
||||
EGLSurface surface = eglCreateWindowSurface(display, config, app_->window, nullptr);
|
||||
|
||||
// Create a GLES 3 context
|
||||
EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
|
||||
EGLContext context = eglCreateContext(display, config, nullptr, contextAttribs);
|
||||
|
||||
// get some window metrics
|
||||
auto madeCurrent = eglMakeCurrent(display, surface, surface, context);
|
||||
assert(madeCurrent);
|
||||
|
||||
display_ = display;
|
||||
surface_ = surface;
|
||||
context_ = context;
|
||||
|
||||
// make width and height invalid so it gets updated the first frame in @a updateRenderArea()
|
||||
width_ = -1;
|
||||
height_ = -1;
|
||||
|
||||
PRINT_GL_STRING(GL_VENDOR);
|
||||
PRINT_GL_STRING(GL_RENDERER);
|
||||
PRINT_GL_STRING(GL_VERSION);
|
||||
PRINT_GL_STRING_AS_LIST(GL_EXTENSIONS);
|
||||
|
||||
shader_ = std::unique_ptr<Shader>(
|
||||
Shader::loadShader(vertex, fragment, "inPosition", "inUV", "uProjection"));
|
||||
assert(shader_);
|
||||
|
||||
// Note: there's only one shader in this demo, so I'll activate it here. For a more complex game
|
||||
// you'll want to track the active shader and activate/deactivate it as necessary
|
||||
shader_->activate();
|
||||
|
||||
// setup any other gl related global states
|
||||
glClearColor(CORNFLOWER_BLUE);
|
||||
|
||||
// enable alpha globally for now, you probably don't want to do this in a game
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// get some demo models into memory
|
||||
createModels();
|
||||
}
|
||||
|
||||
void Renderer::updateRenderArea() {
|
||||
EGLint width;
|
||||
eglQuerySurface(display_, surface_, EGL_WIDTH, &width);
|
||||
|
||||
EGLint height;
|
||||
eglQuerySurface(display_, surface_, EGL_HEIGHT, &height);
|
||||
|
||||
if (width != width_ || height != height_) {
|
||||
width_ = width;
|
||||
height_ = height;
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
// make sure that we lazily recreate the projection matrix before we render
|
||||
shaderNeedsNewProjectionMatrix_ = true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Create any demo models we want for this demo.
|
||||
*/
|
||||
void Renderer::createModels() {
|
||||
/*
|
||||
* This is a square:
|
||||
* 0 --- 1
|
||||
* | \ |
|
||||
* | \ |
|
||||
* | \ |
|
||||
* 3 --- 2
|
||||
*/
|
||||
std::vector<Vertex> vertices = {
|
||||
Vertex(Vector3{1, 1, 0}, Vector2{0, 0}), // 0
|
||||
Vertex(Vector3{-1, 1, 0}, Vector2{1, 0}), // 1
|
||||
Vertex(Vector3{-1, -1, 0}, Vector2{1, 1}), // 2
|
||||
Vertex(Vector3{1, -1, 0}, Vector2{0, 1}) // 3
|
||||
};
|
||||
std::vector<Index> indices = {
|
||||
0, 1, 2, 0, 2, 3
|
||||
};
|
||||
|
||||
// loads an image and assigns it to the square.
|
||||
//
|
||||
// Note: there is no texture management in this sample, so if you reuse an image be careful not
|
||||
// to load it repeatedly. Since you get a shared_ptr you can safely reuse it in many models.
|
||||
auto assetManager = app_->activity->assetManager;
|
||||
auto spAndroidRobotTexture = TextureAsset::loadAsset(assetManager, "android_robot.png");
|
||||
|
||||
// Create a model and put it in the back of the render list.
|
||||
models_.emplace_back(vertices, indices, spAndroidRobotTexture);
|
||||
}
|
||||
|
||||
void Renderer::handleInput() {
|
||||
// handle all queued inputs
|
||||
auto *inputBuffer = android_app_swap_input_buffers(app_);
|
||||
if (!inputBuffer) {
|
||||
// no inputs yet.
|
||||
return;
|
||||
}
|
||||
|
||||
// handle motion events (motionEventsCounts can be 0).
|
||||
for (auto i = 0; i < inputBuffer->motionEventsCount; i++) {
|
||||
auto &motionEvent = inputBuffer->motionEvents[i];
|
||||
auto action = motionEvent.action;
|
||||
|
||||
// Find the pointer index, mask and bitshift to turn it into a readable value.
|
||||
auto pointerIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
|
||||
>> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
|
||||
aout << "Pointer(s): ";
|
||||
|
||||
// get the x and y position of this event if it is not ACTION_MOVE.
|
||||
auto &pointer = motionEvent.pointers[pointerIndex];
|
||||
auto x = GameActivityPointerAxes_getX(&pointer);
|
||||
auto y = GameActivityPointerAxes_getY(&pointer);
|
||||
|
||||
// determine the action type and process the event accordingly.
|
||||
switch (action & AMOTION_EVENT_ACTION_MASK) {
|
||||
case AMOTION_EVENT_ACTION_DOWN:
|
||||
case AMOTION_EVENT_ACTION_POINTER_DOWN:
|
||||
aout << "(" << pointer.id << ", " << x << ", " << y << ") "
|
||||
<< "Pointer Down";
|
||||
break;
|
||||
|
||||
case AMOTION_EVENT_ACTION_CANCEL:
|
||||
// treat the CANCEL as an UP event: doing nothing in the app, except
|
||||
// removing the pointer from the cache if pointers are locally saved.
|
||||
// code pass through on purpose.
|
||||
case AMOTION_EVENT_ACTION_UP:
|
||||
case AMOTION_EVENT_ACTION_POINTER_UP:
|
||||
aout << "(" << pointer.id << ", " << x << ", " << y << ") "
|
||||
<< "Pointer Up";
|
||||
break;
|
||||
|
||||
case AMOTION_EVENT_ACTION_MOVE:
|
||||
// There is no pointer index for ACTION_MOVE, only a snapshot of
|
||||
// all active pointers; app needs to cache previous active pointers
|
||||
// to figure out which ones are actually moved.
|
||||
for (auto index = 0; index < motionEvent.pointerCount; index++) {
|
||||
pointer = motionEvent.pointers[index];
|
||||
x = GameActivityPointerAxes_getX(&pointer);
|
||||
y = GameActivityPointerAxes_getY(&pointer);
|
||||
aout << "(" << pointer.id << ", " << x << ", " << y << ")";
|
||||
|
||||
if (index != (motionEvent.pointerCount - 1)) aout << ",";
|
||||
aout << " ";
|
||||
}
|
||||
aout << "Pointer Move";
|
||||
break;
|
||||
default:
|
||||
aout << "Unknown MotionEvent Action: " << action;
|
||||
}
|
||||
aout << std::endl;
|
||||
}
|
||||
// clear the motion input count in this buffer for main thread to re-use.
|
||||
android_app_clear_motion_events(inputBuffer);
|
||||
|
||||
// handle input key events.
|
||||
for (auto i = 0; i < inputBuffer->keyEventsCount; i++) {
|
||||
auto &keyEvent = inputBuffer->keyEvents[i];
|
||||
aout << "Key: " << keyEvent.keyCode <<" ";
|
||||
switch (keyEvent.action) {
|
||||
case AKEY_EVENT_ACTION_DOWN:
|
||||
aout << "Key Down";
|
||||
break;
|
||||
case AKEY_EVENT_ACTION_UP:
|
||||
aout << "Key Up";
|
||||
break;
|
||||
case AKEY_EVENT_ACTION_MULTIPLE:
|
||||
// Deprecated since Android API level 29.
|
||||
aout << "Multiple Key Actions";
|
||||
break;
|
||||
default:
|
||||
aout << "Unknown KeyEvent Action: " << keyEvent.action;
|
||||
}
|
||||
aout << std::endl;
|
||||
}
|
||||
// clear the key input count too.
|
||||
android_app_clear_key_events(inputBuffer);
|
||||
}
|
||||
@@ -0,0 +1,74 @@
|
||||
#ifndef ANDROIDGLINVESTIGATIONS_RENDERER_H
|
||||
#define ANDROIDGLINVESTIGATIONS_RENDERER_H
|
||||
|
||||
#include <EGL/egl.h>
|
||||
#include <memory>
|
||||
|
||||
#include "Model.h"
|
||||
#include "Shader.h"
|
||||
|
||||
struct android_app;
|
||||
|
||||
class Renderer {
|
||||
public:
|
||||
/*!
|
||||
* @param pApp the android_app this Renderer belongs to, needed to configure GL
|
||||
*/
|
||||
inline Renderer(android_app *pApp) :
|
||||
app_(pApp),
|
||||
display_(EGL_NO_DISPLAY),
|
||||
surface_(EGL_NO_SURFACE),
|
||||
context_(EGL_NO_CONTEXT),
|
||||
width_(0),
|
||||
height_(0),
|
||||
shaderNeedsNewProjectionMatrix_(true) {
|
||||
initRenderer();
|
||||
}
|
||||
|
||||
virtual ~Renderer();
|
||||
|
||||
/*!
|
||||
* Handles input from the android_app.
|
||||
*
|
||||
* Note: this will clear the input queue
|
||||
*/
|
||||
void handleInput();
|
||||
|
||||
/*!
|
||||
* Renders all the models in the renderer
|
||||
*/
|
||||
void render();
|
||||
|
||||
private:
|
||||
/*!
|
||||
* Performs necessary OpenGL initialization. Customize this if you want to change your EGL
|
||||
* context or application-wide settings.
|
||||
*/
|
||||
void initRenderer();
|
||||
|
||||
/*!
|
||||
* @brief we have to check every frame to see if the framebuffer has changed in size. If it has,
|
||||
* update the viewport accordingly
|
||||
*/
|
||||
void updateRenderArea();
|
||||
|
||||
/*!
|
||||
* Creates the models for this sample. You'd likely load a scene configuration from a file or
|
||||
* use some other setup logic in your full game.
|
||||
*/
|
||||
void createModels();
|
||||
|
||||
android_app *app_;
|
||||
EGLDisplay display_;
|
||||
EGLSurface surface_;
|
||||
EGLContext context_;
|
||||
EGLint width_;
|
||||
EGLint height_;
|
||||
|
||||
bool shaderNeedsNewProjectionMatrix_;
|
||||
|
||||
std::unique_ptr<Shader> shader_;
|
||||
std::vector<Model> models_;
|
||||
};
|
||||
|
||||
#endif //ANDROIDGLINVESTIGATIONS_RENDERER_H
|
||||
@@ -0,0 +1,154 @@
|
||||
#include "Shader.h"
|
||||
|
||||
#include "AndroidOut.h"
|
||||
#include "Model.h"
|
||||
#include "Utility.h"
|
||||
|
||||
Shader *Shader::loadShader(
|
||||
const std::string &vertexSource,
|
||||
const std::string &fragmentSource,
|
||||
const std::string &positionAttributeName,
|
||||
const std::string &uvAttributeName,
|
||||
const std::string &projectionMatrixUniformName) {
|
||||
Shader *shader = nullptr;
|
||||
|
||||
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, vertexSource);
|
||||
if (!vertexShader) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, fragmentSource);
|
||||
if (!fragmentShader) {
|
||||
glDeleteShader(vertexShader);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
GLuint program = glCreateProgram();
|
||||
if (program) {
|
||||
glAttachShader(program, vertexShader);
|
||||
glAttachShader(program, fragmentShader);
|
||||
|
||||
glLinkProgram(program);
|
||||
GLint linkStatus = GL_FALSE;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
|
||||
if (linkStatus != GL_TRUE) {
|
||||
GLint logLength = 0;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
|
||||
|
||||
// If we fail to link the shader program, log the result for debugging
|
||||
if (logLength) {
|
||||
GLchar *log = new GLchar[logLength];
|
||||
glGetProgramInfoLog(program, logLength, nullptr, log);
|
||||
aout << "Failed to link program with:\n" << log << std::endl;
|
||||
delete[] log;
|
||||
}
|
||||
|
||||
glDeleteProgram(program);
|
||||
} else {
|
||||
// Get the attribute and uniform locations by name. You may also choose to hardcode
|
||||
// indices with layout= in your shader, but it is not done in this sample
|
||||
GLint positionAttribute = glGetAttribLocation(program, positionAttributeName.c_str());
|
||||
GLint uvAttribute = glGetAttribLocation(program, uvAttributeName.c_str());
|
||||
GLint projectionMatrixUniform = glGetUniformLocation(
|
||||
program,
|
||||
projectionMatrixUniformName.c_str());
|
||||
|
||||
// Only create a new shader if all the attributes are found.
|
||||
if (positionAttribute != -1
|
||||
&& uvAttribute != -1
|
||||
&& projectionMatrixUniform != -1) {
|
||||
|
||||
shader = new Shader(
|
||||
program,
|
||||
positionAttribute,
|
||||
uvAttribute,
|
||||
projectionMatrixUniform);
|
||||
} else {
|
||||
glDeleteProgram(program);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The shaders are no longer needed once the program is linked. Release their memory.
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
GLuint Shader::loadShader(GLenum shaderType, const std::string &shaderSource) {
|
||||
Utility::assertGlError();
|
||||
GLuint shader = glCreateShader(shaderType);
|
||||
if (shader) {
|
||||
auto *shaderRawString = (GLchar *) shaderSource.c_str();
|
||||
GLint shaderLength = shaderSource.length();
|
||||
glShaderSource(shader, 1, &shaderRawString, &shaderLength);
|
||||
glCompileShader(shader);
|
||||
|
||||
GLint shaderCompiled = 0;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &shaderCompiled);
|
||||
|
||||
// If the shader doesn't compile, log the result to the terminal for debugging
|
||||
if (!shaderCompiled) {
|
||||
GLint infoLength = 0;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLength);
|
||||
|
||||
if (infoLength) {
|
||||
auto *infoLog = new GLchar[infoLength];
|
||||
glGetShaderInfoLog(shader, infoLength, nullptr, infoLog);
|
||||
aout << "Failed to compile with:\n" << infoLog << std::endl;
|
||||
delete[] infoLog;
|
||||
}
|
||||
|
||||
glDeleteShader(shader);
|
||||
shader = 0;
|
||||
}
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
void Shader::activate() const {
|
||||
glUseProgram(program_);
|
||||
}
|
||||
|
||||
void Shader::deactivate() const {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void Shader::drawModel(const Model &model) const {
|
||||
// The position attribute is 3 floats
|
||||
glVertexAttribPointer(
|
||||
position_, // attrib
|
||||
3, // elements
|
||||
GL_FLOAT, // of type float
|
||||
GL_FALSE, // don't normalize
|
||||
sizeof(Vertex), // stride is Vertex bytes
|
||||
model.getVertexData() // pull from the start of the vertex data
|
||||
);
|
||||
glEnableVertexAttribArray(position_);
|
||||
|
||||
// The uv attribute is 2 floats
|
||||
glVertexAttribPointer(
|
||||
uv_, // attrib
|
||||
2, // elements
|
||||
GL_FLOAT, // of type float
|
||||
GL_FALSE, // don't normalize
|
||||
sizeof(Vertex), // stride is Vertex bytes
|
||||
((uint8_t *) model.getVertexData()) + sizeof(Vector3) // offset Vector3 from the start
|
||||
);
|
||||
glEnableVertexAttribArray(uv_);
|
||||
|
||||
// Setup the texture
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, model.getTexture().getTextureID());
|
||||
|
||||
// Draw as indexed triangles
|
||||
glDrawElements(GL_TRIANGLES, model.getIndexCount(), GL_UNSIGNED_SHORT, model.getIndexData());
|
||||
|
||||
glDisableVertexAttribArray(uv_);
|
||||
glDisableVertexAttribArray(position_);
|
||||
}
|
||||
|
||||
void Shader::setProjectionMatrix(float *projectionMatrix) const {
|
||||
glUniformMatrix4fv(projectionMatrix_, 1, false, projectionMatrix);
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
#ifndef ANDROIDGLINVESTIGATIONS_SHADER_H
|
||||
#define ANDROIDGLINVESTIGATIONS_SHADER_H
|
||||
|
||||
#include <string>
|
||||
#include <GLES3/gl3.h>
|
||||
|
||||
class Model;
|
||||
|
||||
/*!
|
||||
* A class representing a simple shader program. It consists of vertex and fragment components. The
|
||||
* input attributes are a position (as a Vector3) and a uv (as a Vector2). It also takes a uniform
|
||||
* to be used as the entire model/view/projection matrix. The shader expects a single texture for
|
||||
* fragment shading, and does no other lighting calculations (thus no uniforms for lights or normal
|
||||
* attributes).
|
||||
*/
|
||||
class Shader {
|
||||
public:
|
||||
/*!
|
||||
* Loads a shader given the full sourcecode and names for necessary attributes and uniforms to
|
||||
* link to. Returns a valid shader on success or null on failure. Shader resources are
|
||||
* automatically cleaned up on destruction.
|
||||
*
|
||||
* @param vertexSource The full source code for your vertex program
|
||||
* @param fragmentSource The full source code of your fragment program
|
||||
* @param positionAttributeName The name of the position attribute in your vertex program
|
||||
* @param uvAttributeName The name of the uv coordinate attribute in your vertex program
|
||||
* @param projectionMatrixUniformName The name of your model/view/projection matrix uniform
|
||||
* @return a valid Shader on success, otherwise null.
|
||||
*/
|
||||
static Shader *loadShader(
|
||||
const std::string &vertexSource,
|
||||
const std::string &fragmentSource,
|
||||
const std::string &positionAttributeName,
|
||||
const std::string &uvAttributeName,
|
||||
const std::string &projectionMatrixUniformName);
|
||||
|
||||
inline ~Shader() {
|
||||
if (program_) {
|
||||
glDeleteProgram(program_);
|
||||
program_ = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* Prepares the shader for use, call this before executing any draw commands
|
||||
*/
|
||||
void activate() const;
|
||||
|
||||
/*!
|
||||
* Cleans up the shader after use, call this after executing any draw commands
|
||||
*/
|
||||
void deactivate() const;
|
||||
|
||||
/*!
|
||||
* Renders a single model
|
||||
* @param model a model to render
|
||||
*/
|
||||
void drawModel(const Model &model) const;
|
||||
|
||||
/*!
|
||||
* Sets the model/view/projection matrix in the shader.
|
||||
* @param projectionMatrix sixteen floats, column major, defining an OpenGL projection matrix.
|
||||
*/
|
||||
void setProjectionMatrix(float *projectionMatrix) const;
|
||||
|
||||
private:
|
||||
/*!
|
||||
* Helper function to load a shader of a given type
|
||||
* @param shaderType The OpenGL shader type. Should either be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
|
||||
* @param shaderSource The full source of the shader
|
||||
* @return the id of the shader, as returned by glCreateShader, or 0 in the case of an error
|
||||
*/
|
||||
static GLuint loadShader(GLenum shaderType, const std::string &shaderSource);
|
||||
|
||||
/*!
|
||||
* Constructs a new instance of a shader. Use @a loadShader
|
||||
* @param program the GL program id of the shader
|
||||
* @param position the attribute location of the position
|
||||
* @param uv the attribute location of the uv coordinates
|
||||
* @param projectionMatrix the uniform location of the projection matrix
|
||||
*/
|
||||
constexpr Shader(
|
||||
GLuint program,
|
||||
GLint position,
|
||||
GLint uv,
|
||||
GLint projectionMatrix)
|
||||
: program_(program),
|
||||
position_(position),
|
||||
uv_(uv),
|
||||
projectionMatrix_(projectionMatrix) {}
|
||||
|
||||
GLuint program_;
|
||||
GLint position_;
|
||||
GLint uv_;
|
||||
GLint projectionMatrix_;
|
||||
};
|
||||
|
||||
#endif //ANDROIDGLINVESTIGATIONS_SHADER_H
|
||||
@@ -0,0 +1,80 @@
|
||||
#include <android/imagedecoder.h>
|
||||
#include "TextureAsset.h"
|
||||
#include "AndroidOut.h"
|
||||
#include "Utility.h"
|
||||
|
||||
std::shared_ptr<TextureAsset>
|
||||
TextureAsset::loadAsset(AAssetManager *assetManager, const std::string &assetPath) {
|
||||
// Get the image from asset manager
|
||||
auto pAndroidRobotPng = AAssetManager_open(
|
||||
assetManager,
|
||||
assetPath.c_str(),
|
||||
AASSET_MODE_BUFFER);
|
||||
|
||||
// Make a decoder to turn it into a texture
|
||||
AImageDecoder *pAndroidDecoder = nullptr;
|
||||
auto result = AImageDecoder_createFromAAsset(pAndroidRobotPng, &pAndroidDecoder);
|
||||
assert(result == ANDROID_IMAGE_DECODER_SUCCESS);
|
||||
|
||||
// make sure we get 8 bits per channel out. RGBA order.
|
||||
AImageDecoder_setAndroidBitmapFormat(pAndroidDecoder, ANDROID_BITMAP_FORMAT_RGBA_8888);
|
||||
|
||||
// Get the image header, to help set everything up
|
||||
const AImageDecoderHeaderInfo *pAndroidHeader = nullptr;
|
||||
pAndroidHeader = AImageDecoder_getHeaderInfo(pAndroidDecoder);
|
||||
|
||||
// important metrics for sending to GL
|
||||
auto width = AImageDecoderHeaderInfo_getWidth(pAndroidHeader);
|
||||
auto height = AImageDecoderHeaderInfo_getHeight(pAndroidHeader);
|
||||
auto stride = AImageDecoder_getMinimumStride(pAndroidDecoder);
|
||||
|
||||
// Get the bitmap data of the image
|
||||
auto upAndroidImageData = std::make_unique<std::vector<uint8_t>>(height * stride);
|
||||
auto decodeResult = AImageDecoder_decodeImage(
|
||||
pAndroidDecoder,
|
||||
upAndroidImageData->data(),
|
||||
stride,
|
||||
upAndroidImageData->size());
|
||||
assert(decodeResult == ANDROID_IMAGE_DECODER_SUCCESS);
|
||||
|
||||
// Get an opengl texture
|
||||
GLuint textureId;
|
||||
glGenTextures(1, &textureId);
|
||||
glBindTexture(GL_TEXTURE_2D, textureId);
|
||||
|
||||
// Clamp to the edge, you'll get odd results alpha blending if you don't
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
// Load the texture into VRAM
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D, // target
|
||||
0, // mip level
|
||||
GL_RGBA, // internal format, often advisable to use BGR
|
||||
width, // width of the texture
|
||||
height, // height of the texture
|
||||
0, // border (always 0)
|
||||
GL_RGBA, // format
|
||||
GL_UNSIGNED_BYTE, // type
|
||||
upAndroidImageData->data() // Data to upload
|
||||
);
|
||||
|
||||
// generate mip levels. Not really needed for 2D, but good to do
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// cleanup helpers
|
||||
AImageDecoder_delete(pAndroidDecoder);
|
||||
AAsset_close(pAndroidRobotPng);
|
||||
|
||||
// Create a shared pointer so it can be cleaned up easily/automatically
|
||||
return std::shared_ptr<TextureAsset>(new TextureAsset(textureId));
|
||||
}
|
||||
|
||||
TextureAsset::~TextureAsset() {
|
||||
// return texture resources
|
||||
glDeleteTextures(1, &textureID_);
|
||||
textureID_ = 0;
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#ifndef ANDROIDGLINVESTIGATIONS_TEXTUREASSET_H
|
||||
#define ANDROIDGLINVESTIGATIONS_TEXTUREASSET_H
|
||||
|
||||
#include <memory>
|
||||
#include <android/asset_manager.h>
|
||||
#include <GLES3/gl3.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
class TextureAsset {
|
||||
public:
|
||||
/*!
|
||||
* Loads a texture asset from the assets/ directory
|
||||
* @param assetManager Asset manager to use
|
||||
* @param assetPath The path to the asset
|
||||
* @return a shared pointer to a texture asset, resources will be reclaimed when it's cleaned up
|
||||
*/
|
||||
static std::shared_ptr<TextureAsset>
|
||||
loadAsset(AAssetManager *assetManager, const std::string &assetPath);
|
||||
|
||||
~TextureAsset();
|
||||
|
||||
/*!
|
||||
* @return the texture id for use with OpenGL
|
||||
*/
|
||||
constexpr GLuint getTextureID() const { return textureID_; }
|
||||
|
||||
private:
|
||||
inline TextureAsset(GLuint textureId) : textureID_(textureId) {}
|
||||
|
||||
GLuint textureID_;
|
||||
};
|
||||
|
||||
#endif //ANDROIDGLINVESTIGATIONS_TEXTUREASSET_H
|
||||
@@ -0,0 +1,87 @@
|
||||
#include "Utility.h"
|
||||
#include "AndroidOut.h"
|
||||
|
||||
#include <GLES3/gl3.h>
|
||||
|
||||
#define CHECK_ERROR(e) case e: aout << "GL Error: "#e << std::endl; break;
|
||||
|
||||
bool Utility::checkAndLogGlError(bool alwaysLog) {
|
||||
GLenum error = glGetError();
|
||||
if (error == GL_NO_ERROR) {
|
||||
if (alwaysLog) {
|
||||
aout << "No GL error" << std::endl;
|
||||
}
|
||||
return true;
|
||||
} else {
|
||||
switch (error) {
|
||||
CHECK_ERROR(GL_INVALID_ENUM);
|
||||
CHECK_ERROR(GL_INVALID_VALUE);
|
||||
CHECK_ERROR(GL_INVALID_OPERATION);
|
||||
CHECK_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
|
||||
CHECK_ERROR(GL_OUT_OF_MEMORY);
|
||||
default:
|
||||
aout << "Unknown GL error: " << error << std::endl;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
float *
|
||||
Utility::buildOrthographicMatrix(float *outMatrix, float halfHeight, float aspect, float near,
|
||||
float far) {
|
||||
float halfWidth = halfHeight * aspect;
|
||||
|
||||
// column 1
|
||||
outMatrix[0] = 1.f / halfWidth;
|
||||
outMatrix[1] = 0.f;
|
||||
outMatrix[2] = 0.f;
|
||||
outMatrix[3] = 0.f;
|
||||
|
||||
// column 2
|
||||
outMatrix[4] = 0.f;
|
||||
outMatrix[5] = 1.f / halfHeight;
|
||||
outMatrix[6] = 0.f;
|
||||
outMatrix[7] = 0.f;
|
||||
|
||||
// column 3
|
||||
outMatrix[8] = 0.f;
|
||||
outMatrix[9] = 0.f;
|
||||
outMatrix[10] = -2.f / (far - near);
|
||||
outMatrix[11] = -(far + near) / (far - near);
|
||||
|
||||
// column 4
|
||||
outMatrix[12] = 0.f;
|
||||
outMatrix[13] = 0.f;
|
||||
outMatrix[14] = 0.f;
|
||||
outMatrix[15] = 1.f;
|
||||
|
||||
return outMatrix;
|
||||
}
|
||||
|
||||
float *Utility::buildIdentityMatrix(float *outMatrix) {
|
||||
// column 1
|
||||
outMatrix[0] = 1.f;
|
||||
outMatrix[1] = 0.f;
|
||||
outMatrix[2] = 0.f;
|
||||
outMatrix[3] = 0.f;
|
||||
|
||||
// column 2
|
||||
outMatrix[4] = 0.f;
|
||||
outMatrix[5] = 1.f;
|
||||
outMatrix[6] = 0.f;
|
||||
outMatrix[7] = 0.f;
|
||||
|
||||
// column 3
|
||||
outMatrix[8] = 0.f;
|
||||
outMatrix[9] = 0.f;
|
||||
outMatrix[10] = 1.f;
|
||||
outMatrix[11] = 0.f;
|
||||
|
||||
// column 4
|
||||
outMatrix[12] = 0.f;
|
||||
outMatrix[13] = 0.f;
|
||||
outMatrix[14] = 0.f;
|
||||
outMatrix[15] = 1.f;
|
||||
|
||||
return outMatrix;
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#ifndef ANDROIDGLINVESTIGATIONS_UTILITY_H
|
||||
#define ANDROIDGLINVESTIGATIONS_UTILITY_H
|
||||
|
||||
#include <cassert>
|
||||
|
||||
class Utility {
|
||||
public:
|
||||
static bool checkAndLogGlError(bool alwaysLog = false);
|
||||
|
||||
static inline void assertGlError() { assert(checkAndLogGlError()); }
|
||||
|
||||
/**
|
||||
* Generates an orthographic projection matrix given the half height, aspect ratio, near, and far
|
||||
* planes
|
||||
*
|
||||
* @param outMatrix the matrix to write into
|
||||
* @param halfHeight half of the height of the screen
|
||||
* @param aspect the width of the screen divided by the height
|
||||
* @param near the distance of the near plane
|
||||
* @param far the distance of the far plane
|
||||
* @return the generated matrix, this will be the same as @a outMatrix so you can chain calls
|
||||
* together if needed
|
||||
*/
|
||||
static float *buildOrthographicMatrix(
|
||||
float *outMatrix,
|
||||
float halfHeight,
|
||||
float aspect,
|
||||
float near,
|
||||
float far);
|
||||
|
||||
static float *buildIdentityMatrix(float *outMatrix);
|
||||
};
|
||||
|
||||
#endif //ANDROIDGLINVESTIGATIONS_UTILITY_H
|
||||
@@ -0,0 +1,116 @@
|
||||
#include <jni.h>
|
||||
|
||||
#include <game-activity/native_app_glue/android_native_app_glue.h>
|
||||
#include <game-activity/GameActivity.h>
|
||||
|
||||
#include "AndroidOut.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
extern "C" {
|
||||
|
||||
/*!
|
||||
* Handles commands sent to this Android application
|
||||
* @param pApp the app the commands are coming from
|
||||
* @param cmd the command to handle
|
||||
*/
|
||||
void handle_cmd(android_app *pApp, int32_t cmd) {
|
||||
switch (cmd) {
|
||||
case APP_CMD_INIT_WINDOW:
|
||||
// A new window is created, associate a renderer with it. You may replace this with a
|
||||
// "game" class if that suits your needs. Remember to change all instances of userData
|
||||
// if you change the class here as a reinterpret_cast is dangerous this in the
|
||||
// android_main function and the APP_CMD_TERM_WINDOW handler case.
|
||||
pApp->userData = new Renderer(pApp);
|
||||
break;
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
// The window is being destroyed. Use this to clean up your userData to avoid leaking
|
||||
// resources.
|
||||
//
|
||||
// We have to check if userData is assigned just in case this comes in really quickly
|
||||
if (pApp->userData) {
|
||||
//
|
||||
auto *pRenderer = reinterpret_cast<Renderer *>(pApp->userData);
|
||||
pApp->userData = nullptr;
|
||||
delete pRenderer;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* Enable the motion events you want to handle; not handled events are
|
||||
* passed back to OS for further processing. For this example case,
|
||||
* only pointer and joystick devices are enabled.
|
||||
*
|
||||
* @param motionEvent the newly arrived GameActivityMotionEvent.
|
||||
* @return true if the event is from a pointer or joystick device,
|
||||
* false for all other input devices.
|
||||
*/
|
||||
bool motion_event_filter_func(const GameActivityMotionEvent *motionEvent) {
|
||||
auto sourceClass = motionEvent->source & AINPUT_SOURCE_CLASS_MASK;
|
||||
return (sourceClass == AINPUT_SOURCE_CLASS_POINTER ||
|
||||
sourceClass == AINPUT_SOURCE_CLASS_JOYSTICK);
|
||||
}
|
||||
|
||||
/*!
|
||||
* This the main entry point for a native activity
|
||||
*/
|
||||
void android_main(struct android_app *pApp) {
|
||||
// Can be removed, useful to ensure your code is running
|
||||
aout << "Welcome to android_main" << std::endl;
|
||||
|
||||
// Register an event handler for Android events
|
||||
pApp->onAppCmd = handle_cmd;
|
||||
|
||||
// Set input event filters (set it to NULL if the app wants to process all inputs).
|
||||
// Note that for key inputs, this example uses the default default_key_filter()
|
||||
// implemented in android_native_app_glue.c.
|
||||
android_app_set_motion_event_filter(pApp, motion_event_filter_func);
|
||||
|
||||
// This sets up a typical game/event loop. It will run until the app is destroyed.
|
||||
do {
|
||||
// Process all pending events before running game logic.
|
||||
bool done = false;
|
||||
while (!done) {
|
||||
// 0 is non-blocking.
|
||||
int timeout = 0;
|
||||
int events;
|
||||
android_poll_source *pSource;
|
||||
int result = ALooper_pollOnce(timeout, nullptr, &events,
|
||||
reinterpret_cast<void**>(&pSource));
|
||||
switch (result) {
|
||||
case ALOOPER_POLL_TIMEOUT:
|
||||
[[clang::fallthrough]];
|
||||
case ALOOPER_POLL_WAKE:
|
||||
// No events occurred before the timeout or explicit wake. Stop checking for events.
|
||||
done = true;
|
||||
break;
|
||||
case ALOOPER_EVENT_ERROR:
|
||||
aout << "ALooper_pollOnce returned an error" << std::endl;
|
||||
break;
|
||||
case ALOOPER_POLL_CALLBACK:
|
||||
break;
|
||||
default:
|
||||
if (pSource) {
|
||||
pSource->process(pApp, pSource);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if any user data is associated. This is assigned in handle_cmd
|
||||
if (pApp->userData) {
|
||||
// We know that our user data is a Renderer, so reinterpret cast it. If you change your
|
||||
// user data remember to change it here
|
||||
auto *pRenderer = reinterpret_cast<Renderer *>(pApp->userData);
|
||||
|
||||
// Process game input
|
||||
pRenderer->handleInput();
|
||||
|
||||
// Render a frame
|
||||
pRenderer->render();
|
||||
}
|
||||
} while (!pApp->destroyRequested);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
package com.hmwl.sample;
|
||||
|
||||
import android.view.View;
|
||||
|
||||
import com.google.androidgamesdk.GameActivity;
|
||||
|
||||
public class MainActivity extends GameActivity {
|
||||
static {
|
||||
System.loadLibrary("sample");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onWindowFocusChanged(boolean hasFocus) {
|
||||
super.onWindowFocusChanged(hasFocus);
|
||||
|
||||
if (hasFocus) {
|
||||
hideSystemUi();
|
||||
}
|
||||
}
|
||||
|
||||
private void hideSystemUi() {
|
||||
View decorView = getWindow().getDecorView();
|
||||
decorView.setSystemUiVisibility(
|
||||
View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY
|
||||
| View.SYSTEM_UI_FLAG_LAYOUT_STABLE
|
||||
| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
|
||||
| View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
|
||||
| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
|
||||
| View.SYSTEM_UI_FLAG_FULLSCREEN
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,170 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<vector xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
android:width="108dp"
|
||||
android:height="108dp"
|
||||
android:viewportWidth="108"
|
||||
android:viewportHeight="108">
|
||||
<path
|
||||
android:fillColor="#3DDC84"
|
||||
android:pathData="M0,0h108v108h-108z" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M9,0L9,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M19,0L19,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M29,0L29,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M39,0L39,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M49,0L49,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M59,0L59,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M69,0L69,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M79,0L79,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M89,0L89,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M99,0L99,108"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,9L108,9"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,19L108,19"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,29L108,29"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,39L108,39"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,49L108,49"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,59L108,59"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,69L108,69"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,79L108,79"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,89L108,89"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M0,99L108,99"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M19,29L89,29"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M19,39L89,39"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M19,49L89,49"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M19,59L89,59"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M19,69L89,69"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M19,79L89,79"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M29,19L29,89"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M39,19L39,89"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M49,19L49,89"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M59,19L59,89"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M69,19L69,89"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
<path
|
||||
android:fillColor="#00000000"
|
||||
android:pathData="M79,19L79,89"
|
||||
android:strokeWidth="0.8"
|
||||
android:strokeColor="#33FFFFFF" />
|
||||
</vector>
|
||||
@@ -0,0 +1,30 @@
|
||||
<vector xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
xmlns:aapt="http://schemas.android.com/aapt"
|
||||
android:width="108dp"
|
||||
android:height="108dp"
|
||||
android:viewportWidth="108"
|
||||
android:viewportHeight="108">
|
||||
<path android:pathData="M31,63.928c0,0 6.4,-11 12.1,-13.1c7.2,-2.6 26,-1.4 26,-1.4l38.1,38.1L107,108.928l-32,-1L31,63.928z">
|
||||
<aapt:attr name="android:fillColor">
|
||||
<gradient
|
||||
android:endX="85.84757"
|
||||
android:endY="92.4963"
|
||||
android:startX="42.9492"
|
||||
android:startY="49.59793"
|
||||
android:type="linear">
|
||||
<item
|
||||
android:color="#44000000"
|
||||
android:offset="0.0" />
|
||||
<item
|
||||
android:color="#00000000"
|
||||
android:offset="1.0" />
|
||||
</gradient>
|
||||
</aapt:attr>
|
||||
</path>
|
||||
<path
|
||||
android:fillColor="#FFFFFF"
|
||||
android:fillType="nonZero"
|
||||
android:pathData="M65.3,45.828l3.8,-6.6c0.2,-0.4 0.1,-0.9 -0.3,-1.1c-0.4,-0.2 -0.9,-0.1 -1.1,0.3l-3.9,6.7c-6.3,-2.8 -13.4,-2.8 -19.7,0l-3.9,-6.7c-0.2,-0.4 -0.7,-0.5 -1.1,-0.3C38.8,38.328 38.7,38.828 38.9,39.228l3.8,6.6C36.2,49.428 31.7,56.028 31,63.928h46C76.3,56.028 71.8,49.428 65.3,45.828zM43.4,57.328c-0.8,0 -1.5,-0.5 -1.8,-1.2c-0.3,-0.7 -0.1,-1.5 0.4,-2.1c0.5,-0.5 1.4,-0.7 2.1,-0.4c0.7,0.3 1.2,1 1.2,1.8C45.3,56.528 44.5,57.328 43.4,57.328L43.4,57.328zM64.6,57.328c-0.8,0 -1.5,-0.5 -1.8,-1.2s-0.1,-1.5 0.4,-2.1c0.5,-0.5 1.4,-0.7 2.1,-0.4c0.7,0.3 1.2,1 1.2,1.8C66.5,56.528 65.6,57.328 64.6,57.328L64.6,57.328z"
|
||||
android:strokeWidth="1"
|
||||
android:strokeColor="#00000000" />
|
||||
</vector>
|
||||
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
|
||||
<background android:drawable="@drawable/ic_launcher_background" />
|
||||
<foreground android:drawable="@drawable/ic_launcher_foreground" />
|
||||
<monochrome android:drawable="@drawable/ic_launcher_foreground" />
|
||||
</adaptive-icon>
|
||||
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
|
||||
<background android:drawable="@drawable/ic_launcher_background" />
|
||||
<foreground android:drawable="@drawable/ic_launcher_foreground" />
|
||||
<monochrome android:drawable="@drawable/ic_launcher_foreground" />
|
||||
</adaptive-icon>
|
||||
|
After Width: | Height: | Size: 1.4 KiB |
|
After Width: | Height: | Size: 2.8 KiB |
|
After Width: | Height: | Size: 982 B |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 3.8 KiB |
|
After Width: | Height: | Size: 2.8 KiB |
|
After Width: | Height: | Size: 5.8 KiB |
|
After Width: | Height: | Size: 3.8 KiB |
|
After Width: | Height: | Size: 7.6 KiB |
@@ -0,0 +1,16 @@
|
||||
<resources xmlns:tools="http://schemas.android.com/tools">
|
||||
<!-- Base application theme. -->
|
||||
<style name="Theme.Sample" parent="Theme.MaterialComponents.DayNight.DarkActionBar">
|
||||
<!-- Primary brand color. -->
|
||||
<item name="colorPrimary">@color/purple_200</item>
|
||||
<item name="colorPrimaryVariant">@color/purple_700</item>
|
||||
<item name="colorOnPrimary">@color/black</item>
|
||||
<!-- Secondary brand color. -->
|
||||
<item name="colorSecondary">@color/teal_200</item>
|
||||
<item name="colorSecondaryVariant">@color/teal_200</item>
|
||||
<item name="colorOnSecondary">@color/black</item>
|
||||
<!-- Status bar color. -->
|
||||
<item name="android:statusBarColor">?attr/colorPrimaryVariant</item>
|
||||
<!-- Customize your theme here. -->
|
||||
</style>
|
||||
</resources>
|
||||
@@ -0,0 +1,10 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<color name="purple_200">#FFBB86FC</color>
|
||||
<color name="purple_500">#FF6200EE</color>
|
||||
<color name="purple_700">#FF3700B3</color>
|
||||
<color name="teal_200">#FF03DAC5</color>
|
||||
<color name="teal_700">#FF018786</color>
|
||||
<color name="black">#FF000000</color>
|
||||
<color name="white">#FFFFFFFF</color>
|
||||
</resources>
|
||||
@@ -0,0 +1,3 @@
|
||||
<resources>
|
||||
<string name="app_name">Sample</string>
|
||||
</resources>
|
||||
@@ -0,0 +1,16 @@
|
||||
<resources xmlns:tools="http://schemas.android.com/tools">
|
||||
<!-- Base application theme. -->
|
||||
<style name="Theme.Sample" parent="Theme.MaterialComponents.DayNight.DarkActionBar">
|
||||
<!-- Primary brand color. -->
|
||||
<item name="colorPrimary">@color/purple_500</item>
|
||||
<item name="colorPrimaryVariant">@color/purple_700</item>
|
||||
<item name="colorOnPrimary">@color/white</item>
|
||||
<!-- Secondary brand color. -->
|
||||
<item name="colorSecondary">@color/teal_200</item>
|
||||
<item name="colorSecondaryVariant">@color/teal_700</item>
|
||||
<item name="colorOnSecondary">@color/black</item>
|
||||
<!-- Status bar color. -->
|
||||
<item name="android:statusBarColor">?attr/colorPrimaryVariant</item>
|
||||
<!-- Customize your theme here. -->
|
||||
</style>
|
||||
</resources>
|
||||
@@ -0,0 +1,13 @@
|
||||
<?xml version="1.0" encoding="utf-8"?><!--
|
||||
Sample backup rules file; uncomment and customize as necessary.
|
||||
See https://developer.android.com/guide/topics/data/autobackup
|
||||
for details.
|
||||
Note: This file is ignored for devices older than API 31
|
||||
See https://developer.android.com/about/versions/12/backup-restore
|
||||
-->
|
||||
<full-backup-content>
|
||||
<!--
|
||||
<include domain="sharedpref" path="."/>
|
||||
<exclude domain="sharedpref" path="device.xml"/>
|
||||
-->
|
||||
</full-backup-content>
|
||||
@@ -0,0 +1,19 @@
|
||||
<?xml version="1.0" encoding="utf-8"?><!--
|
||||
Sample data extraction rules file; uncomment and customize as necessary.
|
||||
See https://developer.android.com/about/versions/12/backup-restore#xml-changes
|
||||
for details.
|
||||
-->
|
||||
<data-extraction-rules>
|
||||
<cloud-backup>
|
||||
<!-- TODO: Use <include> and <exclude> to control what is backed up.
|
||||
<include .../>
|
||||
<exclude .../>
|
||||
-->
|
||||
</cloud-backup>
|
||||
<!--
|
||||
<device-transfer>
|
||||
<include .../>
|
||||
<exclude .../>
|
||||
</device-transfer>
|
||||
-->
|
||||
</data-extraction-rules>
|
||||
@@ -0,0 +1,17 @@
|
||||
package com.hmwl.sample;
|
||||
|
||||
import org.junit.Test;
|
||||
|
||||
import static org.junit.Assert.*;
|
||||
|
||||
/**
|
||||
* Example local unit test, which will execute on the development machine (host).
|
||||
*
|
||||
* @see <a href="http://d.android.com/tools/testing">Testing documentation</a>
|
||||
*/
|
||||
public class ExampleUnitTest {
|
||||
@Test
|
||||
public void addition_isCorrect() {
|
||||
assertEquals(4, 2 + 2);
|
||||
}
|
||||
}
|
||||