android studio 创建的初始工程。
@@ -0,0 +1,15 @@
|
|||||||
|
*.iml
|
||||||
|
.gradle
|
||||||
|
/local.properties
|
||||||
|
/.idea/caches
|
||||||
|
/.idea/libraries
|
||||||
|
/.idea/modules.xml
|
||||||
|
/.idea/workspace.xml
|
||||||
|
/.idea/navEditor.xml
|
||||||
|
/.idea/assetWizardSettings.xml
|
||||||
|
.DS_Store
|
||||||
|
/build
|
||||||
|
/captures
|
||||||
|
.externalNativeBuild
|
||||||
|
.cxx
|
||||||
|
local.properties
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
# Default ignored files
|
||||||
|
/shelf/
|
||||||
|
/workspace.xml
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
Sample
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="AndroidProjectSystem">
|
||||||
|
<option name="providerId" value="com.android.tools.idea.GradleProjectSystem" />
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="CompilerConfiguration">
|
||||||
|
<bytecodeTargetLevel target="21" />
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="deploymentTargetSelector">
|
||||||
|
<selectionStates>
|
||||||
|
<SelectionState runConfigName="app">
|
||||||
|
<option name="selectionMode" value="DROPDOWN" />
|
||||||
|
</SelectionState>
|
||||||
|
</selectionStates>
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="GradleSettings">
|
||||||
|
<option name="linkedExternalProjectsSettings">
|
||||||
|
<GradleProjectSettings>
|
||||||
|
<option name="testRunner" value="CHOOSE_PER_TEST" />
|
||||||
|
<option name="externalProjectPath" value="$PROJECT_DIR$" />
|
||||||
|
<option name="gradleJvm" value="#GRADLE_LOCAL_JAVA_HOME" />
|
||||||
|
<option name="modules">
|
||||||
|
<set>
|
||||||
|
<option value="$PROJECT_DIR$" />
|
||||||
|
<option value="$PROJECT_DIR$/app" />
|
||||||
|
</set>
|
||||||
|
</option>
|
||||||
|
</GradleProjectSettings>
|
||||||
|
</option>
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="ProjectMigrations">
|
||||||
|
<option name="MigrateToGradleLocalJavaHome">
|
||||||
|
<set>
|
||||||
|
<option value="$PROJECT_DIR$" />
|
||||||
|
</set>
|
||||||
|
</option>
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="ExternalStorageConfigurationManager" enabled="true" />
|
||||||
|
<component name="ProjectRootManager" version="2" languageLevel="JDK_21" default="true" project-jdk-name="jbr-21" project-jdk-type="JavaSDK">
|
||||||
|
<output url="file://$PROJECT_DIR$/build/classes" />
|
||||||
|
</component>
|
||||||
|
<component name="ProjectType">
|
||||||
|
<option name="id" value="Android" />
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="RunConfigurationProducerService">
|
||||||
|
<option name="ignoredProducers">
|
||||||
|
<set>
|
||||||
|
<option value="com.intellij.execution.junit.AbstractAllInDirectoryConfigurationProducer" />
|
||||||
|
<option value="com.intellij.execution.junit.AllInPackageConfigurationProducer" />
|
||||||
|
<option value="com.intellij.execution.junit.PatternConfigurationProducer" />
|
||||||
|
<option value="com.intellij.execution.junit.TestInClassConfigurationProducer" />
|
||||||
|
<option value="com.intellij.execution.junit.UniqueIdConfigurationProducer" />
|
||||||
|
<option value="com.intellij.execution.junit.testDiscovery.JUnitTestDiscoveryConfigurationProducer" />
|
||||||
|
<option value="org.jetbrains.kotlin.idea.junit.KotlinJUnitRunConfigurationProducer" />
|
||||||
|
<option value="org.jetbrains.kotlin.idea.junit.KotlinPatternConfigurationProducer" />
|
||||||
|
</set>
|
||||||
|
</option>
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
@@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
// Top-level build file where you can add configuration options common to all sub-projects/modules.
|
||||||
|
plugins {
|
||||||
|
alias(libs.plugins.android.application) apply false
|
||||||
|
}
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
# Project-wide Gradle settings.
|
||||||
|
# IDE (e.g. Android Studio) users:
|
||||||
|
# Gradle settings configured through the IDE *will override*
|
||||||
|
# any settings specified in this file.
|
||||||
|
# For more details on how to configure your build environment visit
|
||||||
|
# http://www.gradle.org/docs/current/userguide/build_environment.html
|
||||||
|
# Specifies the JVM arguments used for the daemon process.
|
||||||
|
# The setting is particularly useful for tweaking memory settings.
|
||||||
|
org.gradle.jvmargs=-Xmx2048m -Dfile.encoding=UTF-8
|
||||||
|
# When configured, Gradle will run in incubating parallel mode.
|
||||||
|
# This option should only be used with decoupled projects. For more details, visit
|
||||||
|
# https://developer.android.com/r/tools/gradle-multi-project-decoupled-projects
|
||||||
|
# org.gradle.parallel=true
|
||||||
|
# AndroidX package structure to make it clearer which packages are bundled with the
|
||||||
|
# Android operating system, and which are packaged with your app's APK
|
||||||
|
# https://developer.android.com/topic/libraries/support-library/androidx-rn
|
||||||
|
android.useAndroidX=true
|
||||||
|
# Enables namespacing of each library's R class so that its R class includes only the
|
||||||
|
# resources declared in the library itself and none from the library's dependencies,
|
||||||
|
# thereby reducing the size of the R class for that library
|
||||||
|
android.nonTransitiveRClass=true
|
||||||
@@ -0,0 +1,20 @@
|
|||||||
|
[versions]
|
||||||
|
agp = "8.13.0"
|
||||||
|
junit = "4.13.2"
|
||||||
|
junitVersion = "1.3.0"
|
||||||
|
espressoCore = "3.7.0"
|
||||||
|
appcompat = "1.7.1"
|
||||||
|
material = "1.13.0"
|
||||||
|
gamesActivity = "4.0.0"
|
||||||
|
|
||||||
|
[libraries]
|
||||||
|
junit = { group = "junit", name = "junit", version.ref = "junit" }
|
||||||
|
ext-junit = { group = "androidx.test.ext", name = "junit", version.ref = "junitVersion" }
|
||||||
|
espresso-core = { group = "androidx.test.espresso", name = "espresso-core", version.ref = "espressoCore" }
|
||||||
|
appcompat = { group = "androidx.appcompat", name = "appcompat", version.ref = "appcompat" }
|
||||||
|
material = { group = "com.google.android.material", name = "material", version.ref = "material" }
|
||||||
|
games-activity = { group = "androidx.games", name = "games-activity", version.ref = "gamesActivity" }
|
||||||
|
|
||||||
|
[plugins]
|
||||||
|
android-application = { id = "com.android.application", version.ref = "agp" }
|
||||||
|
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
#Wed Oct 15 17:29:15 CST 2025
|
||||||
|
distributionBase=GRADLE_USER_HOME
|
||||||
|
distributionPath=wrapper/dists
|
||||||
|
distributionUrl=https\://services.gradle.org/distributions/gradle-8.13-bin.zip
|
||||||
|
zipStoreBase=GRADLE_USER_HOME
|
||||||
|
zipStorePath=wrapper/dists
|
||||||
@@ -0,0 +1,185 @@
|
|||||||
|
#!/usr/bin/env sh
|
||||||
|
|
||||||
|
#
|
||||||
|
# Copyright 2015 the original author or authors.
|
||||||
|
#
|
||||||
|
# Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
# you may not use this file except in compliance with the License.
|
||||||
|
# You may obtain a copy of the License at
|
||||||
|
#
|
||||||
|
# https://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
#
|
||||||
|
# Unless required by applicable law or agreed to in writing, software
|
||||||
|
# distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
# See the License for the specific language governing permissions and
|
||||||
|
# limitations under the License.
|
||||||
|
#
|
||||||
|
|
||||||
|
##############################################################################
|
||||||
|
##
|
||||||
|
## Gradle start up script for UN*X
|
||||||
|
##
|
||||||
|
##############################################################################
|
||||||
|
|
||||||
|
# Attempt to set APP_HOME
|
||||||
|
# Resolve links: $0 may be a link
|
||||||
|
PRG="$0"
|
||||||
|
# Need this for relative symlinks.
|
||||||
|
while [ -h "$PRG" ] ; do
|
||||||
|
ls=`ls -ld "$PRG"`
|
||||||
|
link=`expr "$ls" : '.*-> \(.*\)$'`
|
||||||
|
if expr "$link" : '/.*' > /dev/null; then
|
||||||
|
PRG="$link"
|
||||||
|
else
|
||||||
|
PRG=`dirname "$PRG"`"/$link"
|
||||||
|
fi
|
||||||
|
done
|
||||||
|
SAVED="`pwd`"
|
||||||
|
cd "`dirname \"$PRG\"`/" >/dev/null
|
||||||
|
APP_HOME="`pwd -P`"
|
||||||
|
cd "$SAVED" >/dev/null
|
||||||
|
|
||||||
|
APP_NAME="Gradle"
|
||||||
|
APP_BASE_NAME=`basename "$0"`
|
||||||
|
|
||||||
|
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||||
|
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
|
||||||
|
|
||||||
|
# Use the maximum available, or set MAX_FD != -1 to use that value.
|
||||||
|
MAX_FD="maximum"
|
||||||
|
|
||||||
|
warn () {
|
||||||
|
echo "$*"
|
||||||
|
}
|
||||||
|
|
||||||
|
die () {
|
||||||
|
echo
|
||||||
|
echo "$*"
|
||||||
|
echo
|
||||||
|
exit 1
|
||||||
|
}
|
||||||
|
|
||||||
|
# OS specific support (must be 'true' or 'false').
|
||||||
|
cygwin=false
|
||||||
|
msys=false
|
||||||
|
darwin=false
|
||||||
|
nonstop=false
|
||||||
|
case "`uname`" in
|
||||||
|
CYGWIN* )
|
||||||
|
cygwin=true
|
||||||
|
;;
|
||||||
|
Darwin* )
|
||||||
|
darwin=true
|
||||||
|
;;
|
||||||
|
MINGW* )
|
||||||
|
msys=true
|
||||||
|
;;
|
||||||
|
NONSTOP* )
|
||||||
|
nonstop=true
|
||||||
|
;;
|
||||||
|
esac
|
||||||
|
|
||||||
|
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
|
||||||
|
|
||||||
|
|
||||||
|
# Determine the Java command to use to start the JVM.
|
||||||
|
if [ -n "$JAVA_HOME" ] ; then
|
||||||
|
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
|
||||||
|
# IBM's JDK on AIX uses strange locations for the executables
|
||||||
|
JAVACMD="$JAVA_HOME/jre/sh/java"
|
||||||
|
else
|
||||||
|
JAVACMD="$JAVA_HOME/bin/java"
|
||||||
|
fi
|
||||||
|
if [ ! -x "$JAVACMD" ] ; then
|
||||||
|
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
|
||||||
|
|
||||||
|
Please set the JAVA_HOME variable in your environment to match the
|
||||||
|
location of your Java installation."
|
||||||
|
fi
|
||||||
|
else
|
||||||
|
JAVACMD="java"
|
||||||
|
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
|
||||||
|
|
||||||
|
Please set the JAVA_HOME variable in your environment to match the
|
||||||
|
location of your Java installation."
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Increase the maximum file descriptors if we can.
|
||||||
|
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
|
||||||
|
MAX_FD_LIMIT=`ulimit -H -n`
|
||||||
|
if [ $? -eq 0 ] ; then
|
||||||
|
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
|
||||||
|
MAX_FD="$MAX_FD_LIMIT"
|
||||||
|
fi
|
||||||
|
ulimit -n $MAX_FD
|
||||||
|
if [ $? -ne 0 ] ; then
|
||||||
|
warn "Could not set maximum file descriptor limit: $MAX_FD"
|
||||||
|
fi
|
||||||
|
else
|
||||||
|
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
|
||||||
|
fi
|
||||||
|
fi
|
||||||
|
|
||||||
|
# For Darwin, add options to specify how the application appears in the dock
|
||||||
|
if $darwin; then
|
||||||
|
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
|
||||||
|
fi
|
||||||
|
|
||||||
|
# For Cygwin or MSYS, switch paths to Windows format before running java
|
||||||
|
if [ "$cygwin" = "true" -o "$msys" = "true" ] ; then
|
||||||
|
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
|
||||||
|
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
|
||||||
|
|
||||||
|
JAVACMD=`cygpath --unix "$JAVACMD"`
|
||||||
|
|
||||||
|
# We build the pattern for arguments to be converted via cygpath
|
||||||
|
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
|
||||||
|
SEP=""
|
||||||
|
for dir in $ROOTDIRSRAW ; do
|
||||||
|
ROOTDIRS="$ROOTDIRS$SEP$dir"
|
||||||
|
SEP="|"
|
||||||
|
done
|
||||||
|
OURCYGPATTERN="(^($ROOTDIRS))"
|
||||||
|
# Add a user-defined pattern to the cygpath arguments
|
||||||
|
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
|
||||||
|
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
|
||||||
|
fi
|
||||||
|
# Now convert the arguments - kludge to limit ourselves to /bin/sh
|
||||||
|
i=0
|
||||||
|
for arg in "$@" ; do
|
||||||
|
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
|
||||||
|
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
|
||||||
|
|
||||||
|
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
|
||||||
|
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
|
||||||
|
else
|
||||||
|
eval `echo args$i`="\"$arg\""
|
||||||
|
fi
|
||||||
|
i=`expr $i + 1`
|
||||||
|
done
|
||||||
|
case $i in
|
||||||
|
0) set -- ;;
|
||||||
|
1) set -- "$args0" ;;
|
||||||
|
2) set -- "$args0" "$args1" ;;
|
||||||
|
3) set -- "$args0" "$args1" "$args2" ;;
|
||||||
|
4) set -- "$args0" "$args1" "$args2" "$args3" ;;
|
||||||
|
5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
|
||||||
|
6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
|
||||||
|
7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
|
||||||
|
8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
|
||||||
|
9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
|
||||||
|
esac
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Escape application args
|
||||||
|
save () {
|
||||||
|
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
|
||||||
|
echo " "
|
||||||
|
}
|
||||||
|
APP_ARGS=`save "$@"`
|
||||||
|
|
||||||
|
# Collect all arguments for the java command, following the shell quoting and substitution rules
|
||||||
|
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
|
||||||
|
|
||||||
|
exec "$JAVACMD" "$@"
|
||||||
@@ -0,0 +1,89 @@
|
|||||||
|
@rem
|
||||||
|
@rem Copyright 2015 the original author or authors.
|
||||||
|
@rem
|
||||||
|
@rem Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
@rem you may not use this file except in compliance with the License.
|
||||||
|
@rem You may obtain a copy of the License at
|
||||||
|
@rem
|
||||||
|
@rem https://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
@rem
|
||||||
|
@rem Unless required by applicable law or agreed to in writing, software
|
||||||
|
@rem distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
@rem See the License for the specific language governing permissions and
|
||||||
|
@rem limitations under the License.
|
||||||
|
@rem
|
||||||
|
|
||||||
|
@if "%DEBUG%" == "" @echo off
|
||||||
|
@rem ##########################################################################
|
||||||
|
@rem
|
||||||
|
@rem Gradle startup script for Windows
|
||||||
|
@rem
|
||||||
|
@rem ##########################################################################
|
||||||
|
|
||||||
|
@rem Set local scope for the variables with windows NT shell
|
||||||
|
if "%OS%"=="Windows_NT" setlocal
|
||||||
|
|
||||||
|
set DIRNAME=%~dp0
|
||||||
|
if "%DIRNAME%" == "" set DIRNAME=.
|
||||||
|
set APP_BASE_NAME=%~n0
|
||||||
|
set APP_HOME=%DIRNAME%
|
||||||
|
|
||||||
|
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
|
||||||
|
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
|
||||||
|
|
||||||
|
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||||
|
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
|
||||||
|
|
||||||
|
@rem Find java.exe
|
||||||
|
if defined JAVA_HOME goto findJavaFromJavaHome
|
||||||
|
|
||||||
|
set JAVA_EXE=java.exe
|
||||||
|
%JAVA_EXE% -version >NUL 2>&1
|
||||||
|
if "%ERRORLEVEL%" == "0" goto execute
|
||||||
|
|
||||||
|
echo.
|
||||||
|
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
|
||||||
|
echo.
|
||||||
|
echo Please set the JAVA_HOME variable in your environment to match the
|
||||||
|
echo location of your Java installation.
|
||||||
|
|
||||||
|
goto fail
|
||||||
|
|
||||||
|
:findJavaFromJavaHome
|
||||||
|
set JAVA_HOME=%JAVA_HOME:"=%
|
||||||
|
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
|
||||||
|
|
||||||
|
if exist "%JAVA_EXE%" goto execute
|
||||||
|
|
||||||
|
echo.
|
||||||
|
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
|
||||||
|
echo.
|
||||||
|
echo Please set the JAVA_HOME variable in your environment to match the
|
||||||
|
echo location of your Java installation.
|
||||||
|
|
||||||
|
goto fail
|
||||||
|
|
||||||
|
:execute
|
||||||
|
@rem Setup the command line
|
||||||
|
|
||||||
|
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
|
||||||
|
|
||||||
|
|
||||||
|
@rem Execute Gradle
|
||||||
|
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %*
|
||||||
|
|
||||||
|
:end
|
||||||
|
@rem End local scope for the variables with windows NT shell
|
||||||
|
if "%ERRORLEVEL%"=="0" goto mainEnd
|
||||||
|
|
||||||
|
:fail
|
||||||
|
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
|
||||||
|
rem the _cmd.exe /c_ return code!
|
||||||
|
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
|
||||||
|
exit /b 1
|
||||||
|
|
||||||
|
:mainEnd
|
||||||
|
if "%OS%"=="Windows_NT" endlocal
|
||||||
|
|
||||||
|
:omega
|
||||||
@@ -0,0 +1,23 @@
|
|||||||
|
pluginManagement {
|
||||||
|
repositories {
|
||||||
|
google {
|
||||||
|
content {
|
||||||
|
includeGroupByRegex("com\\.android.*")
|
||||||
|
includeGroupByRegex("com\\.google.*")
|
||||||
|
includeGroupByRegex("androidx.*")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
mavenCentral()
|
||||||
|
gradlePluginPortal()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
dependencyResolutionManagement {
|
||||||
|
repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
|
||||||
|
repositories {
|
||||||
|
google()
|
||||||
|
mavenCentral()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
rootProject.name = "Sample"
|
||||||
|
include ':app'
|
||||||