open_toontown_panda3d/panda/src/androiddisplay/androidGraphicsWindow.h

99 lines
2.6 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file androidGraphicsWindow.h
* @author rdb
* @date 2013-01-11
*/
#ifndef ANDROIDGRAPHICSWINDOW_H
#define ANDROIDGRAPHICSWINDOW_H
#include "pandabase.h"
#include "androidGraphicsPipe.h"
#include "graphicsWindow.h"
#include "buttonHandle.h"
#include <android/native_window.h>
#include <android/input.h>
#include <android/native_activity.h>
#include <android/rect.h>
struct android_app;
/**
* An interface to manage Android windows and their appropriate EGL surfaces.
*/
class AndroidGraphicsWindow : public GraphicsWindow {
public:
AndroidGraphicsWindow(GraphicsEngine *engine, GraphicsPipe *pipe,
const string &name,
const FrameBufferProperties &fb_prop,
const WindowProperties &win_prop,
int flags,
GraphicsStateGuardian *gsg,
GraphicsOutput *host);
virtual ~AndroidGraphicsWindow();
virtual bool begin_frame(FrameMode mode, Thread *current_thread);
virtual void end_frame(FrameMode mode, Thread *current_thread);
virtual void end_flip();
virtual void process_events();
virtual void set_properties_now(WindowProperties &properties);
protected:
virtual void close_window();
virtual bool open_window();
virtual void destroy_surface();
virtual bool create_surface();
private:
static void handle_command(struct android_app *app, int32_t command);
static int32_t handle_input_event(struct android_app *app, AInputEvent *event);
void ns_handle_command(int32_t command);
int32_t handle_key_event(const AInputEvent *event);
int32_t handle_motion_event(const AInputEvent *event);
ButtonHandle map_button(int32_t keycode);
private:
struct android_app* _app;
EGLDisplay _egl_display;
EGLSurface _egl_surface;
int32_t _mouse_button_state;
const ARect *rect;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
GraphicsWindow::init_type();
register_type(_type_handle, "AndroidGraphicsWindow",
GraphicsWindow::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "androidGraphicsWindow.I"
#endif