move to AS

This commit is contained in:
shakurov.airat 2017-01-10 20:02:51 +05:00
parent a1e9ebb16c
commit 9d4e34bbc3
44 changed files with 540 additions and 876 deletions

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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry kind="lib" path="C:/Workplace/Projects/Android/EngineWrapper/jar/EngineWrapper.jar"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>SLWP</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

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# Copyright (C) 2009 The Android Open Source Project
#
# 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
#
# http://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.
#
LPATH := $(call my-dir)
ENGINE_PATH = $(SalmonEnginePathCygwin)
BOOST_PATH = $(LibsPathCygwin)/boost_1_52_0
OGG_PATH = $(LibsPathCygwin)/libogg-1.3.0
VORBIS_PATH = $(LibsPathCygwin)/libvorbis-1.3.2
SQUIRREL_PATH = $(LibsPathCygwin)/sqplus
LIBPNG_PATH = $(LibsPathCygwin)/libpng_1.4.1_android
ZIP_PATH = $(LibsPathCygwin)/julienr-libzip-android/jni
#====== ENGINE AND LIBS =====================
include $(ENGINE_PATH)/Android_Salmon_Engine.mk
#================= THE GAME =======================
LOCAL_PATH:= $(LPATH)
include $(CLEAR_VARS)
LOCAL_CFLAGS := -DTARGET_ANDROID -DNOSOUND -std=gnu++11 --std=c++11
LOCAL_STATIC_LIBRARIES := boost
LOCAL_STATIC_LIBRARIES += squirrel
LOCAL_STATIC_LIBRARIES += png_lib
LOCAL_STATIC_LIBRARIES += zip
LOCAL_SHARED_LIBRARIES := SalmonEngine
LOCAL_SHARED_LIBRARIES += gnustl_shared
LOCAL_C_INCLUDES := $(ENGINE_PATH)
LOCAL_C_INCLUDES += $(BOOST_PATH)
LOCAL_C_INCLUDES += $(VORBIS_PATH)/include
LOCAL_C_INCLUDES += $(VORBIS_PATH)/include/vorbis
LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib
LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib/books
LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib/modes
LOCAL_C_INCLUDES += $(OGG_PATH)/include
LOCAL_C_INCLUDES += $(OGG_PATH)/include/ogg
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/include
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/sqplus
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/squirrel
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/sqstdlib
LOCAL_C_INCLUDES += $(LIBPNG_PATH)
LOCAL_C_INCLUDES += $(ZIP_PATH)
LOCAL_MODULE := SalmonWallpaper
LOCAL_SRC_FILES := main_code.cpp
LOCAL_SRC_FILES += android_api.cpp
LOCAL_LDLIBS := -lGLESv2
LOCAL_LDLIBS += -llog -Wl
#debug
#LOCAL_CFLAGS += -g -ggdb -O0
#LOCAL_LDLIBS += -g -ggdb
include $(BUILD_SHARED_LIBRARY)

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APP_STL := gnustl_shared
APP_CPPFLAGS += -fexceptions
APP_CPPFLAGS += -frtti

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#include "android_api.h"
#include "main_code.h"
#include "boost\thread.hpp"
TAndroidApplication* Application = NULL;
float lastOffsetX = 0.5f;
const float CONST_ANGLE_SHIFT = 45.f;
int TimeOfDayPref = 0;
bool SnowPref = false;
bool OffsetChanged = false;
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetTimeOfDayPref(JNIEnv * env, jobject obj, jint timeofday)
{
TimeOfDayPref = timeofday;
}
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetSnowPref(JNIEnv * env, jobject obj, jboolean snow)
{
SnowPref = snow;
}
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_Init(JNIEnv * env, jobject obj, jint width, jint height)
{
Application = JniInitApp<TAndroidApplication>(width, height, 800.f, 480.f);
boost::get<TPanoramicCamera>(Renderer->Camera).SetAlpha((lastOffsetX) * pi / 180.f);
Application->SkyTexShift = lastOffsetX*0.01f;
}
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetOffset(JNIEnv * env, jobject obj, jfloat offsetX, jfloat offsetY)
{
if (Renderer != NULL)
{
OffsetChanged = true;
Application->SkyTexShift = offsetX*0.01f;
lastOffsetX = offsetX;
boost::get<TPanoramicCamera>(Renderer->Camera).SetAlpha((lastOffsetX) * pi / 180.f);
}
}

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#ifndef ANDROID_API_H_INCLUDED
#define ANDROID_API_H_INCLUDED
#include <jni.h>
#include <android/log.h>
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "boost/shared_ptr.hpp"
#include "main_code.h"
using namespace SE;
extern "C" {
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetTimeOfDayPref(JNIEnv * env, jobject obj, jint timeofday);
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetSnowPref(JNIEnv * env, jobject obj, jboolean snow);
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_Init(JNIEnv * env, jobject obj, jint width, jint height);
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetOffset(JNIEnv * env, jobject obj, jfloat offsetX, jfloat offsetY);
};
#endif

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#include "main_code.h"
#ifdef TARGET_ANDROID
#include "android_api.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include "include/Engine.h"
#include "main_code.h"
bool makeShot = true;
extern int TimeOfDayPref;
extern bool SnowPref;
extern float lastOffsetX;
#ifdef TARGET_WIN32
int TimeOfDayPref = 0;
bool SnowPref = false;
#else
extern int TimeOfDayPref;
extern bool SnowPref;
#endif
boost::mutex m2;
class LoadingQueueVisitor : public boost::static_visitor<void>
{
public:
void operator()(boost::function<cardinal()> f) const
{
f();
}
void operator()(boost::function<bool()> f) const
{
f();
}
void operator()(boost::function<void()> f) const
{
f();
}
};
TAndroidApplication::TAndroidApplication()
: TApplication()
, Inited(false)
, Loaded(false)
, LiteModel(NULL)
, WaterTimer(0)
, SnowTimer(0)
, CloudTimer(0)
, SkyTexShift(0)
, WaveDir(false)
{
}
void TAndroidApplication::Serialize(boost::property_tree::ptree& propertyTree)
{
BOOST_FOREACH(boost::property_tree::ptree::value_type &v, propertyTree.get_child("Ices"))
{
std::string modelName = v.second.get<std::string>("ModelName");
float posx = v.second.get<float>("PosX");
float posz = v.second.get<float>("PosZ");
float angle = v.second.get<float>("Angle", 0.f);
float scale = v.second.get<float>("Scale", 1.f);
mat3 m(vec4(0, cos(angle*pi/360.f), 0, sin(angle*pi/360.f)));
IceModel.push_back(TLiteModel());
IceModel[IceModel.size()-1].LoadModel(modelName);
IceModel[IceModel.size()-1].RotateModel(m);
IceModel[IceModel.size()-1].ScaleModel(scale);
IceModel[IceModel.size()-1].MoveModel(vec3(posx, 0, posz));
IceModel[IceModel.size()-1].UpdateVBO();
}
}
void TAndroidApplication::LoadModels()
{
mat3 m(vec4(0,1*sin(pi/8 + pi/2),0,1*cos(pi/8 + pi/2)));
LiteModel = new TLiteModel;
LiteModel->LoadModel("mountain.lm1");
LiteModel->ScaleModel(0.5f);
LiteModel->RotateModel(m);
LiteModel->MoveModel(vec3(0, 0, 0));
LiteModel->UpdateVBO();
std::shared_ptr<boost::property_tree::ptree> p = FileToPropertyTree("ices.xml");
Serialize(*p);
}
void TAndroidApplication::AddFrameBuffers()
{
ResourceManager->FrameManager.AddFrameRenderBuffer("WaterFrame", 256, 256);
ResourceManager->FrameManager.AddFrameRenderBuffer("ScreenshotFrame", 512, 512);
}
void TAndroidApplication::DrawSceneWithoutWater(bool inv)
{
Renderer->PushProjectionMatrix(1,1);
Renderer->LoadIdentity();
if (inv)
{
if (TimeOfDayPref == 2)
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["sky_night.png"]);
}
else
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["sky.png"]);
}
Renderer->DrawRect(vec2(0.0f, 0.56f), vec2(1.f, 0.f), vec2(0.5f + SkyTexShift, 0.f), vec2(1.f + SkyTexShift, 1.f));
if (TimeOfDayPref == 1)
{
glClear(GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["final_cloud.png"]);
Renderer->DrawRect(vec2(0.0f, 0.56f), vec2(4.f, 0.f), vec2(0.0f + SkyTexShift + CloudTimer, 0.f), vec2(1.f + SkyTexShift + CloudTimer, 0.5f));
}
}
else
{
if (TimeOfDayPref == 2)
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["sky_night.png"]);
}
else
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["sky.png"]);
}
Renderer->DrawRect(vec2(0.0f, 0.54f), vec2(1.f, 1.f), vec2(0.5f + SkyTexShift, 0.f), vec2(1.f + SkyTexShift, 1.f));
if (TimeOfDayPref == 1)
{
glClear(GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["final_cloud.png"]);
Renderer->DrawRect(vec2(0.0f, 0.54f), vec2(4.f, 1.f), vec2(0.0f + SkyTexShift + CloudTimer, 0.f), vec2(1.f + SkyTexShift + CloudTimer, 0.5f));
}
}
Renderer->PopProjectionMatrix();
glClear(GL_DEPTH_BUFFER_BIT);
Renderer->SetGLCamView();
if (inv)
{
Renderer->TranslateMatrix(vec3(0,0.1f,0));
Renderer->ScaleMatrix(vec3(1, -1, 1));
}
Renderer->PushShader("SimplelightShader");
vec3 dayColor = vec3(0,0,0);
vec3 nightColor = vec3(0, 0.1f, 0.2f);
if (TimeOfDayPref == 0)
{
RenderUniform3fv("TimeOfDayColor", dayColor.v);
RenderUniform1f("TimeOfDayCoef1", 0.75f);
RenderUniform1f("TimeOfDayCoef2", 0.25f);
}
else
if (TimeOfDayPref == 1)
{
RenderUniform3fv("TimeOfDayColor", dayColor.v);
RenderUniform1f("TimeOfDayCoef1", 0.5f);
RenderUniform1f("TimeOfDayCoef2", 0.25f);
}
else
{
RenderUniform3fv("TimeOfDayColor", nightColor.v);
RenderUniform1f("TimeOfDayCoef1", 0.0f);
RenderUniform1f("TimeOfDayCoef2", 0.4f);
}
Renderer->PushPerspectiveProjectionMatrix(pi/6, Renderer->GetMatrixWidth() / Renderer->GetMatrixHeight(), 1.f, 450.f);
LiteModel->DrawVBO();
for (int i=0; i<IceModel.size(); i++)
{
IceModel[i].DrawVBO();
}
Renderer->PopProjectionMatrix();
Renderer->PopShader();
}
void TAndroidApplication::DrawSnow()
{
Renderer->PushProjectionMatrix(1,1);
Renderer->LoadIdentity();
const float multiply_x = 4;
const float multiply_y = 2;
Renderer->DrawRect(vec2(0, 0), vec2(1.f, 1.f), vec2(-SkyTexShift, SnowTimer), vec2(multiply_x - SkyTexShift, multiply_y + SnowTimer));
glClear(GL_DEPTH_BUFFER_BIT);
Renderer->DrawRect(vec2(0, 0), vec2(1.f, 1.f), vec2(SnowTimer*0.7f+0.3f - SkyTexShift, SnowTimer+0.7f), vec2(multiply_x - SkyTexShift + SnowTimer*0.7f+0.3f, multiply_y + SnowTimer+0.7f));
glClear(GL_DEPTH_BUFFER_BIT);
Renderer->DrawRect(vec2(0, 0), vec2(1.f, 1.f), vec2(SnowTimer*0.4f+0.7f - SkyTexShift, SnowTimer+0.3f), vec2(multiply_x - SkyTexShift + SnowTimer*0.4f+0.7f, multiply_y + SnowTimer+0.3f));
Renderer->PopProjectionMatrix();
}
void TAndroidApplication::DrawAllScene(bool toScreen)
{
glClearColor(0.f, 0.f, 0.f, 1.0f);
//glClearColor(1.f, 1.f, 1.f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
Renderer->PushMatrix();
Renderer->SetGLCamView();
Renderer->PushShader("ClipShader");
Renderer->SwitchToFrameBuffer("WaterFrame");
Renderer->SetGLCamView();
Renderer->ScaleMatrix(vec3(1, -1, 1));
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
DrawSceneWithoutWater(true);
Renderer->ScaleMatrix(vec3(1, -1, 1));
if (toScreen)
{
Renderer->SwitchToScreen();
}
else
{
Renderer->SwitchToFrameBuffer("ScreenshotFrame");
}
Renderer->SetGLCamView();
Renderer->PushShader("NormShader");
RenderUniform1f("Time", WaterTimer);
if (Renderer->GetScreenWidth() < 600)
{
RenderUniform1f("WaterScale", 0.7f);
}
else
{
RenderUniform1f("WaterScale", 1.f);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["water_nmap.png"]);
glActiveTexture(GL_TEXTURE0);
if (toScreen)
{
Renderer->SetFullScreenViewport();
}
else
{
Renderer->SetFrameViewport("ScreenshotFrame");
}
Renderer->DrawFramePartScreen("WaterFrame", vec2(0, 0), vec2(1.f, 0.54f));
Renderer->PopShader();
glClear(GL_DEPTH_BUFFER_BIT);
Renderer->SetGLCamView();
DrawSceneWithoutWater(false);
glClear(GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["snow.png"]);
if (SnowPref)
{
DrawSnow();
}
Renderer->PopShader();
Renderer->PopMatrix();
}
void TAndroidApplication::InnerInit()
{
m2.lock();
CheckGlError();
glEnable(GL_BLEND);
*Console<<"Inner init go!\n";
#ifdef TARGET_ANDROID
ST::PathToResources = "";
#endif
#ifdef TARGET_WIN32
ST::PathToResources = "../../assets/";
#endif
ResourceManager->ShaderManager.AddShader("DefaultShader", "gui_transparent.vertex", "gui_transparent.fragment");
Renderer->PushShader("DefaultShader");
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TShaderManager::AddShader, &(ResourceManager->ShaderManager), "ClipShader", "gui_transparent_clip.vertex", "gui_transparent_clip.fragment")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TShaderManager::AddShader, &(ResourceManager->ShaderManager), "NormShader", "test_norm.vertex", "test_norm.fragment")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TShaderManager::AddShader, &(ResourceManager->ShaderManager), "ParallaxShader", "test_parallax.vertex", "test_parallax.fragment")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TShaderManager::AddShader, &(ResourceManager->ShaderManager), "SimplelightShader", "test_simplelight.vertex", "test_simplelight.fragment")));
if (IsFileExistsInUserData("file.bmp"))
{
ResourceManager->TexList.AddTextureFromUserdata("file.bmp", "ScreenshotTexture");
}
else
{
ResourceManager->TexList.AddTexture("file.bmp", "ScreenshotTexture");
}
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "console_bkg.bmp", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "water_nmap.png", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "sky.png", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "sky_night.png", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "snow.png", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "final_cloud.png", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "mountain.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice1.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice2.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice3.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice4.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice5.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice6.lm1", "")));
LoadingQueue.push_back(boost::function<void()>(boost::bind(&TAndroidApplication::LoadModels, this)));
LoadingQueue.push_back(boost::function<void()>(boost::bind(&TAndroidApplication::AddFrameBuffers, this)));
//LoadModels();
CheckGlError();
boost::get<TPanoramicCamera>(Renderer->Camera).MovePhi(pi/32);
if (Renderer->GetScreenWidth() > Renderer->GetScreenHeight())
{
boost::get<TPanoramicCamera>(Renderer->Camera).MoveDist(30.f);
}
else
{
boost::get<TPanoramicCamera>(Renderer->Camera).MoveDist(45.f);
}
boost::get<TPanoramicCamera>(Renderer->Camera).CalcCamVec();
CheckGlError();
ResourceManager->LightManager.SetLightOn();
ResourceManager->LightManager.SetLightDirection(vec3(1, -1, 0));
//AddFrameBuffers();
//Renderer->SetPerspectiveFullScreenViewport();
if (Renderer->GetScreenWidth() < Renderer->GetScreenHeight())
{
Renderer->SetMatrixWidth(480);
Renderer->SetMatrixHeight(800);
}
Renderer->PushPerspectiveProjectionMatrix(pi/6, Renderer->GetMatrixWidth() / Renderer->GetMatrixHeight(), 1.f, 400.f);
*Console<<"Inner init end!\n";
m2.unlock();
}
void TAndroidApplication::InnerDeinit()
{
m2.lock();
Inited = false;
Loaded = false;
makeShot = true;
LoadingQueue.clear();
if (LiteModel != NULL)
{
LiteModel->FreeModel();
delete LiteModel;
LiteModel = NULL;
}
IceModel.clear();
SimpleLand = std::shared_ptr<TSimpleLandClass>();
SimpleLandInv = std::shared_ptr<TSimpleLandClass>();
m2.unlock();
}
void TAndroidApplication::InnerDraw()
{
m2.lock();
if (!Loaded)
{
glClearColor(0.f, 0.f, 0.f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["ScreenshotTexture"]);
Renderer->PushProjectionMatrix(1,1);
Renderer->LoadIdentity();
Renderer->DrawRect(vec2(0, 0), vec2(1.f, 1.f));
Renderer->PopProjectionMatrix();
}
else
{
DrawAllScene(true);
if (makeShot)
{
makeShot = false;
Renderer->SwitchToFrameBuffer("ScreenshotFrame");
DrawAllScene(false);
ResourceManager->TexList.SaveTexDataToPlainBmpToUserData("file.bmp", ResourceManager->FrameManager.ReadFromBufferToTexData("ScreenshotFrame"));
Renderer->SwitchToScreen();
}
}
m2.unlock();
}
void TAndroidApplication::InnerUpdate(cardinal dt)
{
if (!Loaded)
{
boost::apply_visitor( LoadingQueueVisitor(), *LoadingQueue.begin() );
LoadingQueue.erase(LoadingQueue.begin());
if (LoadingQueue.size() == 0)
{
Loaded = true;
}
}
else
{
if (WaveDir)
{
WaterTimer += dt/1000.f;
if (WaterTimer >= 10 * pi)
{
WaveDir = false;
WaterTimer = 10 * pi;
}
}
else
{
WaterTimer -= dt/1000.f;
if (WaterTimer < 0)
{
WaveDir = true;
WaterTimer = 0;
}
}
CloudTimer += dt / 60000.f;
while (CloudTimer >= 1.f)
{
CloudTimer -= 1.f;
}
SnowTimer += dt/3000.f;
while (SnowTimer > 10.f)
{
SnowTimer -= 10.f;
}
}
}
void TAndroidApplication::InnerOnMove(vec2 shift)
{
shift = vec2(shift.v[0]*Renderer->GetMatrixWidth()/static_cast<float>(Renderer->GetScreenWidth()), shift.v[1]*Renderer->GetMatrixHeight()/static_cast<float>(Renderer->GetScreenHeight()));
boost::get<TPanoramicCamera>(Renderer->Camera).MoveAlpha(-pi*shift.v[0]*0.1f);
}
void TAndroidApplication::OnMouseDown(TMouseState& mouseState)
{
}

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#ifndef GL_CODE_H_INCLUDED
#define GL_CODE_H_INCLUDED
#ifdef TARGET_ANDROID
//#include "android_api.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#ifdef TARGET_ANDROID
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
#include "boost/shared_ptr.hpp"
#include "boost/thread/thread.hpp"
#include "boost/asio.hpp"
#include "boost/signal.hpp"
#include "boost/assign.hpp"
#include "boost/variant.hpp"
#include "boost/function.hpp"
#include "boost/bind.hpp"
#include "include/Engine.h"
using namespace SE;
class TAndroidApplication : public TApplication, public TSerializeInterface
{
protected:
void LoadModels();
void AddFrameBuffers();
public:
bool Inited;
bool Loaded;
std::vector<boost::variant<boost::function<cardinal()>, boost::function<bool()>, boost::function<void()> > > LoadingQueue;
TLiteModel* LiteModel;
float WaterTimer;
float SnowTimer;
float CloudTimer;
float SkyTexShift;
bool WaveDir;
std::vector<TLiteModel> IceModel;
std::shared_ptr<TSimpleLandClass> SimpleLand;
std::shared_ptr<TSimpleLandClass> SimpleLandInv;
TAndroidApplication();
virtual void InnerInit();
virtual void InnerDeinit();
virtual void InnerDraw();
virtual void InnerUpdate(cardinal dt);
virtual void InnerOnMove(vec2 shift);
virtual void OnMouseDown(TMouseState& mouseState);
bool IsInited() { return Inited; }
void DrawSceneWithoutWater(bool inv);
void DrawSnow();
void DrawAllScene(bool toScreen);
virtual void Serialize(boost::property_tree::ptree& propertyTree);
//void DrawSceneWithoutWaterFrame();
};
//static void checkGlError(const std::string& op);
#endif

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proj.android-studio/app/.gitignore vendored Executable file
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/build

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# Sets the minimum version of CMake required to build the native
# library. You should either keep the default value or only pass a
# value of 3.4.0 or lower.
cmake_minimum_required(VERSION 3.4.1)
# Creates and names a library, sets it as either STATIC
# or SHARED, and provides the relative paths to its source code.
# You can define multiple libraries, and CMake builds it for you.
# Gradle automatically packages shared libraries with your APK.
add_definitions(-DTARGET_ANDROID)
set(BOOST_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../boost_1_63_0)
set(BOOST_GIL_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/boost-gil-extension)
set(ZIP_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/julienr-libzip-android/jni)
set(LIBPNG_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/libpng_1.4.1_android)
set(LIBJPEG_PATH "${CMAKE_CURRENT_SOURCE_DIR}/../../../libs/jpeg-9")
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/../../../engine)
include_directories(${BOOST_PATH})
include_directories(${LIBPNG_PATH})
include_directories(${LIBJPEG_PATH})
include_directories(${ZIP_PATH})
include_directories(${BOOST_GIL_PATH})
add_library( engine
SHARED
IMPORTED )
set_target_properties( # Specifies the target library.
engine
# Specifies the parameter you want to define.
PROPERTIES IMPORTED_LOCATION
# Provides the path to the library you want to import.
${CMAKE_CURRENT_SOURCE_DIR}/build/intermediates/exploded-aar/proj.android-studio/SalmonEngineAndroid/unspecified/jni/${ANDROID_ABI}/libengine.so )
add_library( # Sets the name of the library.
MountainWallpaper
# Sets the library as a shared library.
SHARED
# Provides a relative path to your source file(s).
# Associated headers in the same location as their source
# file are automatically included.
${CMAKE_CURRENT_SOURCE_DIR}/../../game/android_api.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../game/main_code.cpp
)
# Searches for a specified prebuilt library and stores the path as a
# variable. Because system libraries are included in the search path by
# default, you only need to specify the name of the public NDK library
# you want to add. CMake verifies that the library exists before
# completing its build.
find_library( # Sets the name of the path variable.
log-lib
# Specifies the name of the NDK library that
# you want CMake to locate.
log )
find_library( # Sets the name of the path variable.
GLESv2-lib
# Specifies the name of the NDK library that
# you want CMake to locate.
GLESv2 )
# Specifies libraries CMake should link to your target library. You
# can link multiple libraries, such as libraries you define in the
# build script, prebuilt third-party libraries, or system libraries.
target_link_libraries( # Specifies the target library.
MountainWallpaper
# Links the target library to the log library
# included in the NDK.
${log-lib} ${GLESv2-lib} engine )

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@ -0,0 +1,46 @@
apply plugin: 'com.android.application'
android {
compileSdkVersion 24
buildToolsVersion "24.0.1"
defaultConfig {
applicationId "fishrungames.mountainwallpaper"
minSdkVersion 15
targetSdkVersion 24
versionCode 1
versionName "1.0"
testInstrumentationRunner "android.support.test.runner.AndroidJUnitRunner"
externalNativeBuild {
cmake {
cppFlags "-std=c++11 -frtti -fexceptions -fsigned-char -Wno-c++11-narrowing"
}
}
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
externalNativeBuild {
cmake {
path "CMakeLists.txt"
}
}
sourceSets {
main {
assets.srcDirs = ['../../assets/']
}
}
}
dependencies {
compile fileTree(dir: 'libs', include: ['*.jar'])
androidTestCompile('com.android.support.test.espresso:espresso-core:2.2.2', {
exclude group: 'com.android.support', module: 'support-annotations'
})
compile 'com.android.support:appcompat-v7:24.2.1'
testCompile 'junit:junit:4.12'
compile project(':SalmonEngineAndroid')
}

17
proj.android-studio/app/proguard-rules.pro vendored Executable file
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@ -0,0 +1,17 @@
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in C:\Android\sdk/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# 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 *;
#}

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@ -0,0 +1,26 @@
package fishrungames.salmonandroidtemplate;
import android.content.Context;
import android.support.test.InstrumentationRegistry;
import android.support.test.runner.AndroidJUnit4;
import org.junit.Test;
import org.junit.runner.RunWith;
import static org.junit.Assert.*;
/**
* Instrumentation 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() throws Exception {
// Context of the app under test.
Context appContext = InstrumentationRegistry.getTargetContext();
assertEquals("fishrungames.salmonandroidtemplate", appContext.getPackageName());
}
}

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@ -3,10 +3,10 @@
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="fishrungames.mountainwallpaper" android:versionCode="1" android:versionName="1.0.0">
<application android:label="@string/app_name" android:icon="@drawable/icon" >
<activity android:launchMode="standard" android:name="Prefs">
<activity android:launchMode="standard" android:name=".Prefs">
<intent-filter>
<category android:name="android.intent.category.PREFERENCE"></category>
<action android:name="android.intent.action.MAIN"></action>
<category android:name="android.intent.category.PREFERENCE"/>
<action android:name="android.intent.action.MAIN"/>
</intent-filter>
</activity>

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@ -18,7 +18,7 @@ import android.service.wallpaper.WallpaperService;
import android.util.Log;
import android.view.SurfaceHolder;
import fishrungames.engine.EngineWrapper;
import fishrungames.salmonengineandroid.EngineWrapper;
public class GLWallpaperService extends WallpaperService {
@ -186,7 +186,7 @@ public class GLWallpaperService extends WallpaperService {
*
*
* This interface must be implemented by clients wishing to call
* {@link GLWallpaperService#setEGLContextFactory(EGLContextFactory)}
* {@link GLWallpaperService.GLEngine#setEGLContextFactory(EGLContextFactory)}
*/
interface EGLContextFactory {
EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
@ -234,7 +234,7 @@ class ES20ContextFactory implements EGLContextFactory {
*
*
* This interface must be implemented by clients wishing to call
* {@link GLWallpaperService#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
* {@link GLWallpaperService.GLEngine#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
*/
interface EGLWindowSurfaceFactory {
EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
@ -297,8 +297,8 @@ class EglHelper {
/**
* Initialize EGL for a given configuration spec.
*
* @param configSpec
*
* configSpec
*/
public void start() {
String instanceId = "";

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@ -1,27 +1,25 @@
package fishrungames.mountainwallpaper;
public class JniWrapper
{
static
{
System.loadLibrary("SalmonWallpaper");
}
public static void LoadLibrary()
{
//To force loading libraries
}
public static native void SetTimeOfDayPref(int timeofday);
public static native void SetSnowPref(boolean snow);
public static native void Init(int width, int height);
public static native void SetOffset(float offsetX, float offsetY);
public static native void SetOrientation(int isLandscape);
}
package fishrungames.mountainwallpaper;
public class JniWrapper
{
static
{
System.loadLibrary("MountainWallpaper");
}
public static void LoadLibrary()
{
//To force loading libraries
}
public static native void SetTimeOfDayPref(int timeofday);
public static native void SetSnowPref(boolean snow);
public static native void Init(int width, int height);
public static native void SetOffset(float offsetX, float offsetY);
}

View File

@ -19,7 +19,7 @@ import android.view.SurfaceHolder;
//import com.seb.SLWP.SLWP.GlEngine.DownloadTask;
import fishrungames.engine.EngineWrapper;
import fishrungames.salmonengineandroid.EngineWrapper;
public class MountainWallpaperService extends GLWallpaperService implements
OnSharedPreferenceChangeListener {

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@ -0,0 +1,17 @@
package fishrungames.salmonandroidtemplate;
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() throws Exception {
assertEquals(4, 2 + 2);
}
}

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@ -0,0 +1,23 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript {
repositories {
jcenter()
}
dependencies {
classpath 'com.android.tools.build:gradle:2.2.3'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
}
}
allprojects {
repositories {
jcenter()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}

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@ -0,0 +1,17 @@
# 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=-Xmx1536m
# When configured, Gradle will run in incubating parallel mode.
# This option should only be used with decoupled projects. More details, visit
# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
# org.gradle.parallel=true

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@ -0,0 +1,6 @@
#Mon Dec 28 10:00:20 PST 2015
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-2.14.1-all.zip

160
proj.android-studio/gradlew vendored Executable file
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@ -0,0 +1,160 @@
#!/usr/bin/env bash
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn ( ) {
echo "$*"
}
die ( ) {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
esac
# 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 "$SAVED" >/dev/null
CLASSPATH=$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" ] ; 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, switch paths to Windows format before running java
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$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`="\"$arg\""
fi
i=$((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
# Split up the JVM_OPTS And GRADLE_OPTS values into an array, following the shell quoting and substitution rules
function splitJvmOpts() {
JVM_OPTS=("$@")
}
eval splitJvmOpts $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS
JVM_OPTS[${#JVM_OPTS[*]}]="-Dorg.gradle.appname=$APP_BASE_NAME"
exec "$JAVACMD" "${JVM_OPTS[@]}" -classpath "$CLASSPATH" org.gradle.wrapper.GradleWrapperMain "$@"

90
proj.android-studio/gradlew.bat vendored Executable file
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@ -0,0 +1,90 @@
@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
@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=
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@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 init
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 init
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
:init
@rem Get command-line arguments, handling Windowz variants
if not "%OS%" == "Windows_NT" goto win9xME_args
if "%@eval[2+2]" == "4" goto 4NT_args
:win9xME_args
@rem Slurp the command line arguments.
set CMD_LINE_ARGS=
set _SKIP=2
:win9xME_args_slurp
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
goto execute
:4NT_args
@rem Get arguments from the 4NT Shell from JP Software
set CMD_LINE_ARGS=%$
: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 %CMD_LINE_ARGS%
: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

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@ -0,0 +1,7 @@
include ':SalmonEngineAndroid'
project(':SalmonEngineAndroid').projectDir =new File(settingsDir, '../../engine/SalmonEngineAndroid/app')
include ':app'