Files
UnrealEngineUWP/Engine/Source/Runtime/Launch/Private/Android/AndroidEventManager.cpp
2014-03-14 14:13:41 -04:00

272 lines
5.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "LaunchPrivatePCH.h"
#include "AndroidEventManager.h"
#include "AndroidApplication.h"
#include "AudioDevice.h"
#include <android/native_window.h>
#include <android/native_window_jni.h>
DEFINE_LOG_CATEGORY(LogAndroidEvents);
FAppEventManager* FAppEventManager::sInstance = NULL;
FAppEventManager* FAppEventManager::GetInstance()
{
if(!sInstance)
{
sInstance = new FAppEventManager();
}
return sInstance;
}
void FAppEventManager::Tick()
{
while (!Queue.IsEmpty())
{
FAppEventData Event = DequeueAppEvent();
switch (Event.State)
{
case APP_EVENT_STATE_WINDOW_CREATED:
check(FirstInitialized);
bCreateWindow = true;
PendingWindow = (ANativeWindow*)Event.Data;
break;
case APP_EVENT_STATE_WINDOW_RESIZED:
bWindowChanged = true;
break;
case APP_EVENT_STATE_WINDOW_CHANGED:
bWindowChanged = true;
break;
case APP_EVENT_STATE_SAVE_STATE:
bSaveState = true; //todo android: handle save state.
break;
case APP_EVENT_STATE_WINDOW_DESTROYED:
//AndroidEGL::GetInstance()->UnBind()
FAndroidAppEntry::DestroyWindow();
FPlatformMisc::SetHardwareWindow(NULL);
bHaveWindow = false;
break;
case APP_EVENT_STATE_ON_START:
//doing nothing here
break;
case APP_EVENT_STATE_ON_DESTROY:
GIsRequestingExit = true; //destroy immediately. Game will shutdown.
break;
case APP_EVENT_STATE_ON_STOP:
bHaveGame = false;
break;
case APP_EVENT_STATE_ON_PAUSE:
bHaveGame = false;
break;
case APP_EVENT_STATE_ON_RESUME:
bHaveGame = true;
break;
// window focus events that follow their own heirarchy, and might or might not respect App main events heirarchy
case APP_EVENT_STATE_WINDOW_GAINED_FOCUS:
bWindowInFocus = true;
break;
case APP_EVENT_STATE_WINDOW_LOST_FOCUS:
bWindowInFocus = false;
break;
default:
UE_LOG(LogAndroidEvents, Display, TEXT("Application Event : %u not handled. "), Event.State);
}
if (bCreateWindow)
{
// wait until activity is in focus.
if (bWindowInFocus)
{
ExecWindowCreated();
bCreateWindow = false;
bHaveWindow = true;
}
}
if (bWindowChanged)
{
// wait until window is valid and created.
if(FPlatformMisc::GetHardwareWindow() != NULL)
{
if(GEngine && GEngine->GameViewport && GEngine->GameViewport->ViewportFrame)
{
ExecWindowChanged();
bWindowChanged = false;
bHaveWindow = true;
}
}
}
if (!bRunning && bHaveWindow && bHaveGame)
{
ResumeRendering();
ResumeAudio();
bRunning = true;
}
else if (bRunning && (!bHaveWindow || !bHaveGame))
{
PauseRendering();
PauseAudio();
bRunning = false;
}
}
}
FAppEventManager::FAppEventManager():
FirstInitialized(false)
,bCreateWindow(false)
,bWindowChanged(false)
,bWindowInFocus(false)
,bSaveState(false)
,bAudioPaused(false)
,PendingWindow(NULL)
,bHaveWindow(false)
,bHaveGame(false)
,bRunning(false)
{
pthread_mutex_init(&MainMutex, NULL);
pthread_mutex_init(&QueueMutex, NULL);
}
void FAppEventManager::HandleWindowCreated(void* InWindow)
{
int rc = pthread_mutex_lock(&MainMutex);
check(rc == 0);
bool AlreadyInited = FirstInitialized;
rc = pthread_mutex_unlock(&MainMutex);
check(rc == 0);
if(AlreadyInited)
{
EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CREATED, InWindow );
}
else
{
//This cannot wait until first tick.
rc = pthread_mutex_lock(&MainMutex);
check(rc == 0);
check(FPlatformMisc::GetHardwareWindow() == NULL);
FPlatformMisc::SetHardwareWindow(InWindow);
FirstInitialized = true;
rc = pthread_mutex_unlock(&MainMutex);
check(rc == 0);
}
}
void FAppEventManager::PauseRendering()
{
if(GUseThreadedRendering )
{
if (GIsThreadedRendering)
{
StopRenderingThread();
}
}
else
{
RHIReleaseThreadOwnership();
}
}
void FAppEventManager::ResumeRendering()
{
if( GUseThreadedRendering )
{
if (!GIsThreadedRendering)
{
StartRenderingThread();
}
}
else
{
RHIAcquireThreadOwnership();
}
}
void FAppEventManager::ExecWindowCreated()
{
UE_LOG(LogAndroidEvents, Display, TEXT("ExecWindowCreated"));
check(PendingWindow)
FPlatformMisc::SetHardwareWindow(PendingWindow);
PendingWindow = NULL;
FAndroidAppEntry::ReInitWindow();
}
void FAppEventManager::ExecWindowChanged()
{
FPlatformRect ScreenRect = FAndroidWindow::GetScreenRect();
UE_LOG(LogAndroidEvents, Display, TEXT("ExecWindowChanged : width: %u, height: %u"), ScreenRect.Right, ScreenRect.Bottom);
if(GEngine && GEngine->GameViewport && GEngine->GameViewport->ViewportFrame)
{
GEngine->GameViewport->ViewportFrame->ResizeFrame(ScreenRect.Right, ScreenRect.Bottom, true);
}
}
void FAppEventManager::PauseAudio()
{
bAudioPaused = true;
// AudioDevice::HandlePause() is called from the audio devices Update(), which isn't called when we're paused, so force it here
if (GEngine->GetAudioDevice())
{
GEngine->GetAudioDevice()->Update(false);
}
}
void FAppEventManager::ResumeAudio()
{
bAudioPaused = false;
}
void FAppEventManager::EnqueueAppEvent(EAppEventState InState, void* InData)
{
FAppEventData Event;
Event.State = InState;
Event.Data = InData;
int rc = pthread_mutex_lock(&QueueMutex);
check(rc == 0);
Queue.Enqueue(Event);
rc = pthread_mutex_unlock(&QueueMutex);
check(rc == 0);
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("LogAndroidEvents: EnqueueAppEvent : %u, %u"), InState, (uintptr_t)InData);
}
FAppEventData FAppEventManager::DequeueAppEvent()
{
int rc = pthread_mutex_lock(&QueueMutex);
check(rc == 0);
FAppEventData OutData;
Queue.Dequeue( OutData );
rc = pthread_mutex_unlock(&QueueMutex);
check(rc == 0);
UE_LOG(LogAndroidEvents, Display, TEXT("DequeueAppEvent : %u, %u"), OutData.State, (uintptr_t)OutData.Data)
return OutData;
}
bool FAppEventManager::IsGamePaused()
{
return !bRunning;
}