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612 lines
15 KiB
C++
612 lines
15 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "Android/AndroidEventManager.h"
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#include "Android/AndroidApplication.h"
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#include "AudioDevice.h"
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#include "Misc/CallbackDevice.h"
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#include <android/native_window.h>
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#include <android/native_window_jni.h>
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#include "IHeadMountedDisplay.h"
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#include "IXRTrackingSystem.h"
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#include "RenderingThread.h"
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#include "UnrealEngine.h"
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DEFINE_LOG_CATEGORY(LogAndroidEvents);
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FAppEventManager* FAppEventManager::sInstance = NULL;
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FAppEventManager* FAppEventManager::GetInstance()
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{
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if(!sInstance)
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{
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sInstance = new FAppEventManager();
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}
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return sInstance;
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}
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void FAppEventManager::Tick()
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{
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static const bool bIsDaydreamApp = FAndroidMisc::IsDaydreamApplication();
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bool bWindowCreatedThisTick = false;
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while (!Queue.IsEmpty())
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{
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bool bDestroyWindow = false;
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FAppEventData Event = DequeueAppEvent();
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switch (Event.State)
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{
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case APP_EVENT_STATE_WINDOW_CREATED:
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// if we have a "destroy window" event pending, the data has been invalidated
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if (!bDestroyWindowPending)
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{
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bCreateWindow = true;
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PendingWindow = (ANativeWindow*)Event.Data;
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("APP_EVENT_STATE_WINDOW_CREATED, %d, %d, %d"), int(bRunning), int(bHaveWindow), int(bHaveGame));
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}
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break;
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case APP_EVENT_STATE_WINDOW_RESIZED:
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case APP_EVENT_STATE_WINDOW_CHANGED:
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// React on device orientation/windowSize changes only when application has window
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// In case window was created this tick it should already has correct size
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if (bHaveWindow && !bWindowCreatedThisTick)
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{
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ExecWindowResized();
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}
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break;
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case APP_EVENT_STATE_SAVE_STATE:
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bSaveState = true; //todo android: handle save state.
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break;
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case APP_EVENT_STATE_WINDOW_DESTROYED:
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// only if precedeed by a a successfull "create window" event
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if (bHaveWindow)
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{
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if (bIsDaydreamApp)
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{
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bCreateWindow = false;
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}
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else
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{
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if (GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice() && GEngine->XRSystem->GetHMDDevice()->IsHMDConnected())
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{
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// delay the destruction until after the renderer teardown on Gear VR
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bDestroyWindow = true;
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}
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else
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{
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FAndroidAppEntry::DestroyWindow();
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FAndroidWindow::SetHardwareWindow(NULL);
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}
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}
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}
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bHaveWindow = false;
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// allow further "create window" events to be processed
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bDestroyWindowPending = false;
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("APP_EVENT_STATE_WINDOW_DESTROYED, %d, %d, %d"), int(bRunning), int(bHaveWindow), int(bHaveGame));
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break;
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case APP_EVENT_STATE_ON_START:
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//doing nothing here
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break;
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case APP_EVENT_STATE_ON_DESTROY:
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if (FTaskGraphInterface::IsRunning())
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{
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FGraphEventRef WillTerminateTask = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
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{
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FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast();
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}, TStatId(), NULL, ENamedThreads::GameThread);
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FTaskGraphInterface::Get().WaitUntilTaskCompletes(WillTerminateTask);
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}
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GIsRequestingExit = true; //destroy immediately. Game will shutdown.
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FirstInitialized = false;
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("APP_EVENT_STATE_ON_DESTROY"));
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break;
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case APP_EVENT_STATE_ON_STOP:
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bHaveGame = false;
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break;
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case APP_EVENT_STATE_ON_PAUSE:
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bHaveGame = false;
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break;
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case APP_EVENT_STATE_ON_RESUME:
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bHaveGame = true;
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break;
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// window focus events that follow their own hierarchy, and might or might not respect App main events hierarchy
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case APP_EVENT_STATE_WINDOW_GAINED_FOCUS:
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bWindowInFocus = true;
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break;
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case APP_EVENT_STATE_WINDOW_LOST_FOCUS:
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bWindowInFocus = false;
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break;
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default:
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UE_LOG(LogAndroidEvents, Display, TEXT("Application Event : %u not handled. "), Event.State);
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}
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if (bCreateWindow)
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{
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// wait until activity is in focus.
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if (bWindowInFocus)
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{
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ExecWindowCreated();
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bCreateWindow = false;
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bHaveWindow = true;
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bWindowCreatedThisTick = true;
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("ExecWindowCreated, %d, %d, %d"), int(bRunning), int(bHaveWindow), int(bHaveGame));
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}
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}
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if (!bRunning && bHaveWindow && bHaveGame)
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{
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ResumeRendering();
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ResumeAudio();
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// broadcast events after the rendering thread has resumed
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if (FTaskGraphInterface::IsRunning())
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{
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FGraphEventRef EnterForegroundTask = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
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{
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FCoreDelegates::ApplicationHasEnteredForegroundDelegate.Broadcast();
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}, TStatId(), NULL, ENamedThreads::GameThread);
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FGraphEventRef ReactivateTask = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
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{
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FCoreDelegates::ApplicationHasReactivatedDelegate.Broadcast();
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}, TStatId(), EnterForegroundTask, ENamedThreads::GameThread);
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FTaskGraphInterface::Get().WaitUntilTaskCompletes(ReactivateTask);
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extern void AndroidThunkCpp_ShowHiddenAlertDialog();
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AndroidThunkCpp_ShowHiddenAlertDialog();
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}
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bRunning = true;
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Execution has been resumed!"));
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}
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else if (bRunning && (!bHaveWindow || !bHaveGame))
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{
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// broadcast events before rendering thread suspends
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if (FTaskGraphInterface::IsRunning())
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{
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FGraphEventRef DeactivateTask = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
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{
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FCoreDelegates::ApplicationWillDeactivateDelegate.Broadcast();
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}, TStatId(), NULL, ENamedThreads::GameThread);
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FGraphEventRef EnterBackgroundTask = FFunctionGraphTask::CreateAndDispatchWhenReady([&]()
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{
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FCoreDelegates::ApplicationWillEnterBackgroundDelegate.Broadcast();
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}, TStatId(), DeactivateTask, ENamedThreads::GameThread);
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FTaskGraphInterface::Get().WaitUntilTaskCompletes(EnterBackgroundTask);
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}
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PauseRendering();
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PauseAudio();
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bRunning = false;
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Execution has been paused..."));
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}
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if (bDestroyWindow)
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{
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FAndroidAppEntry::DestroyWindow();
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FAndroidWindow::SetHardwareWindow(NULL);
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bDestroyWindow = false;
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("FAndroidAppEntry::DestroyWindow() called"));
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}
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}
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if (EmptyQueueHandlerEvent)
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{
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EmptyQueueHandlerEvent->Trigger();
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}
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if (bIsDaydreamApp)
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{
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if (!bRunning && FAndroidWindow::GetHardwareWindow() != NULL)
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{
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EventHandlerEvent->Wait();
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}
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}
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else
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{
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if (!bRunning && FirstInitialized)
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{
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EventHandlerEvent->Wait();
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}
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}
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}
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void FAppEventManager::TriggerEmptyQueue()
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{
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if (EmptyQueueHandlerEvent)
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{
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EmptyQueueHandlerEvent->Trigger();
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}
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}
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FAppEventManager::FAppEventManager():
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EventHandlerEvent(nullptr)
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,EmptyQueueHandlerEvent(nullptr)
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,FirstInitialized(false)
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,bCreateWindow(false)
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,bWindowInFocus(true)
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,bSaveState(false)
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,bAudioPaused(false)
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,PendingWindow(NULL)
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,bHaveWindow(false)
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,bHaveGame(false)
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,bRunning(false)
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,bDestroyWindowPending(false)
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{
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pthread_mutex_init(&MainMutex, NULL);
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pthread_mutex_init(&QueueMutex, NULL);
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IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.MobileContentScaleFactor"));
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check(CVar);
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CVar->SetOnChangedCallback(FConsoleVariableDelegate::CreateStatic(&FAppEventManager::OnScaleFactorChanged));
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}
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void FAppEventManager::OnScaleFactorChanged(IConsoleVariable* CVar)
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{
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if (CVar->GetFlags() & ECVF_SetByConsole)
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{
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FAppEventManager::GetInstance()->ExecWindowResized();
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}
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}
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void FAppEventManager::HandleWindowCreated(void* InWindow)
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{
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static const bool bIsDaydreamApp = FAndroidMisc::IsDaydreamApplication();
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if (bIsDaydreamApp)
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{
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// We must ALWAYS set the hardware window immediately,
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// Otherwise we will temporarily end up with an abandoned Window
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// when the application is pausing/resuming. This is likely
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// to happen in a Gvr app due to the DON flow pushing an activity
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// during initialization.
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int rc = pthread_mutex_lock(&MainMutex);
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check(rc == 0);
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// If we already have a window, destroy it
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ExecDestroyWindow();
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FAndroidWindow::SetHardwareWindow(InWindow);
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rc = pthread_mutex_unlock(&MainMutex);
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check(rc == 0);
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// Make sure window will not be deleted until event is processed
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// Window could be deleted by OS while event queue stuck at game start-up phase
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FAndroidWindow::AcquireWindowRef((ANativeWindow*)InWindow);
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EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CREATED, InWindow);
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return;
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}
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int rc = pthread_mutex_lock(&MainMutex);
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check(rc == 0);
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bool AlreadyInited = FirstInitialized;
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rc = pthread_mutex_unlock(&MainMutex);
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check(rc == 0);
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// Make sure window will not be deleted until event is processed
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// Window could be deleted by OS while event queue stuck at game start-up phase
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FAndroidWindow::AcquireWindowRef((ANativeWindow*)InWindow);
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if (AlreadyInited)
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{
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EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CREATED, InWindow);
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}
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else
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{
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//This cannot wait until first tick.
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rc = pthread_mutex_lock(&MainMutex);
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check(rc == 0);
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check(FAndroidWindow::GetHardwareWindow() == NULL);
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FAndroidWindow::SetHardwareWindow(InWindow);
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FirstInitialized = true;
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rc = pthread_mutex_unlock(&MainMutex);
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check(rc == 0);
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EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CREATED, InWindow);
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}
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}
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void FAppEventManager::HandleWindowClosed()
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{
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static const bool bIsDaydreamApp = FAndroidMisc::IsDaydreamApplication();
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if (bIsDaydreamApp)
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{
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// We must ALWAYS destroy the hardware window immediately,
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// Otherwise we will temporarily end up with an abandoned Window
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// when the application is pausing/resuming. This is likely
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// to happen in a Gvr app due to the DON flow pushing an activity
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// during initialization.
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int rc = pthread_mutex_lock(&MainMutex);
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check(rc == 0);
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ExecDestroyWindow();
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rc = pthread_mutex_unlock(&MainMutex);
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check(rc == 0);
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}
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// a "destroy window" event appears on the game preInit routine
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// before creating a valid Android window
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// - override the "create window" data
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if (!GEngine || !GEngine->IsInitialized())
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{
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FirstInitialized = false;
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FAndroidWindow::SetHardwareWindow(NULL);
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bDestroyWindowPending = true;
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}
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EnqueueAppEvent(APP_EVENT_STATE_WINDOW_DESTROYED, NULL);
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}
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void FAppEventManager::SetEventHandlerEvent(FEvent* InEventHandlerEvent)
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{
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EventHandlerEvent = InEventHandlerEvent;
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}
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void FAppEventManager::SetEmptyQueueHandlerEvent(FEvent* InEventHandlerEvent)
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{
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EmptyQueueHandlerEvent = InEventHandlerEvent;
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}
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void FAppEventManager::PauseRendering()
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{
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if(GUseThreadedRendering )
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{
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if (GIsThreadedRendering)
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{
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StopRenderingThread();
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}
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}
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else
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{
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RHIReleaseThreadOwnership();
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}
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}
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void FAppEventManager::ResumeRendering()
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{
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if( GUseThreadedRendering )
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{
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if (!GIsThreadedRendering)
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{
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StartRenderingThread();
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}
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}
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else
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{
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RHIAcquireThreadOwnership();
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}
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}
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void FAppEventManager::ExecWindowCreated()
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{
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UE_LOG(LogAndroidEvents, Display, TEXT("ExecWindowCreated"));
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static bool bIsDaydreamApp = FAndroidMisc::IsDaydreamApplication();
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if (!bIsDaydreamApp)
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{
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check(PendingWindow);
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FAndroidWindow::SetHardwareWindow(PendingWindow);
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}
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// When application launched while device is in sleep mode SystemResolution could be set to opposite orientation values
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// Force to update SystemResolution to current values whenever we create a new window
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FPlatformRect ScreenRect = FAndroidWindow::GetScreenRect();
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FSystemResolution::RequestResolutionChange(ScreenRect.Right, ScreenRect.Bottom, EWindowMode::Fullscreen);
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// ReInit with the new window handle, null for daydream case.
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FAndroidAppEntry::ReInitWindow(!bIsDaydreamApp ? PendingWindow : nullptr);
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if (!bIsDaydreamApp)
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{
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// We hold this reference to ensure that window will not be deleted while game starting up
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// release it when window is finally initialized
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FAndroidWindow::ReleaseWindowRef(PendingWindow);
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PendingWindow = nullptr;
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}
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FAndroidApplication::OnWindowSizeChanged();
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}
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void FAppEventManager::ExecWindowResized()
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{
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if (bRunning)
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{
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FlushRenderingCommands();
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}
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FAndroidWindow::InvalidateCachedScreenRect();
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FAndroidAppEntry::ReInitWindow();
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FAndroidApplication::OnWindowSizeChanged();
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}
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void FAppEventManager::ExecDestroyWindow()
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{
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if (FAndroidWindow::GetHardwareWindow() != NULL)
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{
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FAndroidWindow::ReleaseWindowRef((ANativeWindow*)FAndroidWindow::GetHardwareWindow());
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FAndroidAppEntry::DestroyWindow();
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FAndroidWindow::SetHardwareWindow(NULL);
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}
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}
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void FAppEventManager::PauseAudio()
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{
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bAudioPaused = true;
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UE_LOG(LogTemp, Log, TEXT("Android pause audio"));
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FAudioDevice* AudioDevice = GEngine->GetMainAudioDevice();
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if (AudioDevice)
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{
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if (AudioDevice->IsAudioMixerEnabled())
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{
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AudioDevice->SuspendContext();
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}
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else
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{
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GEngine->GetMainAudioDevice()->Suspend(false);
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// make sure the audio thread runs the pause request
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FAudioCommandFence Fence;
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Fence.BeginFence();
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Fence.Wait();
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}
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}
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}
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void FAppEventManager::ResumeAudio()
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{
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bAudioPaused = false;
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UE_LOG(LogTemp, Log, TEXT("Android resume audio"));
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FAudioDevice* AudioDevice = GEngine->GetMainAudioDevice();
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if (AudioDevice)
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{
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if (AudioDevice->IsAudioMixerEnabled())
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{
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AudioDevice->ResumeContext();
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}
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else
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{
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GEngine->GetMainAudioDevice()->Suspend(true);
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}
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}
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}
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void FAppEventManager::EnqueueAppEvent(EAppEventState InState, void* InData)
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{
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FAppEventData Event;
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Event.State = InState;
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Event.Data = InData;
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int rc = pthread_mutex_lock(&QueueMutex);
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check(rc == 0);
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Queue.Enqueue(Event);
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if (EmptyQueueHandlerEvent)
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{
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EmptyQueueHandlerEvent->Reset();
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}
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rc = pthread_mutex_unlock(&QueueMutex);
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check(rc == 0);
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("LogAndroidEvents: EnqueueAppEvent : %u, %u, tid = %d"), InState, (uintptr_t)InData, gettid());
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}
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FAppEventData FAppEventManager::DequeueAppEvent()
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{
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int rc = pthread_mutex_lock(&QueueMutex);
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check(rc == 0);
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FAppEventData OutData;
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Queue.Dequeue( OutData );
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rc = pthread_mutex_unlock(&QueueMutex);
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check(rc == 0);
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UE_LOG(LogAndroidEvents, Display, TEXT("DequeueAppEvent : %u, %u"), OutData.State, (uintptr_t)OutData.Data)
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return OutData;
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}
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bool FAppEventManager::IsGamePaused()
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{
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return !bRunning;
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}
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bool FAppEventManager::IsGameInFocus()
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{
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return (bWindowInFocus && bHaveWindow);
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}
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bool FAppEventManager::WaitForEventInQueue(EAppEventState InState, double TimeoutSeconds)
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{
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bool FoundEvent = false;
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double StopTime = FPlatformTime::Seconds() + TimeoutSeconds;
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TQueue<FAppEventData, EQueueMode::Spsc> HoldingQueue;
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while (!FoundEvent)
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{
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int rc = pthread_mutex_lock(&QueueMutex);
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check(rc == 0);
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// Copy the existing queue (and check for our event)
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|
while (!Queue.IsEmpty())
|
|
{
|
|
FAppEventData OutData;
|
|
Queue.Dequeue(OutData);
|
|
|
|
if (OutData.State == InState)
|
|
FoundEvent = true;
|
|
|
|
HoldingQueue.Enqueue(OutData);
|
|
}
|
|
|
|
if (FoundEvent)
|
|
break;
|
|
|
|
// Time expired?
|
|
if (FPlatformTime::Seconds() > StopTime)
|
|
break;
|
|
|
|
// Unlock for new events and wait a bit before trying again
|
|
rc = pthread_mutex_unlock(&QueueMutex);
|
|
check(rc == 0);
|
|
FPlatformProcess::Sleep(0.01f);
|
|
}
|
|
|
|
// Add events back to queue from holding
|
|
while (!HoldingQueue.IsEmpty())
|
|
{
|
|
FAppEventData OutData;
|
|
HoldingQueue.Dequeue(OutData);
|
|
Queue.Enqueue(OutData);
|
|
}
|
|
|
|
int rc = pthread_mutex_unlock(&QueueMutex);
|
|
check(rc == 0);
|
|
|
|
return FoundEvent;
|
|
}
|
|
|
|
extern volatile bool GEventHandlerInitialized;
|
|
|
|
void FAppEventManager::WaitForEmptyQueue()
|
|
{
|
|
if (EmptyQueueHandlerEvent && GEventHandlerInitialized && !GIsRequestingExit)
|
|
{
|
|
EmptyQueueHandlerEvent->Wait();
|
|
}
|
|
}
|
|
|