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Adds 2 BP nodes (SetVolumeButtonsHandledBySystem and GetVolumeButtonsHandledBySystem) #ue4 #android #codereview Josh.Adams,Marc.Audy [CL 2521773 by Chris Babcock in Main branch]
987 lines
31 KiB
C++
987 lines
31 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "LaunchPrivatePCH.h"
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#include <string.h>
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#include <jni.h>
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#include <pthread.h>
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#include "AndroidJNI.h"
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#include "AndroidEventManager.h"
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#include "AndroidInputInterface.h"
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#include <android/log.h>
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#include <android_native_app_glue.h>
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#include <cstdio>
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#include <sys/resource.h>
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#include <dlfcn.h>
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#include "AndroidWindow.h"
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#include <android/sensor.h>
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#include "Core.h"
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// Function pointer for retrieving joystick events
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// Function has been part of the OS since Honeycomb, but only appeared in the
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// NDK in r19. Querying via dlsym allows its use without tying to the newest
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// NDK.
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typedef float(*GetAxesType)(const AInputEvent*, int32_t axis, size_t pointer_index);
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static GetAxesType GetAxes = NULL;
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// List of default axes to query for each controller
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// Ideal solution is to call out to Java and enumerate the list of axes.
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static const int32_t AxisList[] =
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{
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AMOTION_EVENT_AXIS_X,
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AMOTION_EVENT_AXIS_Y,
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AMOTION_EVENT_AXIS_Z,
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AMOTION_EVENT_AXIS_RZ,
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AMOTION_EVENT_AXIS_LTRIGGER,
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AMOTION_EVENT_AXIS_RTRIGGER,
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AMOTION_EVENT_AXIS_GAS,
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AMOTION_EVENT_AXIS_BRAKE,
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//These are DPAD analogs
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//AMOTION_EVENT_AXIS_HAT_X,
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//AMOTION_EVENT_AXIS_HAT_Y,
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};
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// map of all supported keycodes
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static TSet<uint16> MappedKeyCodes;
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// List of gamepad keycodes to ignore
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static const uint16 IgnoredGamepadKeyCodesList[] =
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{
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AKEYCODE_VOLUME_UP,
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AKEYCODE_VOLUME_DOWN
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};
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// List of desired gamepad keycodes
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static const uint16 ValidGamepadKeyCodesList[] =
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{
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AKEYCODE_BUTTON_A,
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AKEYCODE_DPAD_CENTER,
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AKEYCODE_BUTTON_B,
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AKEYCODE_BUTTON_X,
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AKEYCODE_BUTTON_Y,
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AKEYCODE_BUTTON_L1,
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AKEYCODE_BUTTON_R1,
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AKEYCODE_BUTTON_START,
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AKEYCODE_MENU,
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AKEYCODE_BUTTON_SELECT,
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AKEYCODE_BACK,
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AKEYCODE_BUTTON_THUMBL,
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AKEYCODE_BUTTON_THUMBR,
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AKEYCODE_BUTTON_L2,
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AKEYCODE_BUTTON_R2,
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AKEYCODE_DPAD_UP,
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AKEYCODE_DPAD_DOWN,
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AKEYCODE_DPAD_LEFT,
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AKEYCODE_DPAD_RIGHT
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};
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// map of gamepad keycodes that should be ignored
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static TSet<uint16> IgnoredGamepadKeyCodes;
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// map of gamepad keycodes that should be passed forward
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static TSet<uint16> ValidGamepadKeyCodes;
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// -nostdlib means no crtbegin_so.o, so we have to provide our own __dso_handle and atexit()
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extern "C"
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{
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int atexit(void (*func)(void)) { return 0; }
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extern void *__dso_handle __attribute__((__visibility__ ("hidden")));
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void *__dso_handle;
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}
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extern void AndroidThunkCpp_InitHMDs();
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extern void AndroidThunkCpp_ShowConsoleWindow();
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// Base path for file accesses
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extern FString GFilePathBase;
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/** The global EngineLoop instance */
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FEngineLoop GEngineLoop;
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bool GShowConsoleWindowNextTick = false;
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static void AndroidProcessEvents(struct android_app* state);
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//Event thread stuff
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static void* AndroidEventThreadWorker(void* param);
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// How often to process (read & dispatch) events, in seconds.
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static const float EventRefreshRate = 1.0f / 20.0f;
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//Android event callback functions
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static int32_t HandleInputCB(struct android_app* app, AInputEvent* event); //Touch and key input events
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static void OnAppCommandCB(struct android_app* app, int32_t cmd); //Lifetime events
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static int HandleSensorEvents(int fd, int events, void* data); // Sensor events
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bool GHasInterruptionRequest = false;
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bool GIsInterrupted = false;
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// Android sensor data management
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static ASensorManager * SensorManager = NULL;
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// Accelerometer (includes gravity), i.e. FMotionEvent::GetAcceleration.
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static const ASensor * SensorAccelerometer = NULL;
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// Gyroscope, i.e. FMotionEvent::GetRotationRate.
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static const ASensor * SensorGyroscope = NULL;
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static ASensorEventQueue * SensorQueue = NULL;
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// android.hardware.SensorManager.SENSOR_DELAY_GAME
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static const int32_t SensorDelayGame = 1;
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// Time decay sampling rate.
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static const float SampleDecayRate = 0.85f;
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// Event for coordinating pausing of the main and event handling threads to prevent background spinning
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static FEvent* EventHandlerEvent = NULL;
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// Wait for Java onCreate to complete before resume main init
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static volatile bool GResumeMainInit = false;
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static volatile bool GEventHandlerInitialized = false;
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extern "C" void Java_com_epicgames_ue4_GameActivity_nativeResumeMainInit(JNIEnv* jenv, jobject thiz)
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{
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GResumeMainInit = true;
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// now wait for event handler to be set up before returning
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while (!GEventHandlerInitialized)
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{
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FPlatformProcess::Sleep(0.01f);
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FPlatformMisc::MemoryBarrier();
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}
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}
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static volatile bool GHMDsInitialized = false;
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static TArray<IHeadMountedDisplayModule*> GHMDImplementations;
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void InitHMDs()
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{
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if (FParse::Param(FCommandLine::Get(), TEXT("nohmd")) || FParse::Param(FCommandLine::Get(), TEXT("emulatestereo")))
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{
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return;
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}
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// Get a list of plugins that implement this feature
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GHMDImplementations = IModularFeatures::Get().GetModularFeatureImplementations<IHeadMountedDisplayModule>(IHeadMountedDisplayModule::GetModularFeatureName());
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AndroidThunkCpp_InitHMDs();
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while (!GHMDsInitialized)
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{
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FPlatformProcess::Sleep(0.01f);
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FPlatformMisc::MemoryBarrier();
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}
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}
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static void InitCommandLine()
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{
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static const uint32 CMD_LINE_MAX = 16384u;
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// initialize the command line to an empty string
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FCommandLine::Set(TEXT(""));
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// read in the command line text file from the sdcard if it exists
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FString CommandLineFilePath = GFilePathBase + FString("/UE4Game/") + (!FApp::IsGameNameEmpty() ? FApp::GetGameName() : FPlatformProcess::ExecutableName()) + FString("/UE4CommandLine.txt");
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FILE* CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
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if(CommandLineFile == NULL)
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{
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// if that failed, try the lowercase version
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CommandLineFilePath = CommandLineFilePath.Replace(TEXT("UE4CommandLine.txt"), TEXT("ue4commandline.txt"));
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CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
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}
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if(CommandLineFile)
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{
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char CommandLine[CMD_LINE_MAX];
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fgets(CommandLine, ARRAY_COUNT(CommandLine) - 1, CommandLineFile);
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fclose(CommandLineFile);
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// chop off trailing spaces
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while (*CommandLine && isspace(CommandLine[strlen(CommandLine) - 1]))
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{
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CommandLine[strlen(CommandLine) - 1] = 0;
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}
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FCommandLine::Append(UTF8_TO_TCHAR(CommandLine));
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}
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}
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//Main function called from the android entry point
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int32 AndroidMain(struct android_app* state)
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{
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FPlatformMisc::LowLevelOutputDebugString(L"Entered AndroidMain()");
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// Force the first call to GetJavaEnv() to happen on the game thread, allowing subsequent calls to occur on any thread
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FAndroidApplication::GetJavaEnv();
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// adjust the file descriptor limits to allow as many open files as possible
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rlimit cur_fd_limit;
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{
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int result = getrlimit(RLIMIT_NOFILE, & cur_fd_limit);
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//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Current fd limits: soft = %lld, hard = %lld"), result, cur_fd_limit.rlim_cur, cur_fd_limit.rlim_max);
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}
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{
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rlimit new_limit = cur_fd_limit;
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new_limit.rlim_cur = cur_fd_limit.rlim_max;
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new_limit.rlim_max = cur_fd_limit.rlim_max;
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int result = setrlimit(RLIMIT_NOFILE, &new_limit);
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//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Setting fd limits: soft = %lld, hard = %lld"), result, new_limit.rlim_cur, new_limit.rlim_max);
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}
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{
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int result = getrlimit(RLIMIT_NOFILE, & cur_fd_limit);
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//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Current fd limits: soft = %lld, hard = %lld"), result, cur_fd_limit.rlim_cur, cur_fd_limit.rlim_max);
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}
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// setup joystick support
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// r19 is the first NDK to include AMotionEvenet_getAxisValue in the headers
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// However, it has existed in the so since Honeycomb, query for the symbol
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// to determine whether to try controller support
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{
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void* Lib = dlopen("libandroid.so",0);
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if (Lib != NULL)
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{
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GetAxes = (GetAxesType)dlsym(Lib, "AMotionEvent_getAxisValue");
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}
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if (GetAxes != NULL)
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{
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Controller interface supported\n"));
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}
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else
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{
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Controller interface UNsupported\n"));
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}
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}
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// setup key filtering
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static const uint32 MAX_KEY_MAPPINGS(256);
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uint16 KeyCodes[MAX_KEY_MAPPINGS];
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uint32 NumKeyCodes = FPlatformMisc::GetKeyMap(KeyCodes, nullptr, MAX_KEY_MAPPINGS);
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for (int i = 0; i < NumKeyCodes; ++i)
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{
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MappedKeyCodes.Add(KeyCodes[i]);
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}
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const int IgnoredGamepadKeyCodeCount = sizeof(IgnoredGamepadKeyCodesList)/sizeof(uint16);
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for (int i = 0; i < IgnoredGamepadKeyCodeCount; ++i)
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{
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IgnoredGamepadKeyCodes.Add(IgnoredGamepadKeyCodesList[i]);
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}
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const int ValidGamepadKeyCodeCount = sizeof(ValidGamepadKeyCodesList)/sizeof(uint16);
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for (int i = 0; i < ValidGamepadKeyCodeCount; ++i)
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{
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ValidGamepadKeyCodes.Add(ValidGamepadKeyCodesList[i]);
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}
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// wait for java activity onCreate to finish
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while (!GResumeMainInit)
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{
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FPlatformProcess::Sleep(0.01f);
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FPlatformMisc::MemoryBarrier();
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}
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// read the command line file
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InitCommandLine();
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Final commandline: %s\n"), FCommandLine::Get());
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EventHandlerEvent = FPlatformProcess::GetSynchEventFromPool(false);
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FPlatformMisc::LowLevelOutputDebugString(L"Created sync event");
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FAppEventManager::GetInstance()->SetEventHandlerEvent(EventHandlerEvent);
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// ready for onCreate to complete
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GEventHandlerInitialized = true;
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// Initialize file system access (i.e. mount OBBs, etc.).
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// We need to do this really early for Android so that files in the
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// OBBs and APK are found.
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IPlatformFile::GetPlatformPhysical().Initialize(nullptr, FCommandLine::Get());
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#if 0
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for (int32 i = 0; i < 10; i++)
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{
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sleep(1);
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("[Patch %d]"), i);
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}
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FPlatformMisc::LowLevelOutputDebugStringf(TEXT("[Patch] : Dont Patch \n"));
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#endif
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// initialize the engine
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GEngineLoop.PreInit(0, NULL, FCommandLine::Get());
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// initialize HMDs
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InitHMDs();
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UE_LOG(LogAndroid, Display, TEXT("Passed PreInit()"));
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GLog->SetCurrentThreadAsMasterThread();
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GEngineLoop.Init();
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UE_LOG(LogAndroid, Log, TEXT("Passed GEngineLoop.Init()"));
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// tick until done
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while (!GIsRequestingExit)
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{
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FAppEventManager::GetInstance()->Tick();
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if(!FAppEventManager::GetInstance()->IsGamePaused())
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{
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GEngineLoop.Tick();
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float timeToSleep = 0.05f; //in seconds
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sleep(timeToSleep);
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}
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#if !UE_BUILD_SHIPPING
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// show console window on next game tick
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if (GShowConsoleWindowNextTick)
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{
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GShowConsoleWindowNextTick = false;
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AndroidThunkCpp_ShowConsoleWindow();
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}
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#endif
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}
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UE_LOG(LogAndroid, Log, TEXT("Exiting"));
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// exit out!
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GEngineLoop.Exit();
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return 0;
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}
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static void* AndroidEventThreadWorker( void* param )
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{
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struct android_app* state = (struct android_app*)param;
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FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
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FPlatformMisc::LowLevelOutputDebugString(L"Entering event processing thread engine entry point");
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ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
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ALooper_addFd(looper, state->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL,
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&state->cmdPollSource);
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state->looper = looper;
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FPlatformMisc::LowLevelOutputDebugString(L"Prepared looper for event thread");
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//Assign the callbacks
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state->onAppCmd = OnAppCommandCB;
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state->onInputEvent = HandleInputCB;
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FPlatformMisc::LowLevelOutputDebugString(L"Passed callback initialization");
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// Acquire sensors
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SensorManager = ASensorManager_getInstance();
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if (NULL != SensorManager)
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{
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// Register for the various sensor events we want. Some
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// may return NULL indicating that the sensor data is not
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// available in the device. For those empty data will eventually
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// get fed into the motion events.
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SensorAccelerometer = ASensorManager_getDefaultSensor(
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SensorManager, ASENSOR_TYPE_ACCELEROMETER);
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SensorGyroscope = ASensorManager_getDefaultSensor(
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SensorManager, ASENSOR_TYPE_GYROSCOPE);
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// Create the queue for events to arrive.
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SensorQueue = ASensorManager_createEventQueue(
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SensorManager, state->looper, LOOPER_ID_USER, HandleSensorEvents, NULL);
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}
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FPlatformMisc::LowLevelOutputDebugString(L"Passed sensor initialization");
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//continue to process events until the engine is shutting down
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while (!GIsRequestingExit)
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{
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// FPlatformMisc::LowLevelOutputDebugString(L"AndroidEventThreadWorker");
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AndroidProcessEvents(state);
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sleep(EventRefreshRate); // this is really 0 since it takes int seconds.
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}
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UE_LOG(LogAndroid, Log, TEXT("Exiting"));
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return NULL;
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}
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//Called from the separate event processing thread
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static void AndroidProcessEvents(struct android_app* state)
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{
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int ident;
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int fdesc;
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int events;
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struct android_poll_source* source;
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while((ident = ALooper_pollAll(-1, &fdesc, &events, (void**)&source)) >= 0)
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{
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// process this event
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if (source)
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{
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source->process(state, source);
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}
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}
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}
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pthread_t G_AndroidEventThread;
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struct android_app* GNativeAndroidApp = NULL;
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void android_main(struct android_app* state)
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{
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FPlatformMisc::LowLevelOutputDebugString(L"Entering native app glue main function");
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GNativeAndroidApp = state;
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check(GNativeAndroidApp);
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pthread_attr_t otherAttr;
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pthread_attr_init(&otherAttr);
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pthread_attr_setdetachstate(&otherAttr, PTHREAD_CREATE_DETACHED);
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pthread_create(&G_AndroidEventThread, &otherAttr, AndroidEventThreadWorker, state);
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FPlatformMisc::LowLevelOutputDebugString(L"Created event thread");
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// Make sure glue isn't stripped.
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app_dummy();
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//@todo android: replace with native activity, main loop off of UI thread, etc.
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AndroidMain(state);
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}
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extern bool GAndroidGPUInfoReady;
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//Called from the event process thread
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static int32_t HandleInputCB(struct android_app* app, AInputEvent* event)
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{
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// FPlatformMisc::LowLevelOutputDebugStringf(L"INPUT - type: %x, action: %x, source: %x, keycode: %x, buttons: %x", AInputEvent_getType(event),
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// AMotionEvent_getAction(event), AInputEvent_getSource(event), AKeyEvent_getKeyCode(event), AMotionEvent_getButtonState(event));
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION)
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{
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int action = AMotionEvent_getAction(event);
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int actionType = action & AMOTION_EVENT_ACTION_MASK;
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size_t actionPointer = (size_t)((action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
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bool isActionTargeted = (actionType == AMOTION_EVENT_ACTION_POINTER_DOWN || actionType == AMOTION_EVENT_ACTION_POINTER_UP);
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// trap Joystick events first, with fallthrough if there is no joystick support
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if (((AInputEvent_getSource(event) & AINPUT_SOURCE_CLASS_JOYSTICK) != 0) &&
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(GetAxes != NULL) &&
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(actionType == AMOTION_EVENT_ACTION_MOVE))
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{
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const int axisCount = sizeof(AxisList)/sizeof(int32_t);
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int device = AInputEvent_getDeviceId(event);
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for (int axis = 0; axis < axisCount; axis++)
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{
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float val = GetAxes( event, AxisList[axis], 0);
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FAndroidInputInterface::JoystickAxisEvent( device, AxisList[axis], val);
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}
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}
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else
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{
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TArray<TouchInput> TouchesArray;
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TouchType type = TouchEnded;
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switch (actionType)
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{
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case AMOTION_EVENT_ACTION_DOWN:
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case AMOTION_EVENT_ACTION_POINTER_DOWN:
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type = TouchBegan;
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break;
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case AMOTION_EVENT_ACTION_MOVE:
|
|
type = TouchMoved;
|
|
break;
|
|
case AMOTION_EVENT_ACTION_UP:
|
|
case AMOTION_EVENT_ACTION_POINTER_UP:
|
|
case AMOTION_EVENT_ACTION_CANCEL:
|
|
case AMOTION_EVENT_ACTION_OUTSIDE:
|
|
type = TouchEnded;
|
|
break;
|
|
}
|
|
|
|
size_t pointerCount = AMotionEvent_getPointerCount(event);
|
|
|
|
if (pointerCount == 0)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
ANativeWindow* Window = (ANativeWindow*)FPlatformMisc::GetHardwareWindow();
|
|
if (!Window)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
int32_t Width = 0 ;
|
|
int32_t Height = 0 ;
|
|
|
|
if(Window)
|
|
{
|
|
FAndroidWindow::CalculateSurfaceSize(Window, Width, Height);
|
|
}
|
|
|
|
// make sure OpenGL context created before accepting touch events.. FAndroidWindow::GetScreenRect() may try to create it early from wrong thread if this is the first call
|
|
if (!GAndroidGPUInfoReady)
|
|
{
|
|
return 1;
|
|
}
|
|
FPlatformRect ScreenRect = FAndroidWindow::GetScreenRect();
|
|
|
|
if(isActionTargeted)
|
|
{
|
|
if(actionPointer < 0 || pointerCount < (int)actionPointer)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
int pointerId = AMotionEvent_getPointerId(event, actionPointer);
|
|
float x = FMath::Min<float>(AMotionEvent_getX(event, actionPointer) / Width, 1.f);
|
|
x *= (ScreenRect.Right - 1);
|
|
float y = FMath::Min<float>(AMotionEvent_getY(event, actionPointer) / Height, 1.f);
|
|
y *= (ScreenRect.Bottom - 1);
|
|
|
|
UE_LOG(LogAndroid, Verbose, TEXT("Received targeted motion event from pointer %u (id %d) action %d: (%.2f, %.2f)"), actionPointer, pointerId, action, x, y);
|
|
|
|
TouchInput TouchMessage;
|
|
TouchMessage.Handle = pointerId;
|
|
TouchMessage.Type = type;
|
|
TouchMessage.Position = FVector2D(x, y);
|
|
TouchMessage.LastPosition = FVector2D(x, y); //@todo android: AMotionEvent_getHistoricalRawX
|
|
TouchesArray.Add(TouchMessage);
|
|
}
|
|
else
|
|
{
|
|
for (size_t i = 0; i < pointerCount; ++i)
|
|
{
|
|
int pointerId = AMotionEvent_getPointerId(event, i);
|
|
|
|
float x = FMath::Min<float>(AMotionEvent_getX(event, i) / Width, 1.f);
|
|
x *= (ScreenRect.Right - 1);
|
|
float y = FMath::Min<float>(AMotionEvent_getY(event, i) / Height, 1.f);
|
|
y *= (ScreenRect.Bottom - 1);
|
|
|
|
UE_LOG(LogAndroid, Verbose, TEXT("Received motion event from pointer %u (id %d) action %d: (%.2f, %.2f)"), i, action, AMotionEvent_getPointerId(event,i), x, y);
|
|
|
|
TouchInput TouchMessage;
|
|
TouchMessage.Handle = AMotionEvent_getPointerId(event, i);
|
|
TouchMessage.Type = type;
|
|
TouchMessage.Position = FVector2D(x, y);
|
|
TouchMessage.LastPosition = FVector2D(x, y); //@todo android: AMotionEvent_getHistoricalRawX
|
|
TouchesArray.Add(TouchMessage);
|
|
}
|
|
}
|
|
|
|
FAndroidInputInterface::QueueTouchInput(TouchesArray);
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if ((pointerCount >= 4) && (type == TouchBegan))
|
|
{
|
|
bool bShowConsole = true;
|
|
GConfig->GetBool(TEXT("/Script/Engine.InputSettings"), TEXT("bShowConsoleOnFourFingerTap"), bShowConsole, GInputIni);
|
|
|
|
if (bShowConsole)
|
|
{
|
|
GShowConsoleWindowNextTick = true;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
else if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY)
|
|
{
|
|
int keyCode = AKeyEvent_getKeyCode(event);
|
|
|
|
FPlatformMisc::LowLevelOutputDebugStringf(L"Received keycode: %d", keyCode);
|
|
|
|
//Trap Joystick events first, with fallthrough if there is no joystick support
|
|
if (((AInputEvent_getSource(event) & (AINPUT_SOURCE_GAMEPAD | AINPUT_SOURCE_DPAD)) != 0) && (GetAxes != NULL) && ValidGamepadKeyCodes.Contains(keyCode))
|
|
{
|
|
if (IgnoredGamepadKeyCodes.Contains(keyCode))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
int device = AInputEvent_getDeviceId(event);
|
|
bool down = AKeyEvent_getAction(event) != AKEY_EVENT_ACTION_UP;
|
|
FAndroidInputInterface::JoystickButtonEvent( device, keyCode, down);
|
|
FPlatformMisc::LowLevelOutputDebugStringf(L"Received gamepad button: %d", keyCode);
|
|
}
|
|
else
|
|
{
|
|
FPlatformMisc::LowLevelOutputDebugStringf(L"Received key event: %d", keyCode);
|
|
|
|
// only handle mapped key codes
|
|
if (!MappedKeyCodes.Contains(keyCode))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
FDeferredAndroidMessage Message;
|
|
|
|
Message.messageType = AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP ? MessageType_KeyUp : MessageType_KeyDown;
|
|
Message.KeyEventData.unichar = keyCode;
|
|
Message.KeyEventData.keyId = keyCode;
|
|
Message.KeyEventData.modifier = AKeyEvent_getMetaState(event);
|
|
Message.KeyEventData.isRepeat = AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE;
|
|
FAndroidInputInterface::DeferMessage(Message);
|
|
|
|
// allow event to be generated for volume up and down, but conditionally allow system to handle it, too
|
|
if (keyCode == AKEYCODE_VOLUME_UP || keyCode == AKEYCODE_VOLUME_DOWN)
|
|
{
|
|
if (FPlatformMisc::GetVolumeButtonsHandledBySystem())
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void onNativeWindowResized(ANativeActivity* activity, ANativeWindow* window)
|
|
{
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CHANGED,window);
|
|
}
|
|
|
|
|
|
|
|
//Called from the event process thread
|
|
static void OnAppCommandCB(struct android_app* app, int32_t cmd)
|
|
{
|
|
FPlatformMisc::LowLevelOutputDebugStringf(L"OnAppCommandCB cmd: %u", cmd);
|
|
|
|
switch (cmd)
|
|
{
|
|
case APP_CMD_SAVE_STATE:
|
|
/**
|
|
* Command from main thread: the app should generate a new saved state
|
|
* for itself, to restore from later if needed. If you have saved state,
|
|
* allocate it with malloc and place it in android_app.savedState with
|
|
* the size in android_app.savedStateSize. The will be freed for you
|
|
* later.
|
|
*/
|
|
// the OS asked us to save the state of the app
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_SAVE_STATE"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_SAVE_STATE);
|
|
break;
|
|
case APP_CMD_INIT_WINDOW:
|
|
/**
|
|
* Command from main thread: a new ANativeWindow is ready for use. Upon
|
|
* receiving this command, android_app->window will contain the new window
|
|
* surface.
|
|
*/
|
|
// get the window ready for showing
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_INIT_WINDOW"));
|
|
FAppEventManager::GetInstance()->HandleWindowCreated(app->pendingWindow);
|
|
break;
|
|
case APP_CMD_TERM_WINDOW:
|
|
/**
|
|
* Command from main thread: the existing ANativeWindow needs to be
|
|
* terminated. Upon receiving this command, android_app->window still
|
|
* contains the existing window; after calling android_app_exec_cmd
|
|
* it will be set to NULL.
|
|
*/
|
|
// clean up the window because it is being hidden/closed
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_TERM_WINDOW"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_DESTROYED, NULL);
|
|
|
|
break;
|
|
case APP_CMD_LOST_FOCUS:
|
|
/**
|
|
* Command from main thread: the app's activity window has lost
|
|
* input focus.
|
|
*/
|
|
// if the app lost focus, avoid unnecessary processing (like monitoring the accelerometer)
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_LOST_FOCUS"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_LOST_FOCUS, NULL);
|
|
if (NULL != SensorQueue)
|
|
{
|
|
if (NULL != SensorAccelerometer)
|
|
ASensorEventQueue_disableSensor(SensorQueue, SensorAccelerometer);
|
|
if (NULL != SensorGyroscope)
|
|
ASensorEventQueue_disableSensor(SensorQueue, SensorGyroscope);
|
|
}
|
|
break;
|
|
case APP_CMD_GAINED_FOCUS:
|
|
/**
|
|
* Command from main thread: the app's activity window has gained
|
|
* input focus.
|
|
*/
|
|
// bring back a certain functionality, like monitoring the accelerometer
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_GAINED_FOCUS"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_GAINED_FOCUS, NULL);
|
|
if (NULL != SensorQueue)
|
|
{
|
|
if (NULL != SensorAccelerometer)
|
|
{
|
|
ASensorEventQueue_enableSensor(SensorQueue, SensorAccelerometer);
|
|
ASensorEventQueue_setEventRate(SensorQueue, SensorAccelerometer, SensorDelayGame);
|
|
}
|
|
if (NULL != SensorGyroscope)
|
|
{
|
|
ASensorEventQueue_enableSensor(SensorQueue, SensorGyroscope);
|
|
ASensorEventQueue_setEventRate(SensorQueue, SensorGyroscope, SensorDelayGame);
|
|
}
|
|
}
|
|
break;
|
|
case APP_CMD_INPUT_CHANGED:
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_INPUT_CHANGED"));
|
|
break;
|
|
case APP_CMD_WINDOW_RESIZED:
|
|
/**
|
|
* Command from main thread: the current ANativeWindow has been resized.
|
|
* Please redraw with its new size.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_WINDOW_RESIZED"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_RESIZED );
|
|
break;
|
|
case APP_CMD_WINDOW_REDRAW_NEEDED:
|
|
/**
|
|
* Command from main thread: the system needs that the current ANativeWindow
|
|
* be redrawn. You should redraw the window before handing this to
|
|
* android_app_exec_cmd() in order to avoid transient drawing glitches.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_WINDOW_REDRAW_NEEDED"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_REDRAW_NEEDED );
|
|
break;
|
|
case APP_CMD_CONTENT_RECT_CHANGED:
|
|
/**
|
|
* Command from main thread: the content area of the window has changed,
|
|
* such as from the soft input window being shown or hidden. You can
|
|
* find the new content rect in android_app::contentRect.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_CONTENT_RECT_CHANGED"));
|
|
break;
|
|
case APP_CMD_CONFIG_CHANGED:
|
|
/**
|
|
* Command from main thread: the current device configuration has changed.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_CONFIG_CHANGED"));
|
|
break;
|
|
case APP_CMD_LOW_MEMORY:
|
|
/**
|
|
* Command from main thread: the system is running low on memory.
|
|
* Try to reduce your memory use.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_LOW_MEMORY"));
|
|
break;
|
|
case APP_CMD_START:
|
|
/**
|
|
* Command from main thread: the app's activity has been started.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_START"));
|
|
app->activity->callbacks->onNativeWindowResized = onNativeWindowResized; //currently not handled in glue code.
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_START);
|
|
|
|
break;
|
|
case APP_CMD_RESUME:
|
|
/**
|
|
* Command from main thread: the app's activity has been resumed.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_RESUME"));
|
|
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_RESUME);
|
|
|
|
break;
|
|
case APP_CMD_PAUSE:
|
|
/**
|
|
* Command from main thread: the app's activity has been paused.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_PAUSE"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_PAUSE);
|
|
|
|
break;
|
|
case APP_CMD_STOP:
|
|
/**
|
|
* Command from main thread: the app's activity has been stopped.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_STOP"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_STOP);
|
|
break;
|
|
case APP_CMD_DESTROY:
|
|
/**
|
|
* Command from main thread: the app's activity is being destroyed,
|
|
* and waiting for the app thread to clean up and exit before proceeding.
|
|
*/
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_DESTROY"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_PAUSE);
|
|
break;
|
|
}
|
|
|
|
if ( EventHandlerEvent )
|
|
EventHandlerEvent->Trigger();
|
|
}
|
|
|
|
static int HandleSensorEvents(int fd, int events, void* data)
|
|
{
|
|
// It's not possible to discern sequencing across sensors in
|
|
// Android. So we average out all the sensor events on one cycle
|
|
// and post a single motion sensor data point. We also need
|
|
// to synthesize additional information.
|
|
FVector current_accelerometer(0, 0, 0);
|
|
FVector current_gyroscope(0, 0, 0);
|
|
int32 current_accelerometer_sample_count = 0;
|
|
int32 current_gyroscope_sample_count = 0;
|
|
static FVector last_accelerometer(0, 0, 0);
|
|
|
|
if (NULL != SensorAccelerometer || NULL != SensorGyroscope)
|
|
{
|
|
ASensorEvent sensor_event;
|
|
while (ASensorEventQueue_getEvents(SensorQueue, &sensor_event, 1) > 0)
|
|
{
|
|
if (ASENSOR_TYPE_ACCELEROMETER == sensor_event.type)
|
|
{
|
|
current_accelerometer.X += sensor_event.acceleration.x;
|
|
current_accelerometer.Y += sensor_event.acceleration.y;
|
|
current_accelerometer.Z += sensor_event.acceleration.z;
|
|
current_accelerometer_sample_count += 1;
|
|
}
|
|
else if (ASENSOR_TYPE_GYROSCOPE == sensor_event.type)
|
|
{
|
|
current_gyroscope.X += sensor_event.vector.pitch;
|
|
current_gyroscope.Y += sensor_event.vector.azimuth;
|
|
current_gyroscope.Z += sensor_event.vector.roll;
|
|
current_gyroscope_sample_count += 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (current_accelerometer_sample_count > 0)
|
|
{
|
|
// Do simple average of the samples we just got.
|
|
current_accelerometer /= float(current_accelerometer_sample_count);
|
|
last_accelerometer = current_accelerometer;
|
|
}
|
|
else
|
|
{
|
|
current_accelerometer = last_accelerometer;
|
|
}
|
|
|
|
if (current_gyroscope_sample_count > 0)
|
|
{
|
|
// Do simple average of the samples we just got.
|
|
current_gyroscope /= float(current_gyroscope_sample_count);
|
|
}
|
|
|
|
// If we have motion samples we generate the single event.
|
|
if (current_accelerometer_sample_count > 0 ||
|
|
current_gyroscope_sample_count > 0)
|
|
{
|
|
// The data we compose the motion event from.
|
|
FVector current_tilt(0, 0, 0);
|
|
FVector current_rotation_rate(0, 0, 0);
|
|
FVector current_gravity(0, 0, 0);
|
|
FVector current_acceleration(0, 0, 0);
|
|
|
|
// Buffered, historical, motion data.
|
|
static FVector last_tilt(0, 0, 0);
|
|
static FVector last_gravity(0, 0, 0);
|
|
|
|
// We use a low-pass filter to synthesize the gravity
|
|
// vector.
|
|
static bool first_acceleration_sample = true;
|
|
if (!first_acceleration_sample)
|
|
{
|
|
current_gravity
|
|
= last_gravity*SampleDecayRate
|
|
+ current_accelerometer*(1.0f - SampleDecayRate);
|
|
}
|
|
first_acceleration_sample = false;
|
|
|
|
// Calc the tilt from the accelerometer as it's not
|
|
// available directly.
|
|
FVector accelerometer_dir = -current_accelerometer.GetSafeNormal();
|
|
float current_pitch
|
|
= FMath::Atan2(accelerometer_dir.Y, accelerometer_dir.Z);
|
|
float current_roll
|
|
= -FMath::Atan2(accelerometer_dir.X, accelerometer_dir.Z);
|
|
current_tilt.X = current_pitch;
|
|
current_tilt.Y = 0;
|
|
current_tilt.Z = current_roll;
|
|
|
|
// And take out the gravity from the accel to get
|
|
// the linear acceleration.
|
|
current_acceleration = current_accelerometer - current_gravity;
|
|
|
|
if (current_gyroscope_sample_count > 0)
|
|
{
|
|
// The rotation rate is the what the gyroscope gives us.
|
|
current_rotation_rate = current_gyroscope;
|
|
}
|
|
else if (NULL == SensorGyroscope)
|
|
{
|
|
// If we don't have a gyroscope at all we need to calc a rotation
|
|
// rate from our calculated tilt and a delta.
|
|
current_rotation_rate = current_tilt - last_tilt;
|
|
}
|
|
|
|
// Finally record the motion event with all the data.
|
|
FAndroidInputInterface::QueueMotionData(current_tilt,
|
|
current_rotation_rate, current_gravity, current_acceleration);
|
|
|
|
// Update history values.
|
|
last_tilt = current_tilt;
|
|
last_gravity = current_gravity;
|
|
|
|
// UE_LOG(LogTemp, Log, TEXT("MOTION: tilt = %s, rotation-rate = %s, gravity = %s, acceleration = %s"),
|
|
// *current_tilt.ToCompactString(),
|
|
// *current_rotation_rate.ToCompactString(),
|
|
// *current_gravity.ToCompactString(),
|
|
// *current_acceleration.ToCompactString());
|
|
}
|
|
|
|
// Indicate we want to keep getting events.
|
|
return 1;
|
|
}
|
|
|
|
//Native-defined functions
|
|
|
|
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeConsoleCommand(String commandString);"
|
|
extern "C" void Java_com_epicgames_ue4_GameActivity_nativeConsoleCommand(JNIEnv* jenv, jobject thiz, jstring commandString)
|
|
{
|
|
const char* javaChars = jenv->GetStringUTFChars(commandString, 0);
|
|
|
|
new(GEngine->DeferredCommands) FString(UTF8_TO_TCHAR(javaChars));
|
|
|
|
//Release the string
|
|
jenv->ReleaseStringUTFChars(commandString, javaChars);
|
|
}
|
|
|
|
// This is called from the Java UI thread for initializing VR HMDs
|
|
extern "C" void Java_com_epicgames_ue4_GameActivity_nativeInitHMDs(JNIEnv* jenv, jobject thiz)
|
|
{
|
|
for (auto HMDModuleIt = GHMDImplementations.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
|
|
{
|
|
(*HMDModuleIt)->PreInit();
|
|
}
|
|
|
|
GHMDsInitialized = true;
|
|
}
|
|
|
|
extern "C" void Java_com_epicgames_ue4_GameActivity_nativeSetAndroidVersionInformation(JNIEnv* jenv, jobject thiz, jstring androidVersion, jstring phoneMake, jstring phoneModel, jstring osLanguage )
|
|
{
|
|
const char *javaAndroidVersion = jenv->GetStringUTFChars(androidVersion, 0 );
|
|
FString UEAndroidVersion = FString(UTF8_TO_TCHAR( javaAndroidVersion ));
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const char *javaPhoneMake = jenv->GetStringUTFChars(phoneMake, 0 );
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FString UEPhoneMake = FString(UTF8_TO_TCHAR( javaPhoneMake ));
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|
|
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const char *javaPhoneModel = jenv->GetStringUTFChars(phoneModel, 0 );
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|
FString UEPhoneModel = FString(UTF8_TO_TCHAR( javaPhoneModel ));
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|
|
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const char *javaOSLanguage = jenv->GetStringUTFChars(osLanguage, 0);
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|
FString UEOSLanguage = FString(UTF8_TO_TCHAR(javaOSLanguage));
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|
|
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FAndroidMisc::SetVersionInfo( UEAndroidVersion, UEPhoneMake, UEPhoneModel, UEOSLanguage );
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}
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bool WaitForAndroidLoseFocusEvent(double TimeoutSeconds)
|
|
{
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|
return FAppEventManager::GetInstance()->WaitForEventInQueue(EAppEventState::APP_EVENT_STATE_WINDOW_LOST_FOCUS, TimeoutSeconds);
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}
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