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========================== MAJOR FEATURES + CHANGES ========================== Change 2858603 on 2016/02/08 by Tim.Hobson #jira UE-26550 - checked in new art assets for buttons and symbols Change 2858665 on 2016/02/08 by Taizyd.Korambayil #jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2. Change 2858668 on 2016/02/08 by Matthew.Griffin Added InfiltratorDemo back into Rocket samples #jira UEB-591 Change 2858743 on 2016/02/08 by Taizyd.Korambayil #jira UE-25996 Fixed Import Error in TopDOwn Code Change 2858776 on 2016/02/08 by Matthew.Griffin Added UnrealMatch3 to packaged projects #jira UEB-589 Change 2858900 on 2016/02/08 by Taizyd.Korambayil #jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression Change 2858947 on 2016/02/08 by Mike.Beach Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications). #jira UE-21098 Change 2858954 on 2016/02/08 by Taizyd.Korambayil #jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings Change 2859126 on 2016/02/08 by Max.Chen Sequencer: Release track editors when destroying sequencer #jira UE-26423 Change 2859147 on 2016/02/08 by Martin.Wilson Fix uninitialized variable bug #jira UE-26606 Change 2859237 on 2016/02/08 by Lauren.Ridge Bumping Match 3 Version Number for iTunes Connect #jira UE-26648 Change 2859434 on 2016/02/08 by Chad.Taylor Handle the quit and focus message pipe from the SteamVR SDK #jira UEBP-142 Change 2859562 on 2016/02/08 by Chad.Taylor Mac/Android compile fix #jira UEBP-142 Change 2859633 on 2016/02/08 by Dan.Oconnor Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef. DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required) Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects. This is also part of the fix needed for UE-23335, completely fixes UE-26045 This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC. Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case) #jira UE-26045 Change 2859640 on 2016/02/08 by Dan.Oconnor Removed debugging code.. #jira UE-26045 Change 2859668 on 2016/02/08 by Aaron.McLeran #jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node - issue was the looping nodes weren't properly reseting all the child wave instances - also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node Change 2859688 on 2016/02/08 by Chris.Babcock Allow external access to runtime modifications to OpenGL shaders #jira UE-26679 #ue4 Change 2859739 on 2016/02/08 by Chad.Taylor UE4_Win64_Mono compile fix #jira UEBP-142 Change 2859962 on 2016/02/09 by Chris.Wood Passing command line to Crash Report Client without stripping the project name. [UE-24959] - "Send and Restart" brings up the Project Browser #jira UE-24959 Reimplement changes from Orion in UE 4.11 Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion) Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion) Change 2859966 on 2016/02/09 by Matthew.Griffin Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac [CL 2873884 by Ben Marsh in Main branch]
1012 lines
33 KiB
C++
1012 lines
33 KiB
C++
// Copyright 1998-2016 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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#include "AndroidApplication.h"
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#include "IHeadMountedDisplayModule.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_RX,
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AMOTION_EVENT_AXIS_RY,
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AMOTION_EVENT_AXIS_RZ,
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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<uint32> MappedKeyCodes;
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// List of desired gamepad keycodes
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static const uint32 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 passed forward
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static TSet<uint32> 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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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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extern void AndroidThunkCpp_DismissSplashScreen();
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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 AMotionEvent_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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uint32 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 ValidGamepadKeyCodeCount = sizeof(ValidGamepadKeyCodesList)/sizeof(uint32);
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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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// 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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AndroidThunkCpp_DismissSplashScreen();
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FAppEventManager::GetInstance()->SetEmptyQueueHandlerEvent(FPlatformProcess::GetSynchEventFromPool(false));
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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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FAppEventManager::GetInstance()->TriggerEmptyQueue();
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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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UE_LOG(LogAndroid, Log, TEXT("Exiting is over"));
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FPlatformMisc::RequestExit(1);
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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
|
|
static int32_t HandleInputCB(struct android_app* app, AInputEvent* event)
|
|
{
|
|
// FPlatformMisc::LowLevelOutputDebugStringf(L"INPUT - type: %x, action: %x, source: %x, keycode: %x, buttons: %x", AInputEvent_getType(event),
|
|
// AMotionEvent_getAction(event), AInputEvent_getSource(event), AKeyEvent_getKeyCode(event), AMotionEvent_getButtonState(event));
|
|
|
|
int32 EventType = AInputEvent_getType(event);
|
|
int32 EventSource = AInputEvent_getSource(event);
|
|
|
|
if (EventType == AINPUT_EVENT_TYPE_MOTION)
|
|
{
|
|
int action = AMotionEvent_getAction(event);
|
|
int actionType = action & AMOTION_EVENT_ACTION_MASK;
|
|
size_t actionPointer = (size_t)((action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT);
|
|
bool isActionTargeted = (actionType == AMOTION_EVENT_ACTION_POINTER_DOWN || actionType == AMOTION_EVENT_ACTION_POINTER_UP);
|
|
int32 device = AInputEvent_getDeviceId(event);
|
|
|
|
// trap Joystick events first, with fallthrough if there is no joystick support
|
|
if (((EventSource & AINPUT_SOURCE_CLASS_JOYSTICK) == AINPUT_SOURCE_CLASS_JOYSTICK) &&
|
|
(GetAxes != NULL) &&
|
|
(actionType == AMOTION_EVENT_ACTION_MOVE))
|
|
{
|
|
const int axisCount = sizeof(AxisList)/sizeof(int32_t);
|
|
|
|
// poll all the axes and forward to update controller state
|
|
for (int axis = 0; axis < axisCount; axis++)
|
|
{
|
|
float val = GetAxes( event, AxisList[axis], 0);
|
|
FAndroidInputInterface::JoystickAxisEvent(device, AxisList[axis], val);
|
|
}
|
|
|
|
// handle L/R trigger and Brake/Gas special (all in 0..1 range)
|
|
// LTRIGGER will either be LTRIGGER or BRAKE, whichever is larger
|
|
// RTRIGGER will either be RTRIGGER or GAS, whichever is larger
|
|
float ltrigger = GetAxes(event, AMOTION_EVENT_AXIS_LTRIGGER, 0);
|
|
float rtrigger = GetAxes(event, AMOTION_EVENT_AXIS_RTRIGGER, 0);
|
|
float brake = GetAxes(event, AMOTION_EVENT_AXIS_BRAKE, 0);
|
|
float gas = GetAxes(event, AMOTION_EVENT_AXIS_GAS, 0);
|
|
FAndroidInputInterface::JoystickAxisEvent(device, AMOTION_EVENT_AXIS_LTRIGGER, ltrigger > brake ? ltrigger : brake);
|
|
FAndroidInputInterface::JoystickAxisEvent(device, AMOTION_EVENT_AXIS_RTRIGGER, rtrigger > gas ? rtrigger : gas);
|
|
}
|
|
else
|
|
{
|
|
TArray<TouchInput> TouchesArray;
|
|
|
|
TouchType type = TouchEnded;
|
|
|
|
switch (actionType)
|
|
{
|
|
case AMOTION_EVENT_ACTION_DOWN:
|
|
case AMOTION_EVENT_ACTION_POINTER_DOWN:
|
|
type = TouchBegan;
|
|
break;
|
|
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;
|
|
case AMOTION_EVENT_ACTION_SCROLL:
|
|
case AMOTION_EVENT_ACTION_HOVER_ENTER:
|
|
case AMOTION_EVENT_ACTION_HOVER_MOVE:
|
|
case AMOTION_EVENT_ACTION_HOVER_EXIT:
|
|
return 0;
|
|
default:
|
|
UE_LOG(LogAndroid, Verbose, TEXT("Unknown AMOTION_EVENT %d ignored"), actionType);
|
|
return 0;
|
|
}
|
|
|
|
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.DeviceId = device;
|
|
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 index %u (id %d) action %d: (%.2f, %.2f)"), i, pointerId, action, x, y);
|
|
|
|
TouchInput TouchMessage;
|
|
TouchMessage.DeviceId= device;
|
|
TouchMessage.Handle = pointerId;
|
|
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;
|
|
}
|
|
|
|
if (EventType == AINPUT_EVENT_TYPE_KEY)
|
|
{
|
|
int keyCode = AKeyEvent_getKeyCode(event);
|
|
|
|
FPlatformMisc::LowLevelOutputDebugStringf(L"Received keycode: %d", keyCode);
|
|
|
|
//Trap codes handled as possible gamepad events
|
|
if (ValidGamepadKeyCodes.Contains(keyCode))
|
|
{
|
|
//Only pass on the device id if really a gamepad, joystick or dpad (allows menu and back to be treated as gamepad events)
|
|
int32 device = 0;
|
|
if ( (((EventSource & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) && (GetAxes != NULL)) ||
|
|
((EventSource & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD) ||
|
|
((EventSource & AINPUT_SOURCE_DPAD) == AINPUT_SOURCE_DPAD) )
|
|
{
|
|
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;
|
|
}
|
|
|
|
//Called from the event process thread
|
|
static void OnAppCommandCB(struct android_app* app, int32_t cmd)
|
|
{
|
|
bool bNeedToSync = false;
|
|
//FPlatformMisc::LowLevelOutputDebugStringf(L"OnAppCommandCB cmd: %u, tid = %d", cmd, gettid());
|
|
|
|
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
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_INIT_WINDOW"));
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_INIT_WINDOW"));
|
|
FAppEventManager::GetInstance()->HandleWindowCreated(app->pendingWindow);
|
|
|
|
bNeedToSync = true;
|
|
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.
|
|
*/
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_TERM_WINDOW, tid = %d"), gettid());
|
|
// 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);
|
|
|
|
bNeedToSync = true;
|
|
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"));
|
|
|
|
bool bPortrait = (AConfiguration_getOrientation(app->config) == ACONFIGURATION_ORIENTATION_PORT);
|
|
if (FAndroidWindow::OnWindowOrientationChanged(bPortrait))
|
|
{
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CHANGED, nullptr);
|
|
}
|
|
}
|
|
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"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_START);
|
|
|
|
break;
|
|
case APP_CMD_RESUME:
|
|
/**
|
|
* Command from main thread: the app's activity has been resumed.
|
|
*/
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_RESUME"));
|
|
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.
|
|
*/
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Case APP_CMD_PAUSE"));
|
|
UE_LOG(LogAndroid, Log, TEXT("Case APP_CMD_PAUSE"));
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_ON_PAUSE);
|
|
|
|
bNeedToSync = true;
|
|
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_DESTROY);
|
|
break;
|
|
}
|
|
|
|
if ( EventHandlerEvent )
|
|
EventHandlerEvent->Trigger();
|
|
|
|
if (bNeedToSync)
|
|
FAppEventManager::GetInstance()->WaitForEmptyQueue();
|
|
//FPlatformMisc::LowLevelOutputDebugStringf(L"#### END OF OnAppCommandCB cmd: %u, tid = %d", cmd, gettid());
|
|
}
|
|
|
|
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 ));
|
|
|
|
const char *javaPhoneMake = jenv->GetStringUTFChars(phoneMake, 0 );
|
|
FString UEPhoneMake = FString(UTF8_TO_TCHAR( javaPhoneMake ));
|
|
|
|
const char *javaPhoneModel = jenv->GetStringUTFChars(phoneModel, 0 );
|
|
FString UEPhoneModel = FString(UTF8_TO_TCHAR( javaPhoneModel ));
|
|
|
|
const char *javaOSLanguage = jenv->GetStringUTFChars(osLanguage, 0);
|
|
FString UEOSLanguage = FString(UTF8_TO_TCHAR(javaOSLanguage));
|
|
|
|
FAndroidMisc::SetVersionInfo( UEAndroidVersion, UEPhoneMake, UEPhoneModel, UEOSLanguage );
|
|
}
|
|
|
|
bool WaitForAndroidLoseFocusEvent(double TimeoutSeconds)
|
|
{
|
|
return FAppEventManager::GetInstance()->WaitForEventInQueue(EAppEventState::APP_EVENT_STATE_WINDOW_LOST_FOCUS, TimeoutSeconds);
|
|
}
|