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#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3795481 by Nick.Shin
HTML5 - disable SupportsScreenPercentage() - render the full screen
otherwise, this is causing HTML5 screen to only render a portion of the screen and in black...
- there may be another function is that not getting fired off "to render the screen" properly
- this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform
#jira UE-52640 HTML5 only renders a black rectangle in the browser when launched
Change 3807007 by Nick.Shin
HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2)
toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up
#jira UE-51267 WebGL1 fails to compile
Change 3822593 by Nick.Shin
#jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code
Change 3823512 by Nick.Shin
#jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code
Change 3824639 by Nick.Shin
HTML5 - OSX - RunMacHTML5LaunchHelper.command
- more helpful warning messages
#jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error
Change 3829092 by Josh.Adams
- Updated UnrealRemote to 1.4.1
Change 3832708 by Chris.Babcock
Allow UE4Commandline.txt in APK
#jira
#ue4
#android
Change 3835867 by Nick.Shin
HTML5 - code cleanup
origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code)
this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor)
tested with HTML5 builds with QAGame project :: TM-ShaderModels map
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3839967 by Mi.Wang
Override MaxObjectInGame on Android to save ~30M with the ObjectArray size.
#Android
Change 3842022 by Mi.Wang
Fix an AssetRegistry size calculation bug.
Change 3843552 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3844210 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3844874 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3846695 by Nick.Shin
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3847309 by Nick.Shin
HTML5 - (not to) show virtual joystick
- virtual joysticks are not shown by default-- and the mouse not captured
- this now behaves like the win64 client version
#jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen
Change 3847310 by Nick.Shin
HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status()
- seems emscripten might be uninitialized by the time controlers are used...
#jira UE-28513 - Using a controller in HTML5 causes error
Change 3850606 by Nick.Shin
HTML5 - more static warning fix ups
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3850624 by Nick.Shin
HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser
note: using following jira to track progress:
#jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome
Change 3855610 by Sorin.Gradinaru
UE-49173 Progress bar causes black screen on iOS
#iOS
#4.20
#jira UE-49173
The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1.
As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem.
The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint.
The solution is to disable the scissor
RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
in FSlateRHIRenderingPolicy::DrawElements after the batch rendering
Change 3855652 by Sorin.Gradinaru
iOS 3D browser
UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS
#jira UE-53248
#iOS
#4.20
Uses the same WebTexture from the WebBrowser plugin as the Android version.
+ Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html
Change 3856174 by Nick.Shin
HTML5 - python forking will still error while trying to terminate already terminated processes
- added same "WindowsError code 5" handler found in subprocess.py
#jira UE-51618 HTML5 fails to build, [Error 5] Access is denied
Change 3863322 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
Change 3878088 by Nick.Shin
UEMOB-425 superceeds this jira
#jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed
Change 3884560 by Jack.Porter
Fix logspam in FAVMoviePlayer
#jira UE-54760
Change 3886533 by Mi.Wang
Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread.
Change 3889081 by Sorin.Gradinaru
UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked.
#Android
#4.20
#jira UE-54490
Call ForceCompletion for the intial movie player on onPause.
Call App Restart on Resume.
Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity.
This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause.
I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key).
Change 3890320 by Chris.Babcock
Fix initializer ordering
#jira UE-55189
#ue4
Change 3958226 by Nick.Shin
HTML5 disable memory poison tests
and fix a bug during Realloc() // for Linux... and in turn for HTML5
#jria none
Change 3958250 by Nick.Shin
HTML5 - FText::FormatStr - skip if multi-threading not supported
#jira none
Change 3968328 by Nick.Shin
HTML5 CORS fixes
still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April)
note: the following are all related:
+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
+ UE-22285 - Session events are not generated for HTML5
+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing
#jira UE-19330
Change 3971405 by Nick.Shin
HTML5 suppress double printing to console.log
#jira none
Change 3978767 by Nick.Shin
HTML5 CORS fixes
note: the following are all related:
+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
+ UE-22285 - Session events are not generated for HTML5
+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing
tested (against datarouter.ol.epicgames.com fixes) and found to be functional
#jira UE-22285
Change 3981103 by Nick.Shin
HTML5 - num pad keys crashes project
match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp
also fix a HUD crash...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3983424 by Sorin.Gradinaru
UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet
#jira UE-57107
#Android
#4.20
The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times).
Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D
Change 3985248 by Nick.Shin
HTML5 game window size
add project setting drop down box to select canvas scaling mode
#jira UE-46555 HTML5 game window does not scale with browser size
Change 3986190 by Sorin.Gradinaru
UE-56076 Android Launch On "Running..." toast intermittently doesn't appear
#jira UE-56076
#Android
#4.10
When cancelling Launch on Device, always call CancelContinuations for the current task
Change 3986412 by Nick.Shin
CIS error fix
#jira none
Change 3987007 by Nick.Shin
HTML5 fullscreen size fix
- when using FIXED scale mode initially, there's some strange padding margins
- but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work...
#jira UE-46555 HTML5 game window does not scale with browser size
Change 3988408 by Nick.Shin
HTML5 call EndSession() onbeforeunload()
? should PreExit() be called instead?
#jira UE-57207 Session End event is not generated for HTML5
Change 3991828 by Nick.Shin
HTML5 shipping build crash
some FVector2D needs ContainsNaN() checks
#jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser
Change 3992884 by Nick.Shin
HTML5 call EndSession() onbeforeunload() code cleanup
#jira UE-57207 Session End event is not generated for HTML5
Change 3992887 by Nick.Shin
datarouter: Session events code cleanup
#jira UE-22285 - Session events are not generated for HTML5
Change 4002603 by Sorin.Gradinaru
UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open
#jira UE-56177
#Android
#iOS
#4.10
Using the device discovery to signal when the running device gets disconnected
Change 4007162 by Dmitriy.Dyomin
Merging using Dev-Mobile->FortMain
Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis)
#jira none
Change 4012196 by Sorin.Gradinaru
UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4.
#jira UE-57120
#Android
#4.20
Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added.
The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene).
Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap).
Change 4013034 by Sorin.Gradinaru
UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession
#jira UE-55427
#iOS
#4.20
Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish()
Renamed InitialMovie to StartupMovie, including the methods related to the Android platform.
Change 4015449 by Sorin.Gradinaru
UE-38306 "Running xxx on yyy" panel Cancel button should terminate app
#jira UE-38306
#Android
#4.10
Run on device: Pressing Cancel on the "Running..." message should stop the application, if running
Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>"
Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration.
AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats.
Change 4016057 by Sorin.Gradinaru
UE-57845 GitHub 4666 : Pull request clipboard on android
#jira UE-57845
#4.20
#Android
#4666
https://github.com/EpicGames/UnrealEngine/pull/4666
Implemented Clipboard function on Android.
Change 4020229 by Sorin.Gradinaru
UE-57845 GitHub 4666 : Pull request clipboard on android
#jira UE-57845
#Android
#4.20
GameActivity.java: moving the methods related to clipboard above the native public declarations
Change 4021188 by Sorin.Gradinaru
UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl
#jira UE-57876
#iOS
#4.30
In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters.
Also fixed a compilation error (!) when enabling The Location Services plugin on iOS
Change 4024839 by Sorin.Gradinaru
UE-38306 "Running xxx on yyy" panel Cancel button should terminate app
#jira UE-38306
#Android
#4.10
Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors
Change 4024962 by Cosmin.Sulea
UE-56294 - Packaging step fails when packaging project for distribution
#jira UE-56294
Change 4026122 by Sorin.Gradinaru
UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times
#jira UE-57149
#Android
#4.20
jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj)
The bug can probably be reproduced by using a MediaPlayer.
Change 4038185 by Nick.Shin
HTML5 - merge error fix
MallocAnsi.cpp was stomped on
#jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size'
Change 4039521 by Dmitriy.Dyomin
Export WorldBrowser API so plugin makers can use it
#jira UE-57323
Change 4039523 by Dmitriy.Dyomin
Exposed MobilePatchingLibrary API
#jira UE-55941
Change 4039526 by Dmitriy.Dyomin
Fixed: Hierarchy filtering does not work in world composition
#jira UE-57900
Change 4039529 by Dmitriy.Dyomin
Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357)
#jira UE-53618
#4357
Change 4039874 by Sorin.Gradinaru
UEMOB-436 Support "All Android" Launch On and Project Launcher options
The main change is in the DeviceProxy class.
A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID.
The "All devices" proxy is updated automatically by the device discovery thread.
The change was necessary because the list in the Project Launcher is using the device proxy list.
#jira UEMOB-436
#Android
#UE4
#4.19
Change 4041446 by John.Mauney
Fix that Chris B made locally on my machine
#jira UE-58420
Change 4041791 by Jack.Porter
Fix CIS incremental UE4Editor Win64
#jira 0
[CL 4047603 by Jack Porter in Main branch]
1021 lines
33 KiB
C++
1021 lines
33 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "Misc/App.h"
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#include "Misc/OutputDeviceError.h"
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#include "LaunchEngineLoop.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 "Android/AndroidJNI.h"
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#include "Android/AndroidEventManager.h"
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#include "Android/AndroidInputInterface.h"
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#include <android/asset_manager.h>
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#include <android/asset_manager_jni.h>
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#include <android/log.h>
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#include <cpu-features.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 "Android/AndroidWindow.h"
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#include "Android/AndroidApplication.h"
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#include "HAL/PlatformApplicationMisc.h"
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#include "IHeadMountedDisplayModule.h"
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#include "ISessionServicesModule.h"
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#include "ISessionService.h"
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#include "Engine/Engine.h"
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#include "HAL/PlatformFile.h"
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#include "HAL/PlatformAffinity.h"
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#include "HAL/PlatformInput.h"
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#include "Modules/ModuleManager.h"
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#include "IMessagingModule.h"
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#include "Android/AndroidStats.h"
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#include "MoviePlayer.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_C,
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AKEYCODE_BUTTON_X,
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AKEYCODE_BUTTON_Y,
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AKEYCODE_BUTTON_Z,
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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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extern bool AndroidThunkCpp_VirtualInputIgnoreClick(int, int);
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extern bool AndroidThunkCpp_IsVirtuaKeyboardShown();
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extern void AndroidThunkCpp_RestartApplication();
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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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bool GHasInterruptionRequest = false;
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bool GIsInterrupted = false;
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// Set 'SustainedPerformanceMode' via cvar sink.
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static TAutoConsoleVariable<int32> CVarEnableSustainedPerformanceMode(
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TEXT("Android.EnableSustainedPerformanceMode"),
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0,
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TEXT("Enable sustained performance mode, if supported. (API >= 24 req. not supported by all devices.)\n")
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TEXT(" 0: Disabled (default)\n")
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TEXT(" 1: Enabled"),
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ECVF_Default);
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extern void AndroidThunkCpp_SetSustainedPerformanceMode(bool);
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static void SetSustainedPerformanceMode()
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{
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static bool bSustainedPerformanceMode = false;
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bool bIncomingSustainedPerformanceMode = CVarEnableSustainedPerformanceMode.GetValueOnAnyThread() != 0;
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if(bSustainedPerformanceMode != bIncomingSustainedPerformanceMode)
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{
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bSustainedPerformanceMode = bIncomingSustainedPerformanceMode;
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UE_LOG(LogAndroid, Log, TEXT("Setting sustained performance mode: %d"), (int32)bSustainedPerformanceMode);
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AndroidThunkCpp_SetSustainedPerformanceMode(bSustainedPerformanceMode);
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}
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}
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FAutoConsoleVariableSink CVarEnableSustainedPerformanceModeSink(FConsoleCommandDelegate::CreateStatic(&SetSustainedPerformanceMode));
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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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JNI_METHOD 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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extern AAssetManager * AndroidThunkCpp_GetAssetManager();
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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
|
|
FCommandLine::Set(TEXT(""));
|
|
|
|
AAssetManager* AssetMgr = AndroidThunkCpp_GetAssetManager();
|
|
AAsset* asset = AAssetManager_open(AssetMgr, TCHAR_TO_UTF8(TEXT("UE4CommandLine.txt")), AASSET_MODE_BUFFER);
|
|
if (nullptr != asset)
|
|
{
|
|
const void* FileContents = AAsset_getBuffer(asset);
|
|
int32 FileLength = AAsset_getLength(asset);
|
|
|
|
char CommandLine[CMD_LINE_MAX];
|
|
FileLength = (FileLength < CMD_LINE_MAX - 1) ? FileLength : CMD_LINE_MAX - 1;
|
|
memcpy(CommandLine, FileContents, FileLength);
|
|
CommandLine[FileLength] = '\0';
|
|
|
|
AAsset_close(asset);
|
|
|
|
// chop off trailing spaces
|
|
while (*CommandLine && isspace(CommandLine[strlen(CommandLine) - 1]))
|
|
{
|
|
CommandLine[strlen(CommandLine) - 1] = 0;
|
|
}
|
|
|
|
FCommandLine::Append(UTF8_TO_TCHAR(CommandLine));
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("APK Commandline: %s"), FCommandLine::Get());
|
|
}
|
|
|
|
// read in the command line text file from the sdcard if it exists
|
|
FString CommandLineFilePath = GFilePathBase + FString("/UE4Game/") + (!FApp::IsProjectNameEmpty() ? FApp::GetProjectName() : FPlatformProcess::ExecutableName()) + FString("/UE4CommandLine.txt");
|
|
FILE* CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
|
|
if(CommandLineFile == NULL)
|
|
{
|
|
// if that failed, try the lowercase version
|
|
CommandLineFilePath = CommandLineFilePath.Replace(TEXT("UE4CommandLine.txt"), TEXT("ue4commandline.txt"));
|
|
CommandLineFile = fopen(TCHAR_TO_UTF8(*CommandLineFilePath), "r");
|
|
}
|
|
|
|
if(CommandLineFile)
|
|
{
|
|
char CommandLine[CMD_LINE_MAX];
|
|
fgets(CommandLine, ARRAY_COUNT(CommandLine) - 1, CommandLineFile);
|
|
|
|
fclose(CommandLineFile);
|
|
|
|
// chop off trailing spaces
|
|
while (*CommandLine && isspace(CommandLine[strlen(CommandLine) - 1]))
|
|
{
|
|
CommandLine[strlen(CommandLine) - 1] = 0;
|
|
}
|
|
|
|
// initialize the command line to an empty string
|
|
FCommandLine::Set(TEXT(""));
|
|
|
|
FCommandLine::Append(UTF8_TO_TCHAR(CommandLine));
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Override Commandline: %s"), FCommandLine::Get());
|
|
}
|
|
}
|
|
|
|
extern void AndroidThunkCpp_DismissSplashScreen();
|
|
|
|
//Main function called from the android entry point
|
|
int32 AndroidMain(struct android_app* state)
|
|
{
|
|
FPlatformMisc::LowLevelOutputDebugString(L"Entered AndroidMain()");
|
|
|
|
// Force the first call to GetJavaEnv() to happen on the game thread, allowing subsequent calls to occur on any thread
|
|
FAndroidApplication::GetJavaEnv();
|
|
|
|
// Set window format to 8888
|
|
ANativeActivity_setWindowFormat(state->activity, WINDOW_FORMAT_RGBA_8888);
|
|
|
|
// adjust the file descriptor limits to allow as many open files as possible
|
|
rlimit cur_fd_limit;
|
|
{
|
|
int result = getrlimit(RLIMIT_NOFILE, & cur_fd_limit);
|
|
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Current fd limits: soft = %lld, hard = %lld"), result, cur_fd_limit.rlim_cur, cur_fd_limit.rlim_max);
|
|
}
|
|
{
|
|
rlimit new_limit = cur_fd_limit;
|
|
new_limit.rlim_cur = cur_fd_limit.rlim_max;
|
|
new_limit.rlim_max = cur_fd_limit.rlim_max;
|
|
int result = setrlimit(RLIMIT_NOFILE, &new_limit);
|
|
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Setting fd limits: soft = %lld, hard = %lld"), result, new_limit.rlim_cur, new_limit.rlim_max);
|
|
}
|
|
{
|
|
int result = getrlimit(RLIMIT_NOFILE, & cur_fd_limit);
|
|
//FPlatformMisc::LowLevelOutputDebugStringf(TEXT("(%d) Current fd limits: soft = %lld, hard = %lld"), result, cur_fd_limit.rlim_cur, cur_fd_limit.rlim_max);
|
|
}
|
|
|
|
// setup joystick support
|
|
// r19 is the first NDK to include AMotionEvent_getAxisValue in the headers
|
|
// However, it has existed in the so since Honeycomb, query for the symbol
|
|
// to determine whether to try controller support
|
|
{
|
|
void* Lib = dlopen("libandroid.so",0);
|
|
if (Lib != NULL)
|
|
{
|
|
GetAxes = (GetAxesType)dlsym(Lib, "AMotionEvent_getAxisValue");
|
|
}
|
|
|
|
if (GetAxes != NULL)
|
|
{
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Controller interface supported\n"));
|
|
}
|
|
else
|
|
{
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Controller interface UNsupported\n"));
|
|
}
|
|
}
|
|
|
|
// setup key filtering
|
|
static const uint32 MAX_KEY_MAPPINGS(256);
|
|
uint32 KeyCodes[MAX_KEY_MAPPINGS];
|
|
uint32 NumKeyCodes = FPlatformInput::GetKeyMap(KeyCodes, nullptr, MAX_KEY_MAPPINGS);
|
|
|
|
for (int i = 0; i < NumKeyCodes; ++i)
|
|
{
|
|
MappedKeyCodes.Add(KeyCodes[i]);
|
|
}
|
|
|
|
const int ValidGamepadKeyCodeCount = sizeof(ValidGamepadKeyCodesList)/sizeof(uint32);
|
|
for (int i = 0; i < ValidGamepadKeyCodeCount; ++i)
|
|
{
|
|
ValidGamepadKeyCodes.Add(ValidGamepadKeyCodesList[i]);
|
|
}
|
|
|
|
// wait for java activity onCreate to finish
|
|
while (!GResumeMainInit)
|
|
{
|
|
FPlatformProcess::Sleep(0.01f);
|
|
FPlatformMisc::MemoryBarrier();
|
|
}
|
|
|
|
// read the command line file
|
|
InitCommandLine();
|
|
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Final commandline: %s\n"), FCommandLine::Get());
|
|
|
|
EventHandlerEvent = FPlatformProcess::GetSynchEventFromPool(false);
|
|
FPlatformMisc::LowLevelOutputDebugString(L"Created sync event");
|
|
FAppEventManager::GetInstance()->SetEventHandlerEvent(EventHandlerEvent);
|
|
|
|
// ready for onCreate to complete
|
|
GEventHandlerInitialized = true;
|
|
|
|
// Initialize file system access (i.e. mount OBBs, etc.).
|
|
// We need to do this really early for Android so that files in the
|
|
// OBBs and APK are found.
|
|
IPlatformFile::GetPlatformPhysical().Initialize(nullptr, FCommandLine::Get());
|
|
|
|
// initialize the engine
|
|
int32 PreInitResult = GEngineLoop.PreInit(0, NULL, FCommandLine::Get());
|
|
|
|
if (PreInitResult != 0)
|
|
{
|
|
checkf(false, TEXT("Engine Preinit Failed"));
|
|
return PreInitResult;
|
|
}
|
|
|
|
// initialize HMDs
|
|
InitHMDs();
|
|
|
|
UE_LOG(LogAndroid, Display, TEXT("Passed PreInit()"));
|
|
|
|
GLog->SetCurrentThreadAsMasterThread();
|
|
|
|
GEngineLoop.Init();
|
|
|
|
UE_LOG(LogAndroid, Log, TEXT("Passed GEngineLoop.Init()"));
|
|
|
|
AndroidThunkCpp_DismissSplashScreen();
|
|
|
|
FAppEventManager::GetInstance()->SetEmptyQueueHandlerEvent(FPlatformProcess::GetSynchEventFromPool(false));
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
if (FParse::Param(FCommandLine::Get(), TEXT("Messaging")))
|
|
{
|
|
// initialize messaging subsystem
|
|
FModuleManager::LoadModuleChecked<IMessagingModule>("Messaging");
|
|
TSharedPtr<ISessionService> SessionService = FModuleManager::LoadModuleChecked<ISessionServicesModule>("SessionServices").GetSessionService();
|
|
SessionService->Start();
|
|
|
|
// Initialize functional testing
|
|
FModuleManager::Get().LoadModule("FunctionalTesting");
|
|
}
|
|
#endif
|
|
|
|
// tick until done
|
|
while (!GIsRequestingExit)
|
|
{
|
|
FAndroidStats::UpdateAndroidStats();
|
|
|
|
FAppEventManager::GetInstance()->Tick();
|
|
if(!FAppEventManager::GetInstance()->IsGamePaused())
|
|
{
|
|
GEngineLoop.Tick();
|
|
}
|
|
else
|
|
{
|
|
// use less CPU when paused
|
|
FPlatformProcess::Sleep(0.10f);
|
|
}
|
|
|
|
#if !UE_BUILD_SHIPPING
|
|
// show console window on next game tick
|
|
if (GShowConsoleWindowNextTick)
|
|
{
|
|
GShowConsoleWindowNextTick = false;
|
|
AndroidThunkCpp_ShowConsoleWindow();
|
|
}
|
|
#endif
|
|
}
|
|
FAppEventManager::GetInstance()->TriggerEmptyQueue();
|
|
|
|
UE_LOG(LogAndroid, Log, TEXT("Exiting"));
|
|
|
|
// exit out!
|
|
GEngineLoop.Exit();
|
|
|
|
UE_LOG(LogAndroid, Log, TEXT("Exiting is over"));
|
|
|
|
FPlatformMisc::RequestExit(1);
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
static void* AndroidEventThreadWorker( void* param )
|
|
{
|
|
struct android_app* state = (struct android_app*)param;
|
|
|
|
FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());
|
|
|
|
FPlatformMisc::LowLevelOutputDebugString(L"Entering event processing thread engine entry point");
|
|
|
|
ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
|
|
ALooper_addFd(looper, state->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL,
|
|
&state->cmdPollSource);
|
|
state->looper = looper;
|
|
|
|
FPlatformMisc::LowLevelOutputDebugString(L"Prepared looper for event thread");
|
|
|
|
//Assign the callbacks
|
|
state->onAppCmd = OnAppCommandCB;
|
|
state->onInputEvent = HandleInputCB;
|
|
|
|
FPlatformMisc::LowLevelOutputDebugString(L"Passed callback initialization");
|
|
FPlatformMisc::LowLevelOutputDebugString(L"Passed sensor initialization");
|
|
|
|
//continue to process events until the engine is shutting down
|
|
while (!GIsRequestingExit)
|
|
{
|
|
// FPlatformMisc::LowLevelOutputDebugString(L"AndroidEventThreadWorker");
|
|
|
|
AndroidProcessEvents(state);
|
|
|
|
sleep(EventRefreshRate); // this is really 0 since it takes int seconds.
|
|
}
|
|
|
|
UE_LOG(LogAndroid, Log, TEXT("Exiting"));
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//Called from the separate event processing thread
|
|
static void AndroidProcessEvents(struct android_app* state)
|
|
{
|
|
int ident;
|
|
int fdesc;
|
|
int events;
|
|
struct android_poll_source* source;
|
|
|
|
while((ident = ALooper_pollAll(-1, &fdesc, &events, (void**)&source)) >= 0)
|
|
{
|
|
// process this event
|
|
if (source)
|
|
{
|
|
source->process(state, source);
|
|
}
|
|
}
|
|
}
|
|
|
|
pthread_t G_AndroidEventThread;
|
|
|
|
struct android_app* GNativeAndroidApp = NULL;
|
|
|
|
void android_main(struct android_app* state)
|
|
{
|
|
FPlatformMisc::LowLevelOutputDebugString(L"Entering native app glue main function");
|
|
|
|
GNativeAndroidApp = state;
|
|
check(GNativeAndroidApp);
|
|
|
|
pthread_attr_t otherAttr;
|
|
pthread_attr_init(&otherAttr);
|
|
pthread_attr_setdetachstate(&otherAttr, PTHREAD_CREATE_DETACHED);
|
|
pthread_create(&G_AndroidEventThread, &otherAttr, AndroidEventThreadWorker, state);
|
|
|
|
FPlatformMisc::LowLevelOutputDebugString(L"Created event thread");
|
|
|
|
// Make sure glue isn't stripped. (not needed in ndk-15)
|
|
#if PLATFORM_ANDROID_NDK_VERSION < 150000
|
|
app_dummy();
|
|
#endif
|
|
|
|
//@todo android: replace with native activity, main loop off of UI thread, etc.
|
|
AndroidMain(state);
|
|
}
|
|
|
|
extern bool GAndroidGPUInfoReady;
|
|
|
|
//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);
|
|
|
|
return 1;
|
|
}
|
|
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*)FAndroidWindow::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 (AndroidThunkCpp_IsVirtuaKeyboardShown() && (type == TouchBegan || type == TouchMoved))
|
|
{
|
|
int pointerId = AMotionEvent_getPointerId(event, actionPointer);
|
|
int32 x = AMotionEvent_getX(event, actionPointer);
|
|
int32 y = AMotionEvent_getY(event, actionPointer);
|
|
|
|
//ignore key down events when the native input was clicked or when the keyboard animation is playing
|
|
if (AndroidThunkCpp_VirtualInputIgnoreClick(x, y))
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
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 0;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
static bool bShouldRestartFromInterrupt = false;
|
|
static bool IsStartupMoviePlaying()
|
|
{
|
|
return GEngine && GEngine->IsInitialized() && GetMoviePlayer() && GetMoviePlayer()->IsStartupMoviePlaying();
|
|
}
|
|
|
|
//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()->HandleWindowClosed();
|
|
|
|
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);
|
|
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);
|
|
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;
|
|
/* receive this event from Java instead to work around NDK bug with AConfiguration_getOrientation in Oreo
|
|
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);
|
|
|
|
/*
|
|
* On the initial loading the restart method must be called immediately
|
|
* in order to restart the app if the startup movie was playing
|
|
*/
|
|
if (bShouldRestartFromInterrupt)
|
|
{
|
|
AndroidThunkCpp_RestartApplication();
|
|
}
|
|
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);
|
|
|
|
/*
|
|
* On the initial loading the pause method must be called immediately
|
|
* in order to stop the startup movie's sound
|
|
*/
|
|
if (IsStartupMoviePlaying())
|
|
{
|
|
bShouldRestartFromInterrupt = true;
|
|
GetMoviePlayer()->ForceCompletion();
|
|
}
|
|
|
|
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());
|
|
}
|
|
|
|
//Native-defined functions
|
|
|
|
JNI_METHOD jint Java_com_epicgames_ue4_GameActivity_nativeGetCPUFamily(JNIEnv* jenv, jobject thiz)
|
|
{
|
|
return (jint)android_getCpuFamily();
|
|
}
|
|
|
|
JNI_METHOD jboolean Java_com_epicgames_ue4_GameActivity_nativeSupportsNEON(JNIEnv* jenv, jobject thiz)
|
|
{
|
|
AndroidCpuFamily Family = android_getCpuFamily();
|
|
|
|
if (Family == ANDROID_CPU_FAMILY_ARM64)
|
|
{
|
|
return JNI_TRUE;
|
|
}
|
|
if (Family == ANDROID_CPU_FAMILY_ARM)
|
|
{
|
|
return ((android_getCpuFeatures() & ANDROID_CPU_ARM_FEATURE_NEON) != 0) ? JNI_TRUE : JNI_FALSE;
|
|
}
|
|
return JNI_FALSE;
|
|
}
|
|
|
|
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeOnConfigurationChanged(boolean bPortrait);
|
|
JNI_METHOD void Java_com_epicgames_ue4_GameActivity_nativeOnConfigurationChanged(JNIEnv* jenv, jobject thiz, jboolean bPortrait)
|
|
{
|
|
bool bChangedToPortrait = bPortrait == JNI_TRUE;
|
|
|
|
// enqueue a window changed event if orientation changed
|
|
if (FAndroidWindow::OnWindowOrientationChanged(bChangedToPortrait))
|
|
{
|
|
FAppEventManager::GetInstance()->EnqueueAppEvent(APP_EVENT_STATE_WINDOW_CHANGED, nullptr);
|
|
|
|
if (EventHandlerEvent)
|
|
{
|
|
EventHandlerEvent->Trigger();
|
|
}
|
|
}
|
|
}
|
|
|
|
//This function is declared in the Java-defined class, GameActivity.java: "public native void nativeConsoleCommand(String commandString);"
|
|
JNI_METHOD 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
|
|
JNI_METHOD void Java_com_epicgames_ue4_GameActivity_nativeInitHMDs(JNIEnv* jenv, jobject thiz)
|
|
{
|
|
for (auto HMDModuleIt = GHMDImplementations.CreateIterator(); HMDModuleIt; ++HMDModuleIt)
|
|
{
|
|
(*HMDModuleIt)->PreInit();
|
|
}
|
|
|
|
GHMDsInitialized = true;
|
|
}
|
|
|
|
JNI_METHOD 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);
|
|
}
|