Convert the Android source code to the directory structure of a Gradle-based Android Studio project.

This commit is contained in:
Eder Bastos
2015-05-02 21:49:17 -04:00
parent 4b00ccbe4e
commit c80225ea4d
275 changed files with 399 additions and 377 deletions
+1
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/build
+67
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apply plugin: 'com.android.application'
android {
compileSdkVersion 21
buildToolsVersion "20.0.0"
task nativeLibsToJar(type: Zip, description: 'create a jar archive of the native libs') {
destinationDir file("$buildDir/native-libs")
baseName 'native-libs'
extension 'jar'
from fileTree(dir: 'libs', include: '**/*.so')
into 'lib/'
}
tasks.withType(JavaCompile) {
compileTask -> compileTask.dependsOn(nativeLibsToJar)
}
lintOptions {
// This is important as it will run lint but not abort on error
// Lint has some overly obnoxious "errors" that should really be warnings
abortOnError false
}
defaultConfig {
applicationId "org.dolphinemu.dolphinemu"
minSdkVersion 18
targetSdkVersion 21
versionCode 13
versionName "0.13"
}
signingConfigs {
release {
if (project.hasProperty('keystore')) {
storeFile file(project.property('keystore'))
storePassword project.property('storepass')
keyAlias project.property('keyalias')
keyPassword project.property('keypass')
}
}
}
buildTypes {
// Signed by release key, allowing for upload to Play Store.
release {
signingConfig signingConfigs.release
}
// Signed by debug key disallowing distribution on Play Store.
// Attaches 'debug' suffix to version and package name, allowing installation alongside the release build.
debug {
applicationIdSuffix ".debug"
versionNameSuffix '-debug'
jniDebuggable true
}
}
}
dependencies {
compile fileTree(dir: 'libs', include: ['*.jar'])
compile fileTree(dir: "$buildDir/native-libs", include: 'native-libs.jar')
compile 'com.android.support:support-v4:22.0.0'
compile 'com.android.support:support-v13:22.0.0'
}
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# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in /home/sigma/apps/android-sdk/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
@@ -0,0 +1,13 @@
package org.dolphinemu.dolphinemu;
import android.app.Application;
import android.test.ApplicationTestCase;
/**
* <a href="http://d.android.com/tools/testing/testing_android.html">Testing Fundamentals</a>
*/
public class ApplicationTest extends ApplicationTestCase<Application> {
public ApplicationTest() {
super(Application.class);
}
}
@@ -0,0 +1,50 @@
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.dolphinemu.dolphinemu">
<uses-feature android:glEsVersion="0x00030000" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.INTERNET" />
<application
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:allowBackup="true"
android:supportsRtl="true">
<activity
android:name="org.dolphinemu.dolphinemu.gamelist.GameListActivity"
android:label="@string/app_name"
android:theme="@android:style/Theme.Holo.Light" >
<!-- This intentfilter marks this Activity as the one that gets launched from Home screen. -->
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity
android:name="org.dolphinemu.dolphinemu.about.AboutActivity"
android:theme="@android:style/Theme.Holo.Light" />
<activity
android:name="org.dolphinemu.dolphinemu.emulation.EmulationActivity"
android:screenOrientation="landscape" />
<activity
android:name="org.dolphinemu.dolphinemu.settings.input.overlayconfig.OverlayConfigActivity"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"/>
<activity
android:name="org.dolphinemu.dolphinemu.settings.PrefsActivity"
android:label="@string/settings"
android:theme="@android:style/Theme.Holo.Light" />
<service android:name=".AssetCopyService"/>
</application>
</manifest>
@@ -0,0 +1,115 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu;
import android.app.IntentService;
import android.content.Intent;
import android.os.Environment;
import android.util.Log;
import org.dolphinemu.dolphinemu.settings.UserPreferences;
import java.io.File;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
/**
* A service that spawns its own thread in order to copy several binary and shader files
* from the Dolphin APK to the external file system.
*/
public final class AssetCopyService extends IntentService
{
private static final String TAG = "DolphinEmulator";
public AssetCopyService()
{
// Superclass constructor is called to name the thread on which this service executes.
super("AssetCopyService");
}
@Override
protected void onHandleIntent(Intent intent)
{
String BaseDir = NativeLibrary.GetUserDirectory();
String ConfigDir = BaseDir + File.separator + "Config";
String GCDir = BaseDir + File.separator + "GC";
// Copy assets if needed
File file = new File(GCDir + File.separator + "font_sjis.bin");
if(!file.exists())
{
NativeLibrary.CreateUserFolders();
copyAsset("dsp_coef.bin", GCDir + File.separator + "dsp_coef.bin");
copyAsset("dsp_rom.bin", GCDir + File.separator + "dsp_rom.bin");
copyAsset("font_ansi.bin", GCDir + File.separator + "font_ansi.bin");
copyAsset("font_sjis.bin", GCDir + File.separator + "font_sjis.bin");
copyAssetFolder("Shaders", BaseDir + File.separator + "Shaders");
}
else
{
Log.v(TAG, "Skipping asset copy operation.");
}
// Always copy over the GCPad config in case of change or corruption.
// Not a user configurable file.
copyAsset("GCPadNew.ini", ConfigDir + File.separator + "GCPadNew.ini");
// Load the configuration keys set in the Dolphin ini and gfx ini files
// into the application's shared preferences.
UserPreferences.LoadIniToPrefs(this);
}
private void copyAsset(String asset, String output)
{
Log.v(TAG, "Copying " + asset + " to " + output);
InputStream in = null;
OutputStream out = null;
try
{
in = getAssets().open(asset);
out = new FileOutputStream(output);
copyFile(in, out);
in.close();
out.close();
}
catch (IOException e)
{
Log.e(TAG, "Failed to copy asset file: " + asset, e);
}
}
private void copyAssetFolder(String assetFolder, String outputFolder)
{
Log.v(TAG, "Copying " + assetFolder + " to " + outputFolder);
try
{
for (String file : getAssets().list(assetFolder))
{
copyAsset(assetFolder + File.separator + file, outputFolder + File.separator + file);
}
}
catch (IOException e)
{
Log.e(TAG, "Failed to copy asset folder: " + assetFolder, e);
}
}
private void copyFile(InputStream in, OutputStream out) throws IOException
{
byte[] buffer = new byte[1024];
int read;
while ((read = in.read(buffer)) != -1)
{
out.write(buffer, 0, read);
}
}
}
@@ -0,0 +1,213 @@
/*
* Copyright 2013 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu;
import android.util.Log;
import android.view.Surface;
/**
* Class which contains methods that interact
* with the native side of the Dolphin code.
*/
public final class NativeLibrary
{
/**
* Button type for use in onTouchEvent
*/
public static final class ButtonType
{
public static final int BUTTON_A = 0;
public static final int BUTTON_B = 1;
public static final int BUTTON_START = 2;
public static final int BUTTON_X = 3;
public static final int BUTTON_Y = 4;
public static final int BUTTON_Z = 5;
public static final int BUTTON_UP = 6;
public static final int BUTTON_DOWN = 7;
public static final int BUTTON_LEFT = 8;
public static final int BUTTON_RIGHT = 9;
public static final int STICK_MAIN = 10;
public static final int STICK_MAIN_UP = 11;
public static final int STICK_MAIN_DOWN = 12;
public static final int STICK_MAIN_LEFT = 13;
public static final int STICK_MAIN_RIGHT = 14;
public static final int STICK_C = 15;
public static final int STICK_C_UP = 16;
public static final int STICK_C_DOWN = 17;
public static final int STICK_C_LEFT = 18;
public static final int STICK_C_RIGHT = 19;
public static final int TRIGGER_L = 20;
public static final int TRIGGER_R = 21;
}
/**
* Button states
*/
public static final class ButtonState
{
public static final int RELEASED = 0;
public static final int PRESSED = 1;
}
private NativeLibrary()
{
// Disallows instantiation.
}
/**
* Default touchscreen device
*/
public static final String TouchScreenDevice = "Touchscreen";
/**
* Handles button press events for a gamepad.
*
* @param Device The input descriptor of the gamepad.
* @param Button Key code identifying which button was pressed.
* @param Action Mask identifying which action is happing (button pressed down, or button released).
*
* @return If we handled the button press.
*/
public static native boolean onGamePadEvent(String Device, int Button, int Action);
/**
* Handles gamepad movement events.
*
* @param Device The device ID of the gamepad.
* @param Axis The axis ID
* @param Value The value of the axis represented by the given ID.
*/
public static native void onGamePadMoveEvent(String Device, int Axis, float Value);
/**
* Gets a value from a key in the given ini-based config file.
*
* @param configFile The ini-based config file to get the value from.
* @param Section The section key that the actual key is in.
* @param Key The key to get the value from.
* @param Default The value to return in the event the given key doesn't exist.
*
* @return the value stored at the key, or a default value if it doesn't exist.
*/
public static native String GetConfig(String configFile, String Section, String Key, String Default);
/**
* Sets a value to a key in the given ini config file.
*
* @param configFile The ini-based config file to add the value to.
* @param Section The section key for the ini key
* @param Key The actual ini key to set.
* @param Value The string to set the ini key to.
*/
public static native void SetConfig(String configFile, String Section, String Key, String Value);
/**
* Sets the filename to be run during emulation.
*
* @param filename The filename to be run during emulation.
*/
public static native void SetFilename(String filename);
/**
* Gets the embedded banner within the given ISO/ROM.
*
* @param filename the file path to the ISO/ROM.
*
* @return an integer array containing the color data for the banner.
*/
public static native int[] GetBanner(String filename);
/**
* Gets the embedded title of the given ISO/ROM.
*
* @param filename The file path to the ISO/ROM.
*
* @return the embedded title of the ISO/ROM.
*/
public static native String GetTitle(String filename);
/**
* Gets the Dolphin version string.
*
* @return the Dolphin version string.
*/
public static native String GetVersionString();
/**
* Returns if the phone supports NEON or not
*
* @return true if it supports NEON, false otherwise.
*/
public static native boolean SupportsNEON();
/**
* Saves a screen capture of the game
*
*/
public static native void SaveScreenShot();
/**
* Saves a game state to the slot number.
*
* @param slot The slot location to save state to.
*/
public static native void SaveState(int slot);
/**
* Loads a game state from the slot number.
*
* @param slot The slot location to load state from.
*/
public static native void LoadState(int slot);
/**
* Creates the initial folder structure in /sdcard/dolphin-emu/
*/
public static native void CreateUserFolders();
/**
* Sets the current working user directory
* If not set, it auto-detects a location
*/
public static native void SetUserDirectory(String directory);
/**
* Returns the current working user directory
*/
public static native String GetUserDirectory();
/**
* Begins emulation.
*
* @param surf The surface to render to.
*/
public static native void Run(Surface surf);
/** Unpauses emulation from a paused state. */
public static native void UnPauseEmulation();
/** Pauses emulation. */
public static native void PauseEmulation();
/** Stops emulation. */
public static native void StopEmulation();
/** Native EGL functions not exposed by Java bindings **/
public static native void eglBindAPI(int api);
static
{
try
{
System.loadLibrary("main");
}
catch (UnsatisfiedLinkError ex)
{
Log.e("NativeLibrary", ex.toString());
}
}
}
@@ -0,0 +1,122 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.about;
import org.dolphinemu.dolphinemu.R;
import org.dolphinemu.dolphinemu.utils.EGLHelper;
import android.app.Activity;
import android.app.Fragment;
import android.app.FragmentManager;
import android.os.Bundle;
import android.support.v13.app.FragmentPagerAdapter;
import android.support.v4.view.ViewPager;
/**
* Activity for the about menu, which displays info
* related to the CPU and GPU. Along with misc other info.
*/
public final class AboutActivity extends Activity
{
private final EGLHelper eglHelper = new EGLHelper(EGLHelper.EGL_OPENGL_ES2_BIT);
@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
// Set the view pager
setContentView(R.layout.viewpager);
// Initialize the viewpager.
final ViewPager viewPager = (ViewPager) findViewById(R.id.pager);
viewPager.setAdapter(new ViewPagerAdapter(getFragmentManager()));
}
@Override
public void onDestroy()
{
super.onDestroy();
eglHelper.closeHelper();
}
/**
* {@link FragmentPagerAdapter} subclass responsible for handling
* the individual {@link Fragment}s within the {@link ViewPager}.
*/
private final class ViewPagerAdapter extends FragmentPagerAdapter
{
private final String[] pageTitles = {
getString(R.string.general),
getString(R.string.cpu),
getString(R.string.gles_two),
getString(R.string.gles_three),
getString(R.string.desktop_gl),
};
public ViewPagerAdapter(FragmentManager fm)
{
super(fm);
}
@Override
public Fragment getItem(int position)
{
if (position == 0)
{
return new DolphinInfoFragment();
}
else if (position == 1)
{
return new CPUInfoFragment(); // CPU
}
else if (position == 2) // GLES 2
{
return new GLES2InfoFragment();
}
else if (position == 3) // GLES 3 or OpenGL (depending on circumstances)
{
if (eglHelper.supportsGLES3())
return new GLES3InfoFragment();
else
return new GLInfoFragment(); // GLES3 not supported, but OpenGL is.
}
else if (position == 4) // OpenGL fragment
{
return new GLInfoFragment();
}
// This should never happen.
return null;
}
@Override
public int getCount()
{
if (eglHelper.supportsGLES3() && eglHelper.supportsOpenGL())
{
return 5;
}
else if (!eglHelper.supportsGLES3() && !eglHelper.supportsOpenGL())
{
return 3;
}
else // Either regular OpenGL or GLES3 isn't supported
{
return 4;
}
}
@Override
public CharSequence getPageTitle(int position)
{
return pageTitles[position];
}
}
}
@@ -0,0 +1,48 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.about;
/**
* Represents an item within an info fragment in the About menu.
*/
final class AboutFragmentItem
{
private final String title;
private final String subtitle;
/**
* Constructor
*
* @param title The title of this item.
* @param subtitle The subtitle for this item.
*/
public AboutFragmentItem(String title, String subtitle)
{
this.title = title;
this.subtitle = subtitle;
}
/**
* Gets the title of this item.
*
* @return the title of this item.
*/
public String getTitle()
{
return title;
}
/**
* Gets the subtitle of this item.
*
* @return the subtitle of this item.
*/
public String getSubTitle()
{
return subtitle;
}
}
@@ -0,0 +1,67 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.about;
import java.util.List;
import org.dolphinemu.dolphinemu.R;
import android.content.Context;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.ArrayAdapter;
import android.widget.TextView;
/**
* {@link ArrayAdapter} subclass specifically for the
* information fragments within the about menu.
*/
final class AboutInfoFragmentAdapter extends ArrayAdapter<AboutFragmentItem>
{
private final int id;
private final List<AboutFragmentItem> items;
public AboutInfoFragmentAdapter(Context ctx, int id, List<AboutFragmentItem> items)
{
super(ctx, id, items);
this.id = id;
this.items = items;
}
@Override
public AboutFragmentItem getItem(int index)
{
return items.get(index);
}
@Override
public View getView(int position, View convertView, ViewGroup parent)
{
if (convertView == null)
{
LayoutInflater vi = LayoutInflater.from(getContext());
convertView = vi.inflate(id, parent, false);
}
final AboutFragmentItem item = items.get(position);
if (item != null)
{
TextView title = (TextView) convertView.findViewById(R.id.AboutItemTitle);
TextView subtitle = (TextView) convertView.findViewById(R.id.AboutItemSubTitle);
if (title != null)
title.setText(item.getTitle());
if (subtitle != null)
subtitle.setText(item.getSubTitle());
}
return convertView;
}
}
@@ -0,0 +1,52 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.about;
import java.util.ArrayList;
import java.util.List;
import org.dolphinemu.dolphinemu.R;
import org.dolphinemu.dolphinemu.utils.CPUHelper;
import android.app.ListFragment;
import android.os.Build;
import android.os.Bundle;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.ListView;
/**
* {@link ListFragment class that is responsible
* for displaying information related to the CPU.
*/
public final class CPUInfoFragment extends ListFragment
{
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState)
{
ListView rootView = (ListView) inflater.inflate(R.layout.gamelist_listview, container, false);
List<AboutFragmentItem> items = new ArrayList<AboutFragmentItem>();
CPUHelper cpuHelper = new CPUHelper(getActivity());
items.add(new AboutFragmentItem(getString(R.string.cpu_info), cpuHelper.getProcessorInfo()));
items.add(new AboutFragmentItem(getString(R.string.cpu_type), cpuHelper.getProcessorType()));
items.add(new AboutFragmentItem(getString(R.string.cpu_abi_one), Build.CPU_ABI));
items.add(new AboutFragmentItem(getString(R.string.cpu_abi_two), Build.CPU_ABI2));
items.add(new AboutFragmentItem(getString(R.string.num_cores), Integer.toString(cpuHelper.getNumCores())));
items.add(new AboutFragmentItem(getString(R.string.cpu_features), cpuHelper.getFeatures()));
items.add(new AboutFragmentItem(getString(R.string.cpu_hardware), Build.HARDWARE));
if (CPUHelper.isARM())
items.add(new AboutFragmentItem(getString(R.string.cpu_implementer), cpuHelper.getImplementer()));
AboutInfoFragmentAdapter adapter = new AboutInfoFragmentAdapter(getActivity(), R.layout.about_layout, items);
rootView.setAdapter(adapter);
return rootView;
}
}
@@ -0,0 +1,48 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.about;
import android.app.ListFragment;
import android.os.Bundle;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.ListView;
import java.util.ArrayList;
import java.util.List;
import org.dolphinemu.dolphinemu.NativeLibrary;
import org.dolphinemu.dolphinemu.R;
import org.dolphinemu.dolphinemu.utils.EGLHelper;
/**
* Represents the about screen.
*/
public final class DolphinInfoFragment extends ListFragment
{
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState)
{
ListView rootView = (ListView) inflater.inflate(R.layout.gamelist_listview, container, false);
EGLHelper eglHelper = new EGLHelper(EGLHelper.EGL_OPENGL_ES2_BIT);
final String yes = getString(R.string.yes);
final String no = getString(R.string.no);
List<AboutFragmentItem> Input = new ArrayList<AboutFragmentItem>();
Input.add(new AboutFragmentItem(getString(R.string.build_revision), NativeLibrary.GetVersionString()));
Input.add(new AboutFragmentItem(getString(R.string.supports_gles3), eglHelper.supportsGLES3() ? yes : no));
Input.add(new AboutFragmentItem(getString(R.string.supports_neon), NativeLibrary.SupportsNEON() ? yes : no));
AboutInfoFragmentAdapter adapter = new AboutInfoFragmentAdapter(getActivity(), R.layout.about_layout, Input);
rootView.setAdapter(adapter);
rootView.setEnabled(false); // Makes the list view non-clickable.
return rootView;
}
}
@@ -0,0 +1,82 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.about;
import android.app.ListFragment;
import android.opengl.GLES20;
import android.os.Bundle;
import android.util.Log;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.ListView;
import org.dolphinemu.dolphinemu.R;
import org.dolphinemu.dolphinemu.about.Limit.Type;
import org.dolphinemu.dolphinemu.utils.EGLHelper;
import java.util.ArrayList;
import java.util.List;
/**
* {@link ListFragment} responsible for displaying
* information relating to OpenGL ES 2.
*/
public final class GLES2InfoFragment extends ListFragment
{
private final Limit[] Limits = {
new Limit("Vendor", GLES20.GL_VENDOR, Type.STRING),
new Limit("Version", GLES20.GL_VERSION, Type.STRING),
new Limit("Renderer", GLES20.GL_RENDERER, Type.STRING),
new Limit("GLSL version", GLES20.GL_SHADING_LANGUAGE_VERSION, Type.STRING),
// GLES 2.0 Limits
new Limit("Aliased Point Size", GLES20.GL_ALIASED_POINT_SIZE_RANGE, Type.INTEGER_RANGE),
new Limit("Aliased Line Width ", GLES20.GL_ALIASED_LINE_WIDTH_RANGE, Type.INTEGER_RANGE),
new Limit("Max Texture Size", GLES20.GL_MAX_TEXTURE_SIZE, Type.INTEGER),
new Limit("Viewport Dimensions", GLES20.GL_MAX_VIEWPORT_DIMS, Type.INTEGER_RANGE),
new Limit("Subpixel Bits", GLES20.GL_SUBPIXEL_BITS, Type.INTEGER),
new Limit("Max Vertex Attributes", GLES20.GL_MAX_VERTEX_ATTRIBS, Type.INTEGER),
new Limit("Max Vertex Uniform Vectors", GLES20.GL_MAX_VERTEX_UNIFORM_VECTORS, Type.INTEGER),
new Limit("Max Varying Vectors", GLES20.GL_MAX_VARYING_VECTORS, Type.INTEGER),
new Limit("Max Combined Texture Units", GLES20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, Type.INTEGER),
new Limit("Max Vertex Texture Units", GLES20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, Type.INTEGER),
new Limit("Max Texture Units", GLES20.GL_MAX_TEXTURE_IMAGE_UNITS, Type.INTEGER),
new Limit("Max Fragment Uniform Vectors", GLES20.GL_MAX_FRAGMENT_UNIFORM_VECTORS, Type.INTEGER),
new Limit("Max Cubemap Texture Size", GLES20.GL_MAX_CUBE_MAP_TEXTURE_SIZE, Type.INTEGER),
new Limit("Shader Binary Formats", GLES20.GL_NUM_SHADER_BINARY_FORMATS, Type.INTEGER),
new Limit("Max Framebuffer Size", GLES20.GL_MAX_RENDERBUFFER_SIZE, Type.INTEGER),
};
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState)
{
final EGLHelper eglHelper = new EGLHelper(EGLHelper.EGL_OPENGL_ES2_BIT);
ListView rootView = (ListView) inflater.inflate(R.layout.gamelist_listview, container, false);
List<AboutFragmentItem> Input = new ArrayList<AboutFragmentItem>();
for (Limit limit : Limits)
{
Log.i("GLES2InfoFragment", "Getting enum " + limit.name);
Input.add(new AboutFragmentItem(limit.name, limit.GetValue(eglHelper)));
}
// Get extensions manually
String[] extensions = eglHelper.glGetString(GLES20.GL_EXTENSIONS).split(" ");
StringBuilder extensionsBuilder = new StringBuilder();
for (String extension : extensions)
{
extensionsBuilder.append(extension).append('\n');
}
Input.add(new AboutFragmentItem("OpenGL ES 2.0 Extensions", extensionsBuilder.toString()));
AboutInfoFragmentAdapter adapter = new AboutInfoFragmentAdapter(getActivity(), R.layout.about_layout, Input);
rootView.setAdapter(adapter);
return rootView;
}
}
@@ -0,0 +1,114 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.about;
import android.app.ListFragment;
import android.opengl.GLES30;
import android.os.Bundle;
import android.util.Log;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.ListView;
import org.dolphinemu.dolphinemu.R;
import org.dolphinemu.dolphinemu.about.Limit.Type;
import org.dolphinemu.dolphinemu.utils.EGLHelper;
import java.util.ArrayList;
import java.util.List;
/**
* {@link ListFragment} responsible for displaying
* information relating to OpenGL ES 3.
*/
public final class GLES3InfoFragment extends ListFragment
{
private final Limit[] Limits = {
new Limit("Vendor", GLES30.GL_VENDOR, Type.STRING),
new Limit("Version", GLES30.GL_VERSION, Type.STRING),
new Limit("Renderer", GLES30.GL_RENDERER, Type.STRING),
new Limit("GLSL version", GLES30.GL_SHADING_LANGUAGE_VERSION, Type.STRING),
// GLES 2.0 Limits
new Limit("Aliased Point Size", GLES30.GL_ALIASED_POINT_SIZE_RANGE, Type.INTEGER_RANGE),
new Limit("Aliased Line Width ", GLES30.GL_ALIASED_LINE_WIDTH_RANGE, Type.INTEGER_RANGE),
new Limit("Max Texture Size", GLES30.GL_MAX_TEXTURE_SIZE, Type.INTEGER),
new Limit("Viewport Dimensions", GLES30.GL_MAX_VIEWPORT_DIMS, Type.INTEGER_RANGE),
new Limit("Subpixel Bits", GLES30.GL_SUBPIXEL_BITS, Type.INTEGER),
new Limit("Max Vertex Attributes", GLES30.GL_MAX_VERTEX_ATTRIBS, Type.INTEGER),
new Limit("Max Vertex Uniform Vectors", GLES30.GL_MAX_VERTEX_UNIFORM_VECTORS, Type.INTEGER),
new Limit("Max Varying Vectors", GLES30.GL_MAX_VARYING_VECTORS, Type.INTEGER),
new Limit("Max Combined Texture Units", GLES30.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, Type.INTEGER),
new Limit("Max Vertex Texture Units", GLES30.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, Type.INTEGER),
new Limit("Max Texture Units", GLES30.GL_MAX_TEXTURE_IMAGE_UNITS, Type.INTEGER),
new Limit("Max Fragment Uniform Vectors", GLES30.GL_MAX_FRAGMENT_UNIFORM_VECTORS, Type.INTEGER),
new Limit("Max Cubemap Texture Size", GLES30.GL_MAX_CUBE_MAP_TEXTURE_SIZE, Type.INTEGER),
new Limit("Shader Binary Formats", GLES30.GL_NUM_SHADER_BINARY_FORMATS, Type.INTEGER),
new Limit("Max Framebuffer Size", GLES30.GL_MAX_RENDERBUFFER_SIZE, Type.INTEGER),
// GLES 3.0 limits
new Limit("Max 3D Texture size", GLES30.GL_MAX_3D_TEXTURE_SIZE, Type.INTEGER),
new Limit("Max Element Vertices", GLES30.GL_MAX_ELEMENTS_VERTICES, Type.INTEGER),
new Limit("Max Element Indices", GLES30.GL_MAX_ELEMENTS_INDICES, Type.INTEGER),
new Limit("Max Draw Buffers", GLES30.GL_MAX_DRAW_BUFFERS, Type.INTEGER),
new Limit("Max Fragment Uniform Components", GLES30.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, Type.INTEGER),
new Limit("Max Vertex Uniform Components", GLES30.GL_MAX_VERTEX_UNIFORM_COMPONENTS, Type.INTEGER),
new Limit("Number of Extensions", GLES30.GL_NUM_EXTENSIONS, Type.INTEGER),
new Limit("Max Array Texture Layers", GLES30.GL_MAX_ARRAY_TEXTURE_LAYERS, Type.INTEGER),
new Limit("Min Program Texel Offset", GLES30.GL_MIN_PROGRAM_TEXEL_OFFSET, Type.INTEGER),
new Limit("Max Program Texel Offset", GLES30.GL_MAX_PROGRAM_TEXEL_OFFSET, Type.INTEGER),
new Limit("Max Varying Components", GLES30.GL_MAX_VARYING_COMPONENTS, Type.INTEGER),
new Limit("Max TF Varying Length", GLES30.GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, Type.INTEGER),
new Limit("Max TF Separate Components", GLES30.GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS, Type.INTEGER),
new Limit("Max TF Interleaved Components", GLES30.GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS, Type.INTEGER),
new Limit("Max TF Separate Attributes", GLES30.GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, Type.INTEGER),
new Limit("Max Color Attachments", GLES30.GL_MAX_COLOR_ATTACHMENTS, Type.INTEGER),
new Limit("Max Samples", GLES30.GL_MAX_SAMPLES, Type.INTEGER),
new Limit("Max Vertex UBOs", GLES30.GL_MAX_VERTEX_UNIFORM_BLOCKS, Type.INTEGER),
new Limit("Max Fragment UBOs", GLES30.GL_MAX_FRAGMENT_UNIFORM_BLOCKS, Type.INTEGER),
new Limit("Max Combined UBOs", GLES30.GL_MAX_COMBINED_UNIFORM_BLOCKS, Type.INTEGER),
new Limit("Max Uniform Buffer Bindings", GLES30.GL_MAX_UNIFORM_BUFFER_BINDINGS, Type.INTEGER),
new Limit("Max UBO Size", GLES30.GL_MAX_UNIFORM_BLOCK_SIZE, Type.INTEGER),
new Limit("Max Combined Vertex Uniform Components", GLES30.GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, Type.INTEGER),
new Limit("Max Combined Fragment Uniform Components", GLES30.GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, Type.INTEGER),
new Limit("UBO Alignment", GLES30.GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, Type.INTEGER),
new Limit("Max Vertex Output Components", GLES30.GL_MAX_VERTEX_OUTPUT_COMPONENTS, Type.INTEGER),
new Limit("Max Fragment Input Components", GLES30.GL_MAX_FRAGMENT_INPUT_COMPONENTS, Type.INTEGER),
new Limit("Max Server Wait Timeout", GLES30.GL_MAX_SERVER_WAIT_TIMEOUT, Type.INTEGER),
new Limit("Program Binary Formats", GLES30.GL_NUM_PROGRAM_BINARY_FORMATS, Type.INTEGER),
new Limit("Max Element Index", GLES30.GL_MAX_ELEMENT_INDEX, Type.INTEGER),
new Limit("Sample Counts", GLES30.GL_NUM_SAMPLE_COUNTS, Type.INTEGER),
};
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState)
{
final EGLHelper eglHelper = new EGLHelper(EGLHelper.EGL_OPENGL_ES3_BIT_KHR);
ListView rootView = (ListView) inflater.inflate(R.layout.gamelist_listview, container, false);
List<AboutFragmentItem> Input = new ArrayList<AboutFragmentItem>();
for (Limit limit : Limits)
{
Log.i("GLES3InfoFragment", "Getting enum " + limit.name);
Input.add(new AboutFragmentItem(limit.name, limit.GetValue(eglHelper)));
}
// Get extensions manually
int numExtensions = eglHelper.glGetInteger(GLES30.GL_NUM_EXTENSIONS);
StringBuilder extensionsBuilder = new StringBuilder();
for (int i = 0; i < numExtensions; i++)
{
extensionsBuilder.append(eglHelper.glGetStringi(GLES30.GL_EXTENSIONS, i)).append('\n');
}
Input.add(new AboutFragmentItem("OpenGL ES 3.0 Extensions", extensionsBuilder.toString()));
AboutInfoFragmentAdapter adapter = new AboutInfoFragmentAdapter(getActivity(), R.layout.about_layout, Input);
rootView.setAdapter(adapter);
return rootView;
}
}
@@ -0,0 +1,69 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.about;
import android.app.ListFragment;
import android.opengl.GLES20;
import android.opengl.GLES30;
import android.os.Bundle;
import android.util.Log;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup;
import android.widget.ListView;
import org.dolphinemu.dolphinemu.R;
import org.dolphinemu.dolphinemu.about.Limit.Type;
import org.dolphinemu.dolphinemu.utils.EGLHelper;
import java.util.ArrayList;
import java.util.List;
import javax.microedition.khronos.opengles.GL10;
/**
* {@link ListFragment} responsible for displaying
* information relating to OpenGL.
*/
public final class GLInfoFragment extends ListFragment
{
private final Limit[] Limits = {
new Limit("Vendor", GL10.GL_VENDOR, Type.STRING),
new Limit("Version", GL10.GL_VERSION, Type.STRING),
new Limit("Renderer", GL10.GL_RENDERER, Type.STRING),
new Limit("GLSL version", GLES20.GL_SHADING_LANGUAGE_VERSION, Type.STRING),
};
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState)
{
final EGLHelper eglHelper = new EGLHelper(EGLHelper.EGL_OPENGL_BIT);
ListView rootView = (ListView) inflater.inflate(R.layout.gamelist_listview, container, false);
List<AboutFragmentItem> Input = new ArrayList<AboutFragmentItem>();
for (Limit limit : Limits)
{
Log.i("GLInfoFragment", "Getting enum " + limit.name);
Input.add(new AboutFragmentItem(limit.name, limit.GetValue(eglHelper)));
}
// Get extensions manually
int numExtensions = eglHelper.glGetInteger(GLES30.GL_NUM_EXTENSIONS);
StringBuilder extensionsBuilder = new StringBuilder();
for (int i = 0; i < numExtensions; i++)
{
extensionsBuilder.append(eglHelper.glGetStringi(GL10.GL_EXTENSIONS, i)).append('\n');
}
Input.add(new AboutFragmentItem("OpenGL Extensions", extensionsBuilder.toString()));
AboutInfoFragmentAdapter adapter = new AboutInfoFragmentAdapter(getActivity(), R.layout.about_layout, Input);
rootView.setAdapter(adapter);
return rootView;
}
}
@@ -0,0 +1,71 @@
/**
* Copyright 2014 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.about;
import org.dolphinemu.dolphinemu.utils.EGLHelper;
final class Limit
{
/**
* Possible types a Limit can be.
*/
enum Type
{
/** Generic string */
STRING,
/** Integer constant */
INTEGER,
/** Range of integers */
INTEGER_RANGE,
}
/** Name of this limit */
public final String name;
/** The GL constant that represents this limit.*/
public final int glEnum;
/** The {@link Type} of this limit. */
public final Type type;
/**
* Constructor
*
* @param name Name of the limit.
* @param glEnum The GL constant that represents this limit.
* @param type The {@link Type} of this limit.
*/
public Limit(String name, int glEnum, Type type)
{
this.name = name;
this.glEnum = glEnum;
this.type = type;
}
/**
* Retrieves the information represented by this limit.
*
* @param context {@link EGLHelper} context to retrieve the limit with.
*
* @return the information represented by this limit.
*/
public String GetValue(EGLHelper context)
{
if (type == Type.INTEGER)
{
return Integer.toString(context.glGetInteger(glEnum));
}
else if (type == Type.INTEGER_RANGE)
{
int[] data = new int[2];
context.getGL().glGetIntegerv(glEnum, data, 0);
return String.format("[%d, %d]", data[0], data[1]);
}
// If neither of the above type, assume it's a string.
return context.glGetString(glEnum);
}
}
@@ -0,0 +1,316 @@
/**
* Copyright 2013 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.emulation;
import android.app.Activity;
import android.app.AlertDialog;
import android.content.DialogInterface;
import android.content.Intent;
import android.content.SharedPreferences;
import android.graphics.Color;
import android.graphics.drawable.ColorDrawable;
import android.os.Bundle;
import android.preference.PreferenceManager;
import android.view.InputDevice;
import android.view.KeyEvent;
import android.view.Menu;
import android.view.MenuInflater;
import android.view.MenuItem;
import android.view.MotionEvent;
import android.view.View;
import android.view.Window;
import android.view.WindowManager.LayoutParams;
import org.dolphinemu.dolphinemu.NativeLibrary;
import org.dolphinemu.dolphinemu.R;
import org.dolphinemu.dolphinemu.settings.input.InputConfigFragment;
import java.util.List;
/**
* This is the activity where all of the emulation handling happens.
* This activity is responsible for displaying the SurfaceView that we render to.
*/
public final class EmulationActivity extends Activity
{
private boolean Running;
private boolean IsActionBarHidden = false;
private SharedPreferences sharedPrefs;
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
sharedPrefs = PreferenceManager.getDefaultSharedPreferences(this);
// Request window features for the emulation view.
getWindow().addFlags(LayoutParams.FLAG_KEEP_SCREEN_ON);
getWindow().addFlags(LayoutParams.FLAG_FULLSCREEN);
getWindow().requestFeature(Window.FEATURE_ACTION_BAR_OVERLAY);
// Set the transparency for the action bar.
ColorDrawable actionBarBackground = new ColorDrawable(Color.parseColor("#303030"));
actionBarBackground.setAlpha(175);
getActionBar().setBackgroundDrawable(actionBarBackground);
// Get the intent passed from the GameList when the game
// was selected. This is so the path of the game can be retrieved
// and set on the native side of the code so the emulator can actually
// load the game.
Intent gameToEmulate = getIntent();
NativeLibrary.SetFilename(gameToEmulate.getStringExtra("SelectedGame"));
Running = true;
// Set the emulation window.
setContentView(R.layout.emulation_view);
// If the input overlay was previously disabled, then don't show it.
if (!sharedPrefs.getBoolean("showInputOverlay", true))
{
findViewById(R.id.emulationControlOverlay).setVisibility(View.INVISIBLE);
}
// Hide the action bar by default so it doesn't get in the way.
getActionBar().hide();
IsActionBarHidden = true;
}
@Override
public void onStop()
{
super.onStop();
if (Running)
NativeLibrary.StopEmulation();
}
@Override
public void onPause()
{
super.onPause();
if (Running)
NativeLibrary.PauseEmulation();
}
@Override
public void onResume()
{
super.onResume();
if (Running)
NativeLibrary.UnPauseEmulation();
}
@Override
public void onDestroy()
{
super.onDestroy();
if (Running)
{
NativeLibrary.StopEmulation();
Running = false;
}
}
@Override
public void onBackPressed()
{
// The back button in the emulation
// window is the toggle for the action bar.
if (IsActionBarHidden)
{
IsActionBarHidden = false;
getActionBar().show();
}
else
{
IsActionBarHidden = true;
getActionBar().hide();
}
}
@Override
public boolean onCreateOptionsMenu(Menu menu)
{
MenuInflater inflater = getMenuInflater();
inflater.inflate(R.menu.emuwindow_overlay, menu);
return true;
}
@Override
public boolean onPrepareOptionsMenu(Menu menu)
{
// Determine which string the "Enable Input Overlay" menu item should have
// depending on its visibility at the time of preparing the options menu.
if (!sharedPrefs.getBoolean("showInputOverlay", true))
{
menu.findItem(R.id.enableInputOverlay).setTitle(R.string.enable_input_overlay);
}
else
{
menu.findItem(R.id.enableInputOverlay).setTitle(R.string.disable_input_overlay);
}
return true;
}
@Override
public boolean onMenuItemSelected(int itemId, MenuItem item)
{
switch(item.getItemId())
{
// Enable/Disable input overlay.
case R.id.enableInputOverlay:
{
View overlay = findViewById(R.id.emulationControlOverlay);
// Show the overlay
if (item.getTitle().equals(getString(R.string.enable_input_overlay)))
{
overlay.setVisibility(View.VISIBLE);
item.setTitle(R.string.disable_input_overlay);
sharedPrefs.edit().putBoolean("showInputOverlay", true).apply();
}
else // Hide the overlay
{
overlay.setVisibility(View.INVISIBLE);
item.setTitle(R.string.enable_input_overlay);
sharedPrefs.edit().putBoolean("showInputOverlay", false).apply();
}
return true;
}
// Screenshot capturing
case R.id.takeScreenshot:
NativeLibrary.SaveScreenShot();
return true;
// Save state slots
case R.id.saveSlot1:
NativeLibrary.SaveState(0);
return true;
case R.id.saveSlot2:
NativeLibrary.SaveState(1);
return true;
case R.id.saveSlot3:
NativeLibrary.SaveState(2);
return true;
case R.id.saveSlot4:
NativeLibrary.SaveState(3);
return true;
case R.id.saveSlot5:
NativeLibrary.SaveState(4);
return true;
// Load state slots
case R.id.loadSlot1:
NativeLibrary.LoadState(0);
return true;
case R.id.loadSlot2:
NativeLibrary.LoadState(1);
return true;
case R.id.loadSlot3:
NativeLibrary.LoadState(2);
return true;
case R.id.loadSlot4:
NativeLibrary.LoadState(3);
return true;
case R.id.loadSlot5:
NativeLibrary.LoadState(4);
return true;
case R.id.exitEmulation:
{
// Create a confirmation method for quitting the current emulation instance.
AlertDialog.Builder builder = new AlertDialog.Builder(this);
builder.setTitle(R.string.overlay_exit_emulation);
builder.setMessage(R.string.overlay_exit_emulation_confirm);
builder.setNegativeButton(R.string.no, null);
builder.setPositiveButton(R.string.yes, new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which)
{
onDestroy();
}
});
builder.show();
return true;
}
default:
return super.onMenuItemSelected(itemId, item);
}
}
// Gets button presses
@Override
public boolean dispatchKeyEvent(KeyEvent event)
{
int action = 0;
if (Running)
{
switch (event.getAction())
{
case KeyEvent.ACTION_DOWN:
// Handling the case where the back button is pressed.
if (event.getKeyCode() == KeyEvent.KEYCODE_BACK)
{
onBackPressed();
return true;
}
// Normal key events.
action = NativeLibrary.ButtonState.PRESSED;
break;
case KeyEvent.ACTION_UP:
action = NativeLibrary.ButtonState.RELEASED;
break;
default:
return false;
}
InputDevice input = event.getDevice();
boolean handled = NativeLibrary.onGamePadEvent(InputConfigFragment.getInputDesc(input), event.getKeyCode(), action);
return handled;
}
return false;
}
@Override
public boolean dispatchGenericMotionEvent(MotionEvent event)
{
if (((event.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) == 0) || !Running)
{
return super.dispatchGenericMotionEvent(event);
}
// Don't attempt to do anything if we are disconnecting a device.
if (event.getActionMasked() == MotionEvent.ACTION_CANCEL)
return true;
InputDevice input = event.getDevice();
List<InputDevice.MotionRange> motions = input.getMotionRanges();
for (InputDevice.MotionRange range : motions)
{
NativeLibrary.onGamePadMoveEvent(InputConfigFragment.getInputDesc(input), range.getAxis(), event.getAxisValue(range.getAxis()));
}
return true;
}
}
@@ -0,0 +1,74 @@
/**
* Copyright 2013 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.emulation;
import org.dolphinemu.dolphinemu.NativeLibrary;
import android.content.Context;
import android.util.AttributeSet;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
/**
* The {@link SurfaceView} that rendering is performed on.
*/
public final class NativeGLSurfaceView extends SurfaceView
{
private static Thread myRun;
private static boolean Running = false;
private static boolean Created = false;
/**
* Constructor.
*
* @param context The current {@link Context}.
* @param attribs An AttributeSet for retrieving data from XML files.
*/
public NativeGLSurfaceView(Context context, AttributeSet attribs)
{
super(context, attribs);
if (!Created)
{
myRun = new Thread()
{
@Override
public void run() {
NativeLibrary.Run(getHolder().getSurface());
Created = false;
Running = false;
}
};
getHolder().addCallback(new SurfaceHolder.Callback()
{
public void surfaceCreated(SurfaceHolder holder)
{
// TODO Auto-generated method stub
if (!Running)
{
myRun.start();
Running = true;
}
}
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height)
{
// TODO Auto-generated method stub
}
public void surfaceDestroyed(SurfaceHolder holder)
{
// TODO Auto-generated method stub
}
});
Created = true;
}
}
}
@@ -0,0 +1,288 @@
/**
* Copyright 2013 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.emulation.overlay;
import android.content.Context;
import android.content.SharedPreferences;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Rect;
import android.graphics.drawable.Drawable;
import android.preference.PreferenceManager;
import android.util.AttributeSet;
import android.util.DisplayMetrics;
import android.view.MotionEvent;
import android.view.SurfaceView;
import android.view.View;
import android.view.View.OnTouchListener;
import org.dolphinemu.dolphinemu.NativeLibrary;
import org.dolphinemu.dolphinemu.NativeLibrary.ButtonState;
import org.dolphinemu.dolphinemu.NativeLibrary.ButtonType;
import org.dolphinemu.dolphinemu.R;
import java.util.HashSet;
import java.util.Set;
/**
* Draws the interactive input overlay on top of the
* {@link NativeGLSurfaceView} that is rendering emulation.
*/
public final class InputOverlay extends SurfaceView implements OnTouchListener
{
private final Set<InputOverlayDrawableButton> overlayButtons = new HashSet<InputOverlayDrawableButton>();
private final Set<InputOverlayDrawableJoystick> overlayJoysticks = new HashSet<InputOverlayDrawableJoystick>();
/**
* Resizes a {@link Bitmap} by a given scale factor
*
* @param context The current {@link Context}
* @param bitmap The {@link Bitmap} to scale.
* @param scale The scale factor for the bitmap.
*
* @return The scaled {@link Bitmap}
*/
public static Bitmap resizeBitmap(Context context, Bitmap bitmap, float scale)
{
// Retrieve screen dimensions.
DisplayMetrics dm = context.getResources().getDisplayMetrics();
Bitmap bitmapResized = Bitmap.createScaledBitmap(bitmap,
(int)(dm.heightPixels * scale),
(int)(dm.heightPixels * scale),
true);
return bitmapResized;
}
/**
* Constructor
*
* @param context The current {@link Context}.
* @param attrs {@link AttributeSet} for parsing XML attributes.
*/
public InputOverlay(Context context, AttributeSet attrs)
{
super(context, attrs);
// Add all the overlay items to the HashSet.
overlayButtons.add(initializeOverlayButton(context, R.drawable.gcpad_a, ButtonType.BUTTON_A));
overlayButtons.add(initializeOverlayButton(context, R.drawable.gcpad_b, ButtonType.BUTTON_B));
overlayButtons.add(initializeOverlayButton(context, R.drawable.gcpad_x, ButtonType.BUTTON_X));
overlayButtons.add(initializeOverlayButton(context, R.drawable.gcpad_y, ButtonType.BUTTON_Y));
overlayButtons.add(initializeOverlayButton(context, R.drawable.gcpad_z, ButtonType.BUTTON_Z));
overlayButtons.add(initializeOverlayButton(context, R.drawable.gcpad_start, ButtonType.BUTTON_START));
overlayButtons.add(initializeOverlayButton(context, R.drawable.gcpad_l, ButtonType.TRIGGER_L));
overlayButtons.add(initializeOverlayButton(context, R.drawable.gcpad_r, ButtonType.TRIGGER_R));
overlayJoysticks.add(initializeOverlayJoystick(context,
R.drawable.gcpad_joystick_range, R.drawable.gcpad_joystick,
ButtonType.STICK_MAIN));
// Set the on touch listener.
setOnTouchListener(this);
// Force draw
setWillNotDraw(false);
// Request focus for the overlay so it has priority on presses.
requestFocus();
}
@Override
public void draw(Canvas canvas)
{
super.draw(canvas);
for (InputOverlayDrawableButton button : overlayButtons)
{
button.draw(canvas);
}
for (InputOverlayDrawableJoystick joystick: overlayJoysticks)
{
joystick.draw(canvas);
}
}
@Override
public boolean onTouch(View v, MotionEvent event)
{
int pointerIndex = event.getActionIndex();
for (InputOverlayDrawableButton button : overlayButtons)
{
// Determine the button state to apply based on the MotionEvent action flag.
switch(event.getAction() & MotionEvent.ACTION_MASK)
{
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_POINTER_DOWN:
case MotionEvent.ACTION_MOVE:
// If a pointer enters the bounds of a button, press that button.
if (button.getBounds().contains((int)event.getX(pointerIndex), (int)event.getY(pointerIndex)))
NativeLibrary.onGamePadEvent(NativeLibrary.TouchScreenDevice, button.getId(), ButtonState.PRESSED);
break;
case MotionEvent.ACTION_UP:
case MotionEvent.ACTION_POINTER_UP:
// If a pointer ends, release the button it was pressing.
if (button.getBounds().contains((int)event.getX(pointerIndex), (int)event.getY(pointerIndex)))
NativeLibrary.onGamePadEvent(NativeLibrary.TouchScreenDevice, button.getId(), ButtonState.RELEASED);
break;
}
}
for (InputOverlayDrawableJoystick joystick : overlayJoysticks)
{
joystick.TrackEvent(event);
int[] axisIDs = joystick.getAxisIDs();
float[] axises = joystick.getAxisValues();
for (int i = 0; i < 4; i++)
NativeLibrary.onGamePadMoveEvent(NativeLibrary.TouchScreenDevice, axisIDs[i], axises[i]);
}
return true;
}
/**
* Initializes an InputOverlayDrawableButton, given by resId, with all of the
* parameters set for it to be properly shown on the InputOverlay.
* <p>
* This works due to the way the X and Y coordinates are stored within
* the {@link SharedPreferences}.
* <p>
* In the input overlay configuration menu,
* once a touch event begins and then ends (ie. Organizing the buttons to one's own liking for the overlay).
* the X and Y coordinates of the button at the END of its touch event
* (when you remove your finger/stylus from the touchscreen) are then stored
* within a SharedPreferences instance so that those values can be retrieved here.
* <p>
* This has a few benefits over the conventional way of storing the values
* (ie. within the Dolphin ini file).
* <ul>
* <li>No native calls</li>
* <li>Keeps Android-only values inside the Android environment</li>
* </ul>
* <p>
* Technically no modifications should need to be performed on the returned
* InputOverlayDrawableButton. Simply add it to the HashSet of overlay items and wait
* for Android to call the onDraw method.
*
* @param context The current {@link Context}.
* @param resId The resource ID of the {@link Drawable} to get the {@link Bitmap} of.
* @param buttonId Identifier for determining what type of button the initialized InputOverlayDrawableButton represents.
*
* @return An {@link InputOverlayDrawableButton} with the correct drawing bounds set.
*
*/
private static InputOverlayDrawableButton initializeOverlayButton(Context context, int resId, int buttonId)
{
// Resources handle for fetching the initial Drawable resource.
final Resources res = context.getResources();
// SharedPreference to retrieve the X and Y coordinates for the InputOverlayDrawableButton.
final SharedPreferences sPrefs = PreferenceManager.getDefaultSharedPreferences(context);
// Decide scale based on button ID
float scale;
float overlaySize = sPrefs.getInt("controls_size", 25);
overlaySize += 25;
overlaySize /= 50;
switch (resId)
{
case R.drawable.gcpad_b:
scale = 0.13f * overlaySize;
break;
case R.drawable.gcpad_x:
case R.drawable.gcpad_y:
scale = 0.18f * overlaySize;
break;
case R.drawable.gcpad_start:
scale = 0.12f * overlaySize;
break;
default:
scale = 0.20f * overlaySize;
break;
}
// Initialize the InputOverlayDrawableButton.
final Bitmap bitmap = resizeBitmap(context, BitmapFactory.decodeResource(res, resId), scale);
final InputOverlayDrawableButton overlayDrawable = new InputOverlayDrawableButton(res, bitmap, buttonId);
// String ID of the Drawable. This is what is passed into SharedPreferences
// to check whether or not a value has been set.
final String drawableId = res.getResourceEntryName(resId);
// The X and Y coordinates of the InputOverlayDrawableButton on the InputOverlay.
// These were set in the input overlay configuration menu.
int drawableX = (int) sPrefs.getFloat(drawableId+"-X", 0f);
int drawableY = (int) sPrefs.getFloat(drawableId+"-Y", 0f);
// Intrinsic width and height of the InputOverlayDrawableButton.
// For any who may not know, intrinsic width/height
// are the original unmodified width and height of the image.
int intrinWidth = overlayDrawable.getIntrinsicWidth();
int intrinHeight = overlayDrawable.getIntrinsicHeight();
// Now set the bounds for the InputOverlayDrawableButton.
// This will dictate where on the screen (and the what the size) the InputOverlayDrawableButton will be.
overlayDrawable.setBounds(drawableX, drawableY, drawableX+intrinWidth, drawableY+intrinHeight);
return overlayDrawable;
}
/**
* Initializes an {@link InputOverlayDrawableJoystick}
*
* @param context The current {@link Context}
* @param resOuter Resource ID for the outer image of the joystick (the static image that shows the circular bounds).
* @param resInner Resource ID for the inner image of the joystick (the one you actually move around).
* @param joystick Identifier for which joystick this is.
*
* @return the initialized {@link InputOverlayDrawableJoystick}.
*/
private static InputOverlayDrawableJoystick initializeOverlayJoystick(Context context, int resOuter, int resInner, int joystick)
{
// Resources handle for fetching the initial Drawable resource.
final Resources res = context.getResources();
// SharedPreference to retrieve the X and Y coordinates for the InputOverlayDrawableJoystick.
final SharedPreferences sPrefs = PreferenceManager.getDefaultSharedPreferences(context);
// Initialize the InputOverlayDrawableJoystick.
float overlaySize = sPrefs.getInt("controls_size", 20);
overlaySize += 30;
overlaySize /= 50;
final Bitmap bitmapOuter = resizeBitmap(context, BitmapFactory.decodeResource(res, resOuter), 0.30f * overlaySize);
final Bitmap bitmapInner = BitmapFactory.decodeResource(res, resInner);
// String ID of the Drawable. This is what is passed into SharedPreferences
// to check whether or not a value has been set.
final String drawableId = res.getResourceEntryName(resOuter);
// The X and Y coordinates of the InputOverlayDrawableButton on the InputOverlay.
// These were set in the input overlay configuration menu.
int drawableX = (int) sPrefs.getFloat(drawableId+"-X", 0f);
int drawableY = (int) sPrefs.getFloat(drawableId+"-Y", 0f);
// Now set the bounds for the InputOverlayDrawableJoystick.
// This will dictate where on the screen (and the what the size) the InputOverlayDrawableJoystick will be.
int outerSize = bitmapOuter.getWidth();
Rect outerRect = new Rect(drawableX, drawableY, drawableX + outerSize, drawableY + outerSize);
Rect innerRect = new Rect(0, 0, outerSize / 4, outerSize / 4);
final InputOverlayDrawableJoystick overlayDrawable
= new InputOverlayDrawableJoystick(res,
bitmapOuter, bitmapInner,
outerRect, innerRect,
joystick);
return overlayDrawable;
}
}
@@ -0,0 +1,45 @@
/**
* Copyright 2013 Dolphin Emulator Project
* Licensed under GPLv2
* Refer to the license.txt file included.
*/
package org.dolphinemu.dolphinemu.emulation.overlay;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.drawable.BitmapDrawable;
/**
* Custom {@link BitmapDrawable} that is capable
* of storing it's own ID.
*/
public final class InputOverlayDrawableButton extends BitmapDrawable
{
// The ID identifying what type of button this Drawable represents.
private int buttonType;
/**
* Constructor
*
* @param res {@link Resources} instance.
* @param bitmap {@link Bitmap} to use with this Drawable.
* @param buttonType Identifier for this type of button.
*/
public InputOverlayDrawableButton(Resources res, Bitmap bitmap, int buttonType)
{
super(res, bitmap);
this.buttonType = buttonType;
}
/**
* Gets this InputOverlayDrawableButton's button ID.
*
* @return this InputOverlayDrawableButton's button ID.
*/
public int getId()
{
return buttonType;
}
}

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