/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ #define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "AndroidProject1.NativeActivity", __VA_ARGS__)) #define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "AndroidProject1.NativeActivity", __VA_ARGS__)) /** * Our saved state data. */ struct saved_state { float angle; int32_t x; int32_t y; }; /** * Shared state for our app. */ struct engine { struct android_app* app; ASensorManager* sensorManager; const ASensor* accelerometerSensor; ASensorEventQueue* sensorEventQueue; int animating; EGLDisplay display; EGLSurface surface; EGLContext context; int32_t width; int32_t height; struct saved_state state; }; /** * Initialize an EGL context for the current display. */ static int engine_init_display(struct engine* engine) { // initialize OpenGL ES and EGL /* * Here specify the attributes of the desired configuration. * Below, we select an EGLConfig with at least 8 bits per color * component compatible with on-screen windows */ const EGLint attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_NONE }; EGLint w, h, format; EGLint numConfigs; EGLConfig config; EGLSurface surface; EGLContext context; EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(display, 0, 0); /* Here, the application chooses the configuration it desires. In this * sample, we have a very simplified selection process, where we pick * the first EGLConfig that matches our criteria */ eglChooseConfig(display, attribs, &config, 1, &numConfigs); /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is * guaranteed to be accepted by ANativeWindow_setBuffersGeometry(). * As soon as we picked a EGLConfig, we can safely reconfigure the * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */ eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format); ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format); surface = eglCreateWindowSurface(display, config, engine->app->window, NULL); context = eglCreateContext(display, config, NULL, NULL); if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { LOGW("Unable to eglMakeCurrent"); return -1; } eglQuerySurface(display, surface, EGL_WIDTH, &w); eglQuerySurface(display, surface, EGL_HEIGHT, &h); engine->display = display; engine->context = context; engine->surface = surface; engine->width = w; engine->height = h; engine->state.angle = 0; // Initialize GL state. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glEnable(GL_CULL_FACE); glShadeModel(GL_SMOOTH); glDisable(GL_DEPTH_TEST); return 0; } /** * Just the current frame in the display. */ static void engine_draw_frame(struct engine* engine) { if (engine->display == NULL) { // No display. return; } // Just fill the screen with a color. glClearColor(((float)engine->state.x) / engine->width, engine->state.angle, ((float)engine->state.y) / engine->height, 1); glClear(GL_COLOR_BUFFER_BIT); eglSwapBuffers(engine->display, engine->surface); } /** * Tear down the EGL context currently associated with the display. */ static void engine_term_display(struct engine* engine) { if (engine->display != EGL_NO_DISPLAY) { eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); if (engine->context != EGL_NO_CONTEXT) { eglDestroyContext(engine->display, engine->context); } if (engine->surface != EGL_NO_SURFACE) { eglDestroySurface(engine->display, engine->surface); } eglTerminate(engine->display); } engine->animating = 0; engine->display = EGL_NO_DISPLAY; engine->context = EGL_NO_CONTEXT; engine->surface = EGL_NO_SURFACE; } /** * Process the next input event. */ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) { struct engine* engine = (struct engine*)app->userData; if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { engine->state.x = AMotionEvent_getX(event, 0); engine->state.y = AMotionEvent_getY(event, 0); return 1; } return 0; } /** * Process the next main command. */ static void engine_handle_cmd(struct android_app* app, int32_t cmd) { struct engine* engine = (struct engine*)app->userData; switch (cmd) { case APP_CMD_SAVE_STATE: // The system has asked us to save our current state. Do so. engine->app->savedState = malloc(sizeof(struct saved_state)); *((struct saved_state*)engine->app->savedState) = engine->state; engine->app->savedStateSize = sizeof(struct saved_state); break; case APP_CMD_INIT_WINDOW: // The window is being shown, get it ready. if (engine->app->window != NULL) { engine_init_display(engine); engine_draw_frame(engine); } break; case APP_CMD_TERM_WINDOW: // The window is being hidden or closed, clean it up. engine_term_display(engine); break; case APP_CMD_GAINED_FOCUS: // When our app gains focus, we start monitoring the accelerometer. if (engine->accelerometerSensor != NULL) { ASensorEventQueue_enableSensor(engine->sensorEventQueue, engine->accelerometerSensor); // We'd like to get 60 events per second (in us). ASensorEventQueue_setEventRate(engine->sensorEventQueue, engine->accelerometerSensor, (1000L / 60) * 1000); } break; case APP_CMD_LOST_FOCUS: // When our app loses focus, we stop monitoring the accelerometer. // This is to avoid consuming battery while not being used. if (engine->accelerometerSensor != NULL) { ASensorEventQueue_disableSensor(engine->sensorEventQueue, engine->accelerometerSensor); } // Also stop animating. engine->animating = 0; engine_draw_frame(engine); break; } } #include #include #include #include #include #include #include "unittestpp.h" #include "src/TestReporter.h" #include "src/TestDetails.h" #include #include #include void printLn(const std::string& s) { __android_log_print(ANDROID_LOG_WARN, "UnitTestpp", "%s", s.c_str()); } struct MyTestReporter : UnitTest::TestReporter { UNITTEST_LINKAGE virtual void ReportTestStart(UnitTest::TestDetails const& test) { std::stringstream ss; ss << test.suiteName << ":" << test.testName << ": Start."; printLn(ss.str()); } UNITTEST_LINKAGE virtual void ReportFailure(UnitTest::TestDetails const& test, char const* failure) { std::stringstream ss; ss << test.suiteName << ":" << test.testName << ": " << failure; printLn(ss.str()); } UNITTEST_LINKAGE virtual void ReportTestFinish(UnitTest::TestDetails const& test, bool passed, float secondsElapsed) { if (!passed) { std::stringstream ss; ss << test.suiteName << ":" << test.testName << ": Failed. Seconds: " << secondsElapsed; printLn(ss.str()); } } UNITTEST_LINKAGE virtual void ReportSummary(int totalTestCount, int failedTestCount, int failureCount, float secondsElapsed) { std::stringstream ss; ss << "Tests complete. Total: " << totalTestCount << ", Failed: " << failedTestCount << ", Time: " << secondsElapsed; printLn(ss.str()); // Print a bunch of messages to defeat any batching that may be applied by adb or logcat printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); printLn("--- Flush buffer ---"); } UNITTEST_LINKAGE virtual void print(const std::string& s) { printLn(s); } }; static std::string to_lower(const std::string &str) { std::string lower; for (auto iter = str.begin(); iter != str.end(); ++iter) { lower.push_back((char)tolower(*iter)); } return lower; } bool matched_properties(UnitTest::TestProperties const& test_props) { if (test_props.Has("Requires")) { std::string const requires = test_props.Get("Requires"); std::vector requirements; // Can be multiple requirements, a semi colon seperated list std::string::size_type pos = requires.find_first_of(';'); std::string::size_type last_pos = 0; while (pos != std::string::npos) { requirements.push_back(requires.substr(last_pos, pos - last_pos)); last_pos = pos + 1; pos = requires.find_first_of(';', last_pos); } requirements.push_back(requires.substr(last_pos)); for (auto iter = requirements.begin(); iter != requirements.end(); ++iter) { if (!UnitTest::GlobalSettings::Has(to_lower(*iter))) { return false; } } } return true; } bool should_run_test(UnitTest::Test *pTest) { if (pTest->m_properties.Has("Ignore")) return false; if (pTest->m_properties.Has("Ignore:Linux")) return false; if (pTest->m_properties.Has("Ignore:Android")) return false; if (matched_properties(pTest->m_properties)) { return true; } return false; } void* RunTests() { UnitTest::TestList& tests = UnitTest::GetTestList(); MyTestReporter mtr; // Do work UnitTest::TestRunner testrunner(mtr, false); testrunner.RunTestsIf(tests, [](UnitTest::Test *pTest) -> bool { if (should_run_test(pTest)) return true; auto& test = pTest->m_details; std::stringstream ss; ss << test.suiteName << ":" << test.testName << ": Skipped."; printLn(ss.str()); return false; }, 0); return nullptr; } /** * This is the main entry point of a native application that is using * android_native_app_glue. It runs in its own thread, with its own * event loop for receiving input events and doing other things. */ void android_main(struct android_app* state) { struct engine engine; cpprest_init(state->activity->vm); // Begin change path to temp dir jobject nAct = state->activity->clazz; auto env = crossplat::get_jvm_env(); auto contextClass = env->FindClass("android/content/Context"); auto getCacheDir = env->GetMethodID(contextClass, "getCacheDir", "()Ljava/io/File;"); auto fileClass = env->FindClass("java/io/File"); auto getPath = env->GetMethodID(fileClass, "getPath", "()Ljava/lang/String;"); auto cacheDir = env->CallObjectMethod(nAct, getCacheDir); jstring cacheDirPath = (jstring)env->CallObjectMethod(cacheDir, getPath); auto st = env->GetStringUTFChars(cacheDirPath, nullptr); chdir(st); env->ReleaseStringUTFChars(cacheDirPath, st); // End change path to temp dir RunTests(); memset(&engine, 0, sizeof(engine)); state->userData = &engine; state->onAppCmd = engine_handle_cmd; state->onInputEvent = engine_handle_input; engine.app = state; // Prepare to monitor accelerometer engine.sensorManager = ASensorManager_getInstance(); engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager, ASENSOR_TYPE_ACCELEROMETER); engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager, state->looper, LOOPER_ID_USER, NULL, NULL); if (state->savedState != NULL) { // We are starting with a previous saved state; restore from it. engine.state = *(struct saved_state*)state->savedState; } engine.animating = 1; // loop waiting for stuff to do. while (1) { // Read all pending events. int ident; int events; struct android_poll_source* source; // If not animating, we will block forever waiting for events. // If animating, we loop until all events are read, then continue // to draw the next frame of animation. while ((ident = ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events, (void**)&source)) >= 0) { // Process this event. if (source != NULL) { source->process(state, source); } // Check if we are exiting. if (state->destroyRequested != 0) { engine_term_display(&engine); return; } } if (engine.animating) { // Done with events; draw next animation frame. engine.state.angle += .01f; if (engine.state.angle > 1) { engine.state.angle = 0; } // Drawing is throttled to the screen update rate, so there // is no need to do timing here. engine_draw_frame(&engine); } } }