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Diffstat (limited to 'src/modules/audio_processing/main/test/android/apmtest/jni/main.c')
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diff --git a/src/modules/audio_processing/main/test/android/apmtest/jni/main.c b/src/modules/audio_processing/main/test/android/apmtest/jni/main.c
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+/*
+ * 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.
+ *
+ */
+
+//BEGIN_INCLUDE(all)
+#include <jni.h>
+#include <errno.h>
+
+#include <EGL/egl.h>
+#include <GLES/gl.h>
+
+#include <android/sensor.h>
+#include <android/log.h>
+#include <android_native_app_glue.h>
+
+#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "native-activity", __VA_ARGS__))
+#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "native-activity", __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, dummy, 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->animating = 1;
+ 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;
+ }
+}
+
+/**
+ * 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;
+
+ // Make sure glue isn't stripped.
+ app_dummy();
+
+ 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;
+ }
+
+ // 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);
+ }
+
+ // If a sensor has data, process it now.
+ if (ident == LOOPER_ID_USER) {
+ if (engine.accelerometerSensor != NULL) {
+ ASensorEvent event;
+ while (ASensorEventQueue_getEvents(engine.sensorEventQueue,
+ &event, 1) > 0) {
+ LOGI("accelerometer: x=%f y=%f z=%f",
+ event.acceleration.x, event.acceleration.y,
+ event.acceleration.z);
+ }
+ }
+ }
+
+ // 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);
+ }
+ }
+}
+//END_INCLUDE(all)