stk-code_catmod/android/jni/main2.cpp
2016-02-24 20:41:21 +01:00

85 lines
2.8 KiB
C++

/*
* 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>
#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__))
#include <irrlicht.h>
#include <android/log.h>
#include "main_loop.hpp"
/*
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
you want to use a class of the engine, you have to write irr:: before the name
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
To get rid of the irr:: in front of the name of every class, we tell the
compiler that we use that namespace from now on, and we will not have to write
irr:: anymore.
*/
using namespace irr;
/*
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
read a detailed description of them in the documentation by clicking on the top
menu item 'Namespace List' or by using this link:
http://irrlicht.sourceforge.net/docu/namespaces.html
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
example simple. Hence, we tell the compiler again that we do not want always to
write their names.
*/
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#define T __android_log_print(ANDROID_LOG_DEBUG, "L", "%s, %d: %s", __FILE__, __LINE__, __FUNCTION__);
int main2(int argc, char *argv[] );
/**
* 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.
*/
static IrrlichtDevice *device;
static IVideoDriver* driver;
static ISceneManager* smgr;
static IGUIEnvironment* guienv;
extern int android_height, android_width;
extern "C" void android_main_2() {
LOGI("android");
main2(0, NULL);
LOGI("end main");
}
static bool first_run = true;
extern "C" void main_loop_interation(){
LOGI("Iteration");
if(first_run) main_loop->firstRun();
first_run = false;
main_loop->doIteration();
}
//END_INCLUDE(all)