您的位置:首页 > 移动开发

替换android_native_app_glue实现, 直接使用ANativeActivity回调

2016-02-07 23:25 477 查看
NDK为我们提供了胶水层android_native_app_glue,但我们现在要抛弃它,我们能够有一个更简单更有效率的玩法。替换思路如下:

直接使用ANativeActivity事件回调,放弃使用Looper的方案
input.h和senor.h提供的接口中,必须使用Looper,所以还是会初始化一个Looper
Looper使用回调函数模式

首先,ANativeActivity提供的回调函数,我们全部挂载上,这里的事件属于主线程事件,来自于java代码回调。我们还是会自己启动一个线程,完全控制执行逻辑。
void ANativeActivity_OnCreate(ANativeActivity* activity, void* savedState, size_t savedStateSize)
{
ALog_D("ANativeActivity_onCreate OnCreate");

activity->callbacks->onStart                    = OnStart;
activity->callbacks->onResume                   = OnResume;
//  activity->callbacks->onSaveInstanceState        = OnSaveInstanceState;
activity->callbacks->onPause                    = OnPause;
activity->callbacks->onStop                     = OnStop;
activity->callbacks->onDestroy                  = OnDestroy;
activity->callbacks->onWindowFocusChanged       = OnWindowFocusChanged;
activity->callbacks->onNativeWindowCreated      = OnNativeWindowCreated;
activity->callbacks->onNativeWindowResized      = OnNativeWindowResized;
activity->callbacks->onNativeWindowRedrawNeeded = OnNativeWindowRedrawNeeded;
activity->callbacks->onNativeWindowDestroyed    = OnNativeWindowDestroyed;
activity->callbacks->onInputQueueCreated        = OnInputQueueCreated;
activity->callbacks->onInputQueueDestroyed      = OnInputQueueDestroyed;
activity->callbacks->onContentRectChanged       = OnContentRectChanged;
activity->callbacks->onConfigurationChanged     = OnConfigurationChanged;
activity->callbacks->onLowMemory                = OnLowMemory;

/*
if (savedState)
{
AData->savedState     = malloc(savedStateSize);
AData->savedStateSize = savedStateSize;
memcpy(AData->savedState, savedState, savedStateSize);
}
*/

pthread_t      thread[1];
pthread_attr_t attr  [1];
pthread_attr_init(attr);
pthread_attr_setdetachstate(attr, PTHREAD_CREATE_DETACHED);
pthread_create(thread, attr, ThreadRun, NULL);
pthread_attr_destroy(attr);
}


直接实现native代码的入口函数,注意这个函数名字可以在AndroidManifest.xml文件中配置。这个函数只会执行一遍在启动的时候,而后面的On开头的回调函数,会在游戏进入后台在切换回来的时候,不断反复的按照某个顺序被调用,通过日志测试即可知道具体的顺序。这里,我们在最开始的时候,就启动一个线程直到应用销毁,只会启动一个。注意PTHREAD_CREATE_DETACHED属性的设置,我们这个线程结束回收资源,和调用线程没有依赖关系。

这个独立的线程,有几个工作需要完成。

这个线程要一直运行,并且可以由我们控制生命周期。并且需要在游戏进入后台时候阻塞,回来的时候恢复。
需要能够接受处理主线程事件回调
能够接受和处理赖在input.h 和 senor.h 的输入输出事件以及重力感应事件

看代码喽==

static void* ThreadRun(void* param)
{
AApplication->Init();

AData->looper = ALooper_prepare(0);

struct timespec now;
struct timespec last;
// start clock
clock_gettime(CLOCK_MONOTONIC, &last);

while (true)
{
clock_gettime(CLOCK_MONOTONIC, &now);
float deltaTime = (now.tv_nsec - last.tv_nsec) * 0.000000001 + (now.tv_sec - last.tv_sec);
last            = now;

switch (AData->mainThreadCallbck)
{
case main_thread_on_destroy:
AGLUtils->DestroyEGL(&AData->display, &AData->context, &AData->surface);
return NULL;

case main_thread_on_pause: // sometimes before resized
AApplication->callbacks->OnPause();
AData->mainThreadCallbck = main_thread_on_wait;
continue;

case main_thread_on_first_resized: // we need create EGL and use openGL in one thread
AGLUtils->CreateEGL(AData->window, &AData->display, &AData->context, &AData->surface, &AData->config);

// 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              (AData->display, AData->config, EGL_NATIVE_VISUAL_ID, &AData->format);
ANativeWindow_setBuffersGeometry(AData->window,  0, 0, AData->format);
OnResized(ANativeWindow_getWidth(AData->window), ANativeWindow_getHeight(AData->window));

AApplication->OnGLReady();
AApplication->callbacks->OnCreated();
AData->mainThreadCallbck = main_thread_on_none;
break;

case main_thread_on_resized:
AGLUtils->ResetSurface(AData->window, AData->display, AData->context, AData->config, &AData->surface);
ANativeWindow_setBuffersGeometry(AData->window, 0, 0, AData->format);
OnResized(ANativeWindow_getWidth(AData->window), ANativeWindow_getHeight(AData->window));
AData->mainThreadCallbck = main_thread_on_none;
break;

case main_thread_on_none:
break;

case main_thread_on_wait:
continue;
}

// handle event
ALooper_pollAll(0, NULL, NULL, NULL);

// application main loop
AApplication->Loop(deltaTime);

eglSwapBuffers(AData->display, AData->surface);
}

return NULL;
}


思路很简单,放弃了looper的方案,我们就是用switch case去处理主循环的事件。定义一系列和回调函数对应的事件类型。
typedef enum
{
main_thread_on_none,
main_thread_on_wait,
main_thread_on_resized,
main_thread_on_pause,
main_thread_on_first_resized,
main_thread_on_destroy,
}
MainThreadCallback;


在游戏被切入后台的时候,就阻塞线程利用case到一个空的条件上,让循环空转。恢复只是简单切换case状态即可。这样主线程的事件被我们放到了我们自己的线程用处理,达到了使用Looper的效果。在线程最开始的地方,我们初始化一个Looper以供input和senor使用。ALooper_pollAll(0,
NULL, NULL, NULL); 每帧调用就是让Looper去处理input和senor的事件。

那么主线程的事件回调函数实现,我们就是简单的切换case的状态。
static void OnPause(ANativeActivity* activity)
{
ALog_D("NativeActivity OnPause");
AData->mainThreadCallbck = main_thread_on_pause;
}

static void OnStop(ANativeActivity* activity)
{
ALog_D("NativeActivity OnStop");
}

static void OnDestroy(ANativeActivity* activity)
{
ALog_D("NativeActivity OnDestroy");
AData->mainThreadCallbck = main_thread_on_destroy;
}

static void OnWindowFocusChanged(ANativeActivity* activity, int hasFocus)
{
ALog_D("NativeActivity OnWindowFocusChanged");
}

static void OnNativeWindowCreated(ANativeActivity* activity, ANativeWindow* window)
{
ALog_D("NativeActivity OnNativeWindowCreated");
AData->window = window;
}

static void OnNativeWindowResized(ANativeActivity* activity, ANativeWindow* window)
{
ALog_D("NativeActivity OnNativeWindowResized");
AData->window = window;

static bool isFirst = true;
if (isFirst)
{
isFirst = false;
AData->mainThreadCallbck = main_thread_on_first_resized;
}
else
{
AData->mainThreadCallbck = main_thread_on_resized;
}
}

static void OnNativeWindowRedrawNeeded(ANativeActivity* activity, ANativeWindow* window)
{
ALog_D("NativeActivity OnNativeWindowRedrawNeeded");
}

static void OnNativeWindowDestroyed(ANativeActivity* activity, ANativeWindow* window)
{
ALog_D("NativeActivity OnNativeWindowDestroyed");
AData->mainThreadCallbck = main_thread_on_wait;
}

static void OnInputQueueCreated(ANativeActivity* activity, AInputQueue* inputQueue)
{
ALog_D("NativeActivity OnInputQueueCreated");
AData->inputQueue = inputQueue;
AInputQueue_attachLooper(inputQueue, AData->looper, looper_id_input, LooperOnInputEvent, NULL);
}

static void OnInputQueueDestroyed(ANativeActivity* activity, AInputQueue* inputQueue)
{
ALog_D("NativeActivity OnInputQueueDestroyed");
AInputQueue_detachLooper(inputQueue);
}

static void OnContentRectChanged(ANativeActivity* activity, const ARect* rect)
{
ALog_D("NativeActivity OnContentRectChanged");
}

static void OnConfigurationChanged(ANativeActivity* activity)
{
ALog_D("NativeActivity OnConfigurationChanged");
AConfiguration_fromAssetManager(AData->assetConfig, activity->assetManager);
}

static void OnLowMemory(ANativeActivity* activity)
{
ALog_D("NativeActivity OnLowMemory");
}


这里需要注意的是,在OnNativeWindowResized回调中,我们区分了第一次调用和非第一次调用。因为我发现,resized事件总是在 CreateWindow之后。CreateWindow之后表示可以进行绘制,而在resized函数中拿到的window是最终不会变化的window,所以我建议绘制开始的代码应该放在resized里面,并不是create window时候。并且,区分第一次resized调用,是为了进行第一次初始化的工作,比如EGL的创建等等。这样就不必再游戏进入后台销毁,切换到前台在创建一遍EGL。

那么,如何处理input事件的呢。看AInputQueue_attachLooper(inputQueue, AData->looper,
looper_id_input, LooperOnInputEvent, NULL);这句话的调用,系统在回调里给了我inputQueue,那么自己缓存的looper也有了。这里LooperOnInputEvent就是一个looper回调模式的使用。每次调用ALooper_pollAll这个,都会去检查looper是否有事件处理,如果有就会回调注册到looper的回调函数。
int LooperOnInputEvent(int fd, int events, void* data)
{
AInputEvent* event;

while (AInputQueue_getEvent(AData->inputQueue, &event) >= 0)
{
if (AInputQueue_preDispatchEvent(AData->inputQueue, event))
{
continue;
}

AInputQueue_finishEvent(AData->inputQueue, event, OnInputEvent(event));
}

return 1;
}


这是NDK demo给我们展示的处理input事件的标准流程。至于AData结构,就是自己定义的存放上下文需要夸函数使用的变量。

经过我的测试,本文提供的思路和实现方法是完全可以的,我替换掉了android_native_app_glue胶水层,使用了自己的实现。在实现过程中,我发现了EGL的初始化和销毁问题,NDK的demo中,每次切换前后台的时候,都会去销毁在初始化。我发现这是没有必要的,因为切换系统仅仅是把window销毁了,没必要吧ELG的context display config等一起销毁,只需要重新构建surface即可。下一篇我会介绍一下。
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: