AndroidManifest.xml
package="com.example.native_activity"
android:versionCode="1"
android:versionName="1.0">
android:label="@string/app_name"
android:configChanges="orientation|keyboardHidden">
android:value="native-activity" />
Demo.c
#include
#include
#include
#include
#include
#include
#include
#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);
glDisab