mirror of
https://github.com/love2d/love.git
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Added a LOVE_ANDROID define and Android-specific code that interacts with the JNI and SDL.
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@@ -0,0 +1,231 @@
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/**
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* Copyright (c) 2006-2014 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "android.h"
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#ifdef LOVE_ANDROID
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#include "SDL.h"
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#include "jni.h"
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <unistd.h>
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#include <errno.h>
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namespace love
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{
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namespace android
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{
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void setImmersive(bool immersive_active)
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{
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JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
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jobject activity = (jobject) SDL_AndroidGetActivity();
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jclass clazz(env->GetObjectClass(activity));
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jmethodID method_id = env->GetMethodID(clazz, "setImmersiveMode", "(Z)V");
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env->CallVoidMethod(activity, method_id, immersive_active);
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env->DeleteLocalRef(activity);
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env->DeleteLocalRef(clazz);
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}
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bool getImmersive()
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{
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JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
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jobject activity = (jobject) SDL_AndroidGetActivity();
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jclass clazz(env->GetObjectClass(activity));
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jmethodID method_id = env->GetMethodID(clazz, "getImmersiveMode", "()Z");
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jboolean immersive_active = env->CallBooleanMethod(activity, method_id);
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env->DeleteLocalRef(activity);
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env->DeleteLocalRef(clazz);
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return immersive_active;
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}
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double getScreenScale()
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{
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static double result = -1.;
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if (result == -1.)
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{
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JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
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jclass activity = env->FindClass("org/love2d/android/GameActivity");
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jmethodID getMetrics = env->GetStaticMethodID(activity, "getMetrics", "()Landroid/util/DisplayMetrics;");
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jobject metrics = env->CallStaticObjectMethod(activity, getMetrics);
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jclass metricsClass = env->GetObjectClass(metrics);
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result = env->GetFloatField(metrics, env->GetFieldID(metricsClass, "density", "F"));
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env->DeleteLocalRef(metricsClass);
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env->DeleteLocalRef(metrics);
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env->DeleteLocalRef(activity);
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}
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return result;
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}
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const char *getSelectedGameFile()
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{
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static const char *path = NULL;
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if (path)
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{
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delete path;
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path = NULL;
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}
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JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
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jclass activity = env->FindClass("org/love2d/android/GameActivity");
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jmethodID getGamePath = env->GetStaticMethodID(activity, "getGamePath", "()Ljava/lang/String;");
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jstring gamePath = (jstring) env->CallStaticObjectMethod(activity, getGamePath);
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const char *utf = env->GetStringUTFChars(gamePath, 0);
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if (utf)
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{
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path = SDL_strdup(utf);
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env->ReleaseStringUTFChars(gamePath, utf);
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}
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env->DeleteLocalRef(gamePath);
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env->DeleteLocalRef(activity);
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return path;
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}
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bool openURL(const std::string &url)
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{
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JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
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jclass activity = env->FindClass("org/love2d/android/GameActivity");
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jmethodID openURL= env->GetStaticMethodID(activity, "openURL", "(Ljava/lang/String;)V");
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jstring url_jstring = (jstring) env->NewStringUTF(url.c_str());
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env->CallStaticVoidMethod(activity, openURL, url_jstring);
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env->DeleteLocalRef(url_jstring);
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env->DeleteLocalRef(activity);
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return true;
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}
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void vibrate(double seconds)
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{
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JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
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jclass activity = env->FindClass("org/love2d/android/GameActivity");
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jmethodID vibrate_method = env->GetStaticMethodID(activity, "vibrate", "(D)V");
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env->CallStaticVoidMethod(activity, vibrate_method, seconds);
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env->DeleteLocalRef(activity);
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}
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/*
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* Helper functions for the filesystem module
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*/
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void freeGameArchiveMemory(void *ptr)
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{
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char *game_love_data = static_cast<char*>(ptr);
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delete[] game_love_data;
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}
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bool loadGameArchiveToMemory(const char* filename, char **ptr, size_t *size)
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{
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SDL_RWops *asset_game_file = SDL_RWFromFile(filename, "rb");
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if (!asset_game_file) {
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SDL_Log("Could not find %s", filename);
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return false;
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}
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Sint64 file_size = asset_game_file->size(asset_game_file);
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if (file_size <= 0) {
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SDL_Log("Could not load game from %s. File has invalid file size: %d.", filename, (int) file_size);
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return false;
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}
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*ptr = new char[file_size];
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if (!*ptr) {
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SDL_Log("Could not allocate memory for in-memory game archive");
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return false;
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}
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size_t bytes_copied = asset_game_file->read(asset_game_file, (void*) *ptr, sizeof(char), (size_t) file_size);
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if (bytes_copied != file_size) {
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SDL_Log("Incomplete copy of in-memory game archive!");
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delete[] *ptr;
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return false;
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}
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*size = (size_t) file_size;
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return true;
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}
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bool directoryExists(const char *path)
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{
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struct stat s;
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int err = stat(path, &s);
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if (err == -1)
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{
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if (errno != ENOENT)
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SDL_Log("Error checking for directory %s errno = %d: %s", path, errno, strerror(errno));
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return false;
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}
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return S_ISDIR(s.st_mode);
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}
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bool mkdir(const char *path)
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{
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int err = ::mkdir(path, 0770);
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if (err == -1)
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{
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SDL_Log("Error: Could not create directory %s", path);
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return false;
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}
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return true;
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}
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bool createStorageDirectories()
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{
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std::string internal_storage_path = SDL_AndroidGetInternalStoragePath();
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std::string save_directory = internal_storage_path + "/save";
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if (!directoryExists(save_directory.c_str()) && !mkdir(save_directory.c_str()))
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return false;
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std::string game_directory = internal_storage_path + "/game";
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if (!directoryExists (game_directory.c_str()) && !mkdir(game_directory.c_str()))
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return false;
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return true;
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}
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} // android
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} // love
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#endif // LOVE_ANDROID
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@@ -0,0 +1,73 @@
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/**
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* Copyright (c) 2006-2014 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_ANDROID_H
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#define LOVE_ANDROID_H
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#include "config.h"
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#ifdef LOVE_ANDROID
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#include <string>
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namespace love
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{
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namespace android
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{
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/**
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* Enables or disables immersive mode where the navigation bar is hidden.
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**/
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void setImmersive(bool immersive_active);
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bool getImmersive();
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/**
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* Gets the scale factor of the window's screen, e.g. on Retina displays this
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* will return 2.0.
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**/
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double getScreenScale();
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/**
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* Gets the selected love file in the device filesystem.
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**/
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const char *getSelectedGameFile();
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bool openURL(const std::string &url);
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void vibrate(double seconds);
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/*
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* Helper functions for the filesystem module
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*/
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void freeGameArchiveMemory(void *ptr);
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bool loadGameArchiveToMemory(const char *filename, char **ptr, size_t *size);
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bool directoryExists(const char *path);
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bool mkdir(const char *path);
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bool createStorageDirectories();
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} // android
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} // love
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#endif // LOVE_ANDROID
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#endif // LOVE_ANDROID_H
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+4
-1
@@ -26,7 +26,10 @@
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# define LOVE_WINDOWS 1
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#endif
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#if defined(linux) || defined(__linux) || defined(__linux__)
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# define LOVE_LINUX 1
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# define LOVE_LINUX 1
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#endif
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#if defined(__ANDROID__)
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# define LOVE_ANDROID 1
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#endif
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#if defined(__APPLE__)
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# include <TargetConditionals.h>
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