-
-
Notifications
You must be signed in to change notification settings - Fork 477
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
Showing
5 changed files
with
158 additions
and
9 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,136 @@ | ||
#![cfg(target_os = "android")] | ||
|
||
use std::ffi::CString; | ||
use std::num::NonZeroU32; | ||
|
||
use raw_window_handle::{ | ||
AndroidNdkWindowHandle, HasRawDisplayHandle, HasRawWindowHandle, RawWindowHandle, | ||
}; | ||
|
||
use winit::event::{Event, WindowEvent}; | ||
use winit::event_loop::{ControlFlow, EventLoop}; | ||
use winit::window::WindowBuilder; | ||
|
||
use glutin::context::ContextAttributesBuilder; | ||
use glutin::prelude::*; | ||
use glutin::surface::SwapInterval; | ||
|
||
mod support; | ||
|
||
use support::*; | ||
|
||
#[cfg_attr(target_os = "android", ndk_glue::main(backtrace = "on"))] | ||
fn main() { | ||
println!("HELLO WTF HELLO"); | ||
let event_loop = EventLoop::new(); | ||
|
||
let raw_display = event_loop.raw_display_handle(); | ||
|
||
// TODO: On Android this is can only be retrieved _AFTER_ Event::Resumed, but it's not | ||
// needed to create an EGL display. Make this an Option? | ||
// let raw_window_handle = window.raw_window_handle(); | ||
|
||
// Create the GL display. This will create display automatically for the | ||
// underlying GL platform. See support module on how it's being done. | ||
let gl_display = | ||
create_display(raw_display, RawWindowHandle::AndroidNdk(AndroidNdkWindowHandle::empty())); | ||
|
||
let mut state = None; | ||
|
||
event_loop.run(move |event, event_loop_window_target, control_flow| { | ||
*control_flow = ControlFlow::Wait; | ||
match event { | ||
Event::Resumed => { | ||
println!("Android window available"); | ||
|
||
let window = WindowBuilder::new().build(event_loop_window_target).unwrap(); | ||
|
||
let raw_window_handle = window.raw_window_handle(); | ||
|
||
// Create the config we'll be used for window. We'll use the native window | ||
// raw-window-handle for it to get the right visual and use proper hdc. Note | ||
// that you can likely use it for other windows using the same config. | ||
let template = config_template(window.raw_window_handle()); | ||
let config = unsafe { gl_display.find_configs(template).unwrap().next().unwrap() }; | ||
|
||
// Create a wrapper for GL window and surface. | ||
let gl_window = GlWindow::from_existing(&gl_display, window, &config); | ||
|
||
// The context creation part. It can be created before surface and that's how | ||
// it's expected in multithreaded + multiwindow operation mode, since you | ||
// can send NotCurrentContext, but not Surface. | ||
let context_attributes = | ||
ContextAttributesBuilder::new().build(Some(raw_window_handle)); | ||
let gl_context = | ||
unsafe { gl_display.create_context(&config, &context_attributes).unwrap() }; | ||
|
||
// Make it current and load symbols. | ||
let gl_context = gl_context.make_current(&gl_window.surface).unwrap(); | ||
|
||
// let wb = WindowBuilder::new().with_title("Hello world!"); | ||
// let windowed_context = | ||
// glutin::ContextBuilder::new().build_windowed(wb, el).unwrap(); | ||
|
||
// let windowed_context = unsafe { windowed_context.make_current().unwrap() }; | ||
|
||
// let gl = support::load(windowed_context.context()); | ||
|
||
// state = Some((windowed_context, gl)); | ||
|
||
gl::load_with(|symbol| { | ||
let symbol = CString::new(symbol).unwrap(); | ||
gl_context.get_proc_address(symbol.as_c_str()) as *const _ | ||
}); | ||
|
||
// Try setting vsync. | ||
if let Err(res) = gl_window | ||
.surface | ||
.set_swap_interval(&gl_context, SwapInterval::Wait(NonZeroU32::new(1).unwrap())) | ||
{ | ||
eprintln!("Error setting vsync: {:?}", res); | ||
} | ||
|
||
state = Some((gl_context, gl_window)); | ||
}, | ||
Event::Suspended => { | ||
println!("Android window removed"); | ||
// Destroy the GL context before ndk-glue releases the window back to the system | ||
state = None; | ||
}, | ||
|
||
Event::WindowEvent { event, .. } => match event { | ||
WindowEvent::Resized(size) => { | ||
if size.width != 0 && size.height != 0 { | ||
// Some platforms like EGL require resizing GL surface to update the size | ||
// Notable platforms here are Wayland and macOS, other don't require it | ||
// and the function is no-op, but it's wise to resize it for portability | ||
// reasons. | ||
if let Some((gl_context, gl_window)) = &state { | ||
gl_window.surface.resize( | ||
gl_context, | ||
NonZeroU32::new(size.width).unwrap(), | ||
NonZeroU32::new(size.height).unwrap(), | ||
); | ||
} | ||
} | ||
}, | ||
WindowEvent::CloseRequested => { | ||
*control_flow = ControlFlow::Exit; | ||
}, | ||
_ => (), | ||
}, | ||
Event::RedrawEventsCleared => { | ||
if let Some((gl_context, gl_window)) = &state { | ||
unsafe { | ||
gl::ClearColor(0., 0.3, 0.3, 0.8); | ||
gl::Clear(gl::COLOR_BUFFER_BIT); | ||
gl_window.window.request_redraw(); | ||
} | ||
|
||
gl_window.surface.swap_buffers(gl_context).unwrap(); | ||
} | ||
}, | ||
_ => (), | ||
} | ||
}); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters