diff options
Diffstat (limited to 'third_party/libwebrtc/modules/audio_processing/test/android/apmtest/jni/main.c')
-rw-r--r-- | third_party/libwebrtc/modules/audio_processing/test/android/apmtest/jni/main.c | 307 |
1 files changed, 307 insertions, 0 deletions
diff --git a/third_party/libwebrtc/modules/audio_processing/test/android/apmtest/jni/main.c b/third_party/libwebrtc/modules/audio_processing/test/android/apmtest/jni/main.c new file mode 100644 index 0000000000..2e19635683 --- /dev/null +++ b/third_party/libwebrtc/modules/audio_processing/test/android/apmtest/jni/main.c @@ -0,0 +1,307 @@ +/* + * 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> +#include <android_native_app_glue.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__)) + +/** + * 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); + glDisable(GL_DEPTH_TEST); + + return 0; +} + +/** + * Just the current frame in the display. + */ +static void engine_draw_frame(struct engine* engine) { + if (engine->display == NULL) { + // No display. + return; + } + + // Just fill the screen with a color. + glClearColor(((float)engine->state.x)/engine->width, engine->state.angle, + ((float)engine->state.y)/engine->height, 1); + glClear(GL_COLOR_BUFFER_BIT); + + eglSwapBuffers(engine->display, engine->surface); +} + +/** + * Tear down the EGL context currently associated with the display. + */ +static void engine_term_display(struct engine* engine) { + if (engine->display != EGL_NO_DISPLAY) { + eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + if (engine->context != EGL_NO_CONTEXT) { + eglDestroyContext(engine->display, engine->context); + } + if (engine->surface != EGL_NO_SURFACE) { + eglDestroySurface(engine->display, engine->surface); + } + eglTerminate(engine->display); + } + engine->animating = 0; + engine->display = EGL_NO_DISPLAY; + engine->context = EGL_NO_CONTEXT; + engine->surface = EGL_NO_SURFACE; +} + +/** + * Process the next input event. + */ +static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) { + struct engine* engine = (struct engine*)app->userData; + if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { + engine->animating = 1; + engine->state.x = AMotionEvent_getX(event, 0); + engine->state.y = AMotionEvent_getY(event, 0); + return 1; + } + return 0; +} + +/** + * Process the next main command. + */ +static void engine_handle_cmd(struct android_app* app, int32_t cmd) { + struct engine* engine = (struct engine*)app->userData; + switch (cmd) { + case APP_CMD_SAVE_STATE: + // The system has asked us to save our current state. Do so. + engine->app->savedState = malloc(sizeof(struct saved_state)); + *((struct saved_state*)engine->app->savedState) = engine->state; + engine->app->savedStateSize = sizeof(struct saved_state); + break; + case APP_CMD_INIT_WINDOW: + // The window is being shown, get it ready. + if (engine->app->window != NULL) { + engine_init_display(engine); + engine_draw_frame(engine); + } + break; + case APP_CMD_TERM_WINDOW: + // The window is being hidden or closed, clean it up. + engine_term_display(engine); + break; + case APP_CMD_GAINED_FOCUS: + // When our app gains focus, we start monitoring the accelerometer. + if (engine->accelerometerSensor != NULL) { + ASensorEventQueue_enableSensor(engine->sensorEventQueue, + engine->accelerometerSensor); + // We'd like to get 60 events per second (in us). + ASensorEventQueue_setEventRate(engine->sensorEventQueue, + engine->accelerometerSensor, (1000L/60)*1000); + } + break; + case APP_CMD_LOST_FOCUS: + // When our app loses focus, we stop monitoring the accelerometer. + // This is to avoid consuming battery while not being used. + if (engine->accelerometerSensor != NULL) { + ASensorEventQueue_disableSensor(engine->sensorEventQueue, + engine->accelerometerSensor); + } + // Also stop animating. + engine->animating = 0; + engine_draw_frame(engine); + break; + } +} + +/** + * 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. + */ +void android_main(struct android_app* state) { + struct engine engine; + + // Make sure glue isn't stripped. + app_dummy(); + + memset(&engine, 0, sizeof(engine)); + state->userData = &engine; + state->onAppCmd = engine_handle_cmd; + state->onInputEvent = engine_handle_input; + engine.app = state; + + // Prepare to monitor accelerometer + engine.sensorManager = ASensorManager_getInstance(); + engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager, + ASENSOR_TYPE_ACCELEROMETER); + engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager, + state->looper, LOOPER_ID_USER, NULL, NULL); + + if (state->savedState != NULL) { + // We are starting with a previous saved state; restore from it. + engine.state = *(struct saved_state*)state->savedState; + } + + // loop waiting for stuff to do. + + while (1) { + // Read all pending events. + int ident; + int events; + struct android_poll_source* source; + + // If not animating, we will block forever waiting for events. + // If animating, we loop until all events are read, then continue + // to draw the next frame of animation. + while ((ident=ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events, + (void**)&source)) >= 0) { + + // Process this event. + if (source != NULL) { + source->process(state, source); + } + + // If a sensor has data, process it now. + if (ident == LOOPER_ID_USER) { + if (engine.accelerometerSensor != NULL) { + ASensorEvent event; + while (ASensorEventQueue_getEvents(engine.sensorEventQueue, + &event, 1) > 0) { + LOGI("accelerometer: x=%f y=%f z=%f", + event.acceleration.x, event.acceleration.y, + event.acceleration.z); + } + } + } + + // Check if we are exiting. + if (state->destroyRequested != 0) { + engine_term_display(&engine); + return; + } + } + + if (engine.animating) { + // Done with events; draw next animation frame. + engine.state.angle += .01f; + if (engine.state.angle > 1) { + engine.state.angle = 0; + } + + // Drawing is throttled to the screen update rate, so there + // is no need to do timing here. + engine_draw_frame(&engine); + } + } +} +//END_INCLUDE(all) |