package org.libsdl.app;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.Comparator;
import java.util.List;
import android.app.*;
import android.content.*;
import android.view.*;
import android.view.inputmethod.BaseInputConnection;
import android.view.inputmethod.EditorInfo;
import android.view.inputmethod.InputConnection;
import android.view.inputmethod.InputMethodManager;
import android.widget.AbsoluteLayout;
import android.os.*;
import android.util.Log;
import android.graphics.*;
import android.media.*;
import android.hardware.*;
/**
SDL Activity
*/
public class SDLActivity extends Activity {
private static final String TAG = "SDL";
// Keep track of the paused state
public static boolean mIsPaused, mIsSurfaceReady, mHasFocus;
public static boolean mExitCalledFromJava;
// Main components
protected static SDLActivity mSingleton;
protected static SDLSurface mSurface;
protected static View mTextEdit;
protected static ViewGroup mLayout;
protected static SDLJoystickHandler mJoystickHandler;
// This is what SDL runs in. It invokes SDL_main(), eventually
protected static Thread mSDLThread;
// Audio
protected static AudioTrack mAudioTrack;
// Load the .so
static {
System.loadLibrary("SDL2");
//System.loadLibrary("SDL2_image");
//System.loadLibrary("SDL2_mixer");
//System.loadLibrary("SDL2_net");
//System.loadLibrary("SDL2_ttf");
System.loadLibrary("SDL2main");
}
public static void initialize() {
// The static nature of the singleton and Android quirkyness force us to initialize everything here
// Otherwise, when exiting the app and returning to it, these variables *keep* their pre exit values
mSingleton = null;
mSurface = null;
mTextEdit = null;
mLayout = null;
mJoystickHandler = null;
mSDLThread = null;
mAudioTrack = null;
mExitCalledFromJava = false;
mIsPaused = false;
mIsSurfaceReady = false;
mHasFocus = true;
}
// Setup
@Override
protected void onCreate(Bundle savedInstanceState) {
Log.v("SDL", "onCreate():" + mSingleton);
super.onCreate(savedInstanceState);
SDLActivity.initialize();
// So we can call stuff from static callbacks
mSingleton = this;
// Set up the surface
mSurface = new SDLSurface(getApplication());
if(Build.VERSION.SDK_INT >= 12) {
mJoystickHandler = new SDLJoystickHandler_API12();
}
else {
mJoystickHandler = new SDLJoystickHandler();
}
mLayout = new AbsoluteLayout(this);
mLayout.addView(mSurface);
setContentView(mLayout);
}
// Events
@Override
protected void onPause() {
Log.v("SDL", "onPause()");
super.onPause();
SDLActivity.handlePause();
}
@Override
protected void onResume() {
Log.v("SDL", "onResume()");
super.onResume();
SDLActivity.handleResume();
}
@Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
Log.v("SDL", "onWindowFocusChanged(): " + hasFocus);
SDLActivity.mHasFocus = hasFocus;
if (hasFocus) {
SDLActivity.handleResume();
}
}
@Override
public void onLowMemory() {
Log.v("SDL", "onLowMemory()");
super.onLowMemory();
SDLActivity.nativeLowMemory();
}
@Override
protected void onDestroy() {
Log.v("SDL", "onDestroy()");
// Send a quit message to the application
SDLActivity.mExitCalledFromJava = true;
SDLActivity.nativeQuit();
// Now wait for the SDL thread to quit
if (SDLActivity.mSDLThread != null) {
try {
SDLActivity.mSDLThread.join();
} catch(Exception e) {
Log.v("SDL", "Problem stopping thread: " + e);
}
SDLActivity.mSDLThread = null;
//Log.v("SDL", "Finished waiting for SDL thread");
}
super.onDestroy();
// Reset everything in case the user re opens the app
SDLActivity.initialize();
}
@Override
public boolean dispatchKeyEvent(KeyEvent event) {
int keyCode = event.getKeyCode();
// Ignore certain special keys so they're handled by Android
if (keyCode == KeyEvent.KEYCODE_VOLUME_DOWN ||
keyCode == KeyEvent.KEYCODE_VOLUME_UP ||
keyCode == KeyEvent.KEYCODE_CAMERA ||
keyCode == 168 || /* API 11: KeyEvent.KEYCODE_ZOOM_IN */
keyCode == 169 /* API 11: KeyEvent.KEYCODE_ZOOM_OUT */
) {
return false;
}
return super.dispatchKeyEvent(event);
}
/** Called by onPause or surfaceDestroyed. Even if surfaceDestroyed
* is the first to be called, mIsSurfaceReady should still be set
* to 'true' during the call to onPause (in a usual scenario).
*/
public static void handlePause() {
if (!SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady) {
SDLActivity.mIsPaused = true;
SDLActivity.nativePause();
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, false);
}
}
/** Called by onResume or surfaceCreated. An actual resume should be done only when the surface is ready.
* Note: Some Android variants may send multiple surfaceChanged events, so we don't need to resume
* every time we get one of those events, only if it comes after surfaceDestroyed
*/
public static void handleResume() {
if (SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady && SDLActivity.mHasFocus) {
SDLActivity.mIsPaused = false;
SDLActivity.nativeResume();
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true);
}
}
/* The native thread has finished */
public static void handleNativeExit() {
SDLActivity.mSDLThread = null;
mSingleton.finish();
}
// Messages from the SDLMain thread
static final int COMMAND_CHANGE_TITLE = 1;
static final int COMMAND_UNUSED = 2;
static final int COMMAND_TEXTEDIT_HIDE = 3;
protected static final int COMMAND_USER = 0x8000;
/**
* This method is called by SDL if SDL did not handle a message itself.
* This happens if a received message contains an unsupported command.
* Method can be overwritten to handle Messages in a different class.
* @param command the command of the message.
* @param param the parameter of the message. May be null.
* @return if the message was handled in overridden method.
*/
protected boolean onUnhandledMessage(int command, Object param) {
return false;
}
/**
* A Handler class for Messages from native SDL applications.
* It uses current Activities as target (e.g. for the title).
* static to prevent implicit references to enclosing object.
*/
protected static class SDLCommandHandler extends Handler {
@Override
public void handleMessage(Message msg) {
Context context = getContext();
if (context == null) {
Log.e(TAG, "error handling message, getContext() returned null");
return;
}
switch (msg.arg1) {
case COMMAND_CHANGE_TITLE:
if (context instanceof Activity) {
((Activity) context).setTitle((String)msg.obj);
} else {
Lo
没有合适的资源?快使用搜索试试~ 我知道了~
温馨提示
本解决方案包含了使用FFmpeg在移动端处理多媒体的各种例子: [Android] simplest_android_player: 基于安卓接口的视频播放器 simplest_ffmpeg_android_helloworld: 安卓平台下基于FFmpeg的HelloWorld程序 simplest_ffmpeg_android_decoder: 安卓平台下最简单的基于FFmpeg的视频解码器 simplest_ffmpeg_android_decoder_onelib: 安卓平台下最简单的基于FFmpeg的视频解码器-单库版 simplest_ffmpeg_android_streamer: 安卓平台下最简单的基于FFmpeg的推流器 simplest_ffmpeg_android_transcoder: 安卓平台下移植的FFmpeg命令行工具 simplest_sdl_android_helloworld: 移植SDL到安卓平台的最简单程序 [IOS] simplest_ios_player: 基于IOS接口的视频播放器 simplest_ffmpeg_ios_helloworld: IOS平台下基于FFmpeg的HelloWorld程序 simplest_ffmpeg_ios_decoder: IOS平台下最简单的基于FFmpeg的视频解码器 simplest_ffmpeg_ios_streamer: IOS平台下最简单的基于FFmpeg的推流器 simplest_ffmpeg_ios_transcoder: IOS平台下移植的ffmpeg.c命令行工具 simplest_sdl_ios_helloworld: 移植SDL到IOS平台的最简单程序
资源推荐
资源详情
资源评论


















收起资源包目录





































































































共 1998 条
- 1
- 2
- 3
- 4
- 5
- 6
- 20

雷霄骅
- 粉丝: 4w+
上传资源 快速赚钱
我的内容管理 展开
我的资源 快来上传第一个资源
我的收益
登录查看自己的收益我的积分 登录查看自己的积分
我的C币 登录后查看C币余额
我的收藏
我的下载
下载帮助


最新资源
- 娱乐网站解决方案完整方案书.doc
- 智能家居控制系统课程设计报告.doc
- 经络:构成人体整体呼吸的网络系统(上).pdf
- 数据挖掘第三次作业0801303吕良.doc
- 国家工商行政管理总局令——网络商品交易及有关服务行为管理暂行办法.doc
- 2022年信息与通信工程专业英语课文翻译.doc
- 计算机专网安全产品解决方案(网络防火墙).doc
- 最新国家开放大学电大《小学语文教学研究(本)》网络核心课形考网考作业及答案.pdf
- 循证医学及其数据库可参考.ppt
- 网络信息安全应急预案02218.doc
- 关于在公司当网络客服的社会实践调查报告-精选范文.doc
- 华东网络营销基地专家讲师团队资料介绍.pptx
- 天馈系统不匹配对移动通信的影响及解决方案.doc
- 高校精品课程内涵建设与网络资源共享策略研究(定稿)(20211218091642).pdf
- 职业的学校信息化建设.doc
- 数据通信与网络技术英语词汇.doc
资源上传下载、课程学习等过程中有任何疑问或建议,欢迎提出宝贵意见哦~我们会及时处理!
点击此处反馈



安全验证
文档复制为VIP权益,开通VIP直接复制

- 1
- 2
- 3
- 4
- 5
- 6
前往页