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android: fix a synchronisation issue between Java and the game thread.

legacy
Sam Hocevar sam 12 년 전
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854409cb6f
1개의 변경된 파일17개의 추가작업 그리고 6개의 파일을 삭제
  1. +17
    -6
      src/platform/android/androidapp.cpp

+ 17
- 6
src/platform/android/androidapp.cpp 파일 보기

@@ -35,10 +35,11 @@ namespace lol
{
JavaVM *g_vm;
jobject g_activity;
Queue<int> g_main_queue;
Thread *g_main_thread;

AndroidApp::AndroidApp(char const *title, ivec2 res, float fps) :
data(0)
AndroidApp::AndroidApp(char const *title, ivec2 res, float fps)
: data(0)
{
}

@@ -46,12 +47,20 @@ void AndroidApp::ShowPointer(bool show)
{
}

/* This is a fake Run() method. We just wait until we're called and
* signal nativeInit() that all the user's initialisation code was
* called. Then we sit here forever, the Java layer is in charge of
* calling TickDraw(). */
void AndroidApp::Run()
{
g_main_queue.Push(1);

while (!Ticker::Finished())
{
/* Tick the renderer, show the frame and clamp to desired framerate. */
Ticker::TickDraw();
/* Do nothing while the real render thread does the job. The
* real stuff happens in nativeRender() */
Timer t;
t.Wait(0.5f);
}
}

@@ -85,6 +94,7 @@ JNI_OnLoad(JavaVM* vm, void* reserved)
extern "C" void
Java_org_zoy_LolEngine_LolActivity_nativeInit(JNIEnv* env, jobject thiz)
{
Log::Info("Java layer initialising activity");
env->NewGlobalRef(thiz); /* FIXME: never released! */
g_activity = thiz;
}
@@ -92,18 +102,19 @@ Java_org_zoy_LolEngine_LolActivity_nativeInit(JNIEnv* env, jobject thiz)
extern "C" void
Java_org_zoy_LolEngine_LolRenderer_nativeInit(JNIEnv* env)
{
Log::Info("initialising renderer");
Log::Info("Java layer initialising renderer");
Ticker::Setup(30.0f);
Video::Setup(ivec2(320, 200));

g_main_thread = new Thread(lol::AndroidApp::MainRun, NULL);;
g_main_queue.Pop();
}

extern "C" void
Java_org_zoy_LolEngine_LolRenderer_nativeResize(JNIEnv* env, jobject thiz,
jint w, jint h)
{
Log::Info("resizing to %i x %i", w, h);
Log::Info("Java layer resizing to %i x %i", w, h);
Video::Setup(ivec2(w, h));
}



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