* The implementation for our app. * * This class implements the activity lifecycle behaviors akin to how Activity * would in a Java app. With native_app_glue, those lifecycle events are instead * communicated to this class from engine_handle_cmd, which is in turned called * by looper (see the description below in android_main). * * The comments here will briefly explain some aspects of the
| 70 | * and the other docs in that section for more information. |
| 71 | */ |
| 72 | class Engine { |
| 73 | public: |
| 74 | explicit Engine(android_app* app) : app_(app) {} |
| 75 | |
| 76 | void AttachWindow() { |
| 77 | // This is called whenever a new native window is created for our app, so we |
| 78 | // need to reinitialize the buffer format to the format our render loop |
| 79 | // expects. |
| 80 | // |
| 81 | // Attaching the window will not cause the app to start running its update |
| 82 | // and render loop. The app's update cycle is separately enabled by |
| 83 | // Engine::Resume. |
| 84 | if (ANativeWindow_setBuffersGeometry( |
| 85 | app_->window, 0, 0, AHARDWAREBUFFER_FORMAT_R8G8B8X8_UNORM) < 0) { |
| 86 | LOGE("Unable to set window buffer geometry"); |
| 87 | window_initialized = false; |
| 88 | return; |
| 89 | } |
| 90 | window_initialized = true; |
| 91 | color_ = Color::kRed; |
| 92 | last_update_ = std::chrono::steady_clock::now(); |
| 93 | } |
| 94 | |
| 95 | void DetachWindow() { |
| 96 | // This is called whenever the native window for our app is destroyed. That |
| 97 | // does not necessarily mean that the app is being killed, as it is also |
| 98 | // done when the screen rotates. |
| 99 | // |
| 100 | // For a more typical app where the rendering is done with OpenGL or Vulkan, |
| 101 | // this is where you'd perform any window cleanup needed by those |
| 102 | // frameworks. For our app, it's sufficient to just set a flag to disable |
| 103 | // our render loop. |
| 104 | window_initialized = false; |
| 105 | } |
| 106 | |
| 107 | /// Resumes ticking the application. |
| 108 | void Resume() { |
| 109 | // This is called whenever the activity is resumed (brought into the |
| 110 | // foreground). When that happens, we schedule our next update tick with |
| 111 | // Choreographer. Choreographer is the Android system that paces app render |
| 112 | // loops. If you instead render new frames in a loop without frame pacing, |
| 113 | // you risk rendering more quickly than the display pipeline is able to |
| 114 | // present new frames. This will increase the latency between frame |
| 115 | // submission and presentation. |
| 116 | // https://developer.android.com/ndk/reference/group/choreographer |
| 117 | |
| 118 | // Checked to make sure we don't double schedule Choreographer. |
| 119 | if (!running_) { |
| 120 | running_ = true; |
| 121 | ScheduleNextTick(); |
| 122 | } |
| 123 | } |
| 124 | |
| 125 | /// Pauses ticking the application. |
| 126 | /// |
| 127 | /// When paused, sensor and input events will still be processed, but the |
| 128 | /// update and render parts of the loop will not run. |
| 129 | void Pause() { |
nothing calls this directly
no outgoing calls
no test coverage detected