mirror of
https://github.com/rust-mobile/android-activity.git
synced 2026-07-18 12:38:58 +00:00
Add basic agdk-mainloop example
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@@ -0,0 +1,85 @@
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use game_activity::{PollEvent, MainEvent};
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use log::Level;
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use log::trace;
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use std::time::Duration;
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use serde::{Serialize, Deserialize};
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#[derive(Debug, Serialize, Deserialize)]
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struct AppState {
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uri: String,
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}
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#[no_mangle]
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extern "C" fn android_main() {
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android_logger::init_once(
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android_logger::Config::default().with_min_level(Level::Trace)
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);
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let mut quit = false;
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let mut redraw_pending = true;
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let mut render_state: Option<()> = Default::default();
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let app = game_activity::android_app();
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while !quit {
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app.poll_events(Some(Duration::from_millis(500)) /* timeout */, |event| {
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match event {
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PollEvent::Wake => { trace!("Early wake up"); },
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PollEvent::Timeout => {
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trace!("Timed out");
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// Real app would probably rely on vblank sync via graphics API...
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redraw_pending = true;
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},
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PollEvent::Main(main_event) => {
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trace!("Main event: {:?}", main_event);
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match main_event {
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MainEvent::SaveState { saver, .. } => {
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let state = serde_json::to_vec(&AppState { uri: format!("foo://bar") }).unwrap();
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saver.store(&state);
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},
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MainEvent::Pause => {},
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MainEvent::Resume { loader, .. } => {
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if let Some(state) = loader.load() {
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let _state: AppState = serde_json::from_slice(&state).unwrap();
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}
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},
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MainEvent::InitWindow { .. } => {
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render_state = Some(());
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redraw_pending = true;
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},
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MainEvent::TerminateWindow { .. } => {
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render_state = None;
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}
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MainEvent::WindowResized { .. } => { redraw_pending = true; },
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MainEvent::RedrawNeeded { ..} => { redraw_pending = true; },
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MainEvent::LowMemory => {},
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MainEvent::Destroy => { quit = true },
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_ => { /* ... */}
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}
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},
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_ => {}
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}
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if redraw_pending {
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if let Some(_rs) = render_state {
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redraw_pending = false;
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// Handle input
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if let Some(buf) = app.swap_input_buffers() {
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for motion in buf.motion_events_iter() {
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trace!("Motion Event: {motion:?}")
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}
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for key in buf.key_events_iter() {
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trace!("Key Event: {key:?}")
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}
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}
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// Render...
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}
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}
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});
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}
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}
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@@ -0,0 +1,11 @@
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@vertex
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fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
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let x = f32(i32(in_vertex_index) - 1);
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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return vec4<f32>(x, y, 0.0, 1.0);
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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