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d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
83 lines
3.1 KiB
C++
83 lines
3.1 KiB
C++
/*************************************************************************/
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/* audio_driver_jandroid.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef AUDIO_DRIVER_ANDROID_H
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#define AUDIO_DRIVER_ANDROID_H
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#include "servers/audio/audio_server_sw.h"
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#ifndef ANDROID_NATIVE_ACTIVITY
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#include "java_glue.h"
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class AudioDriverAndroid : public AudioDriverSW {
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static Mutex *mutex;
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static AudioDriverAndroid* s_ad;
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static jobject io;
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static jmethodID _init_audio;
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static jmethodID _write_buffer;
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static jmethodID _quit;
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static jmethodID _pause;
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static bool active;
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static bool quit;
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static jclass cls;
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static jobject audioBuffer;
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static void* audioBufferPinned;
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static int32_t* audioBuffer32;
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static int audioBufferFrames;
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static int mix_rate;
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public:
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void set_singleton();
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virtual const char* get_name() const;
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virtual Error init();
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virtual void start();
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virtual int get_mix_rate() const ;
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virtual OutputFormat get_output_format() const;
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virtual void lock();
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virtual void unlock();
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virtual void finish();
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virtual void set_pause(bool p_pause);
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static void setup( jobject act);
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static void thread_func(JNIEnv *env);
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AudioDriverAndroid();
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};
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#endif
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#endif // AUDIO_DRIVER_ANDROID_H
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