jkxr/Projects/Android/jni/OpenJK/code/android/android-jni.cpp
2022-09-18 19:43:59 +01:00

791 lines
20 KiB
C++

/*
* Copyright (C) 2009 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <jni.h>
#include <android/log.h>
//#include "TouchControlsContainer.h"
//#include "JNITouchControlsUtils.h"
extern "C"
{
#include "src/ui/keycodes.h"
#include "in_android.h"
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"JNI", __VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "JNI", __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR,"JNI", __VA_ARGS__))
#define JAVA_FUNC(x) Java_com_beloko_opengames_rtcw_NativeLib_##x
int android_screen_width;
int android_screen_height;
#define KEY_SHOW_WEAPONS 0x1000
#define KEY_SHOOT 0x1001
#define KEY_SHOW_INV 0x1006
#define KEY_QUICK_CMD 0x1007
#define KEY_SHOW_KEYB 0x1009
float gameControlsAlpha = 0.5;
bool showWeaponCycle = false;
bool turnMouseMode = true;
bool invertLook = false;
bool precisionShoot = false;
bool showSticks = true;
bool hideTouchControls = true;
bool enableWeaponWheel = true;
bool shooting = false;
//set when holding down reload
bool sniperMode = false;
static int controlsCreated = 0;
touchcontrols::TouchControlsContainer controlsContainer;
touchcontrols::TouchControls *tcMenuMain=0;
touchcontrols::TouchControls *tcGameMain=0;
touchcontrols::TouchControls *tcGameWeapons=0;
touchcontrols::TouchControls *tcInventory=0;
touchcontrols::TouchControls *tcWeaponWheel=0;
//So can hide and show these buttons
touchcontrols::Button *nextWeapon=0;
touchcontrols::Button *prevWeapon=0;
touchcontrols::TouchJoy *touchJoyLeft;
touchcontrols::TouchJoy *touchJoyRight;
extern JNIEnv* env_;
JavaVM* jvm_;
void openGLStart()
{
glPushMatrix();
//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
//glClear(GL_COLOR_BUFFER_BIT);
//LOGI("openGLStart");
glDisable(GL_ALPHA_TEST);
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY );
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable (GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
}
void openGLEnd()
{
glPopMatrix();
glPopMatrix();
}
void gameSettingsButton(int state)
{
if (state == 1)
{
showTouchSettings();
}
}
extern unsigned int Sys_Milliseconds(void);
static unsigned int reload_time_down;
void gameButton(int state,int code)
{
if (code == KEY_SHOOT)
{
shooting = state;
PortableAction(state,PORT_ACT_ATTACK);
}
else if (code == PORT_ACT_RELOAD)
{
//If holding down the reload button, do not reload
if (state) //key down
{
reload_time_down = Sys_Milliseconds();
}
else //up
{
//if less than 0.5 sec, reload
if (( Sys_Milliseconds() - reload_time_down) < 500)
{
PortableAction(1, PORT_ACT_RELOAD);
PortableAction(0, PORT_ACT_RELOAD);
}
}
sniperMode = state; //Use reload button for precision aim also
}
else if (code == KEY_SHOW_WEAPONS)
{
if (state == 1)
if (!tcGameWeapons->enabled)
{
tcInventory->animateOut(5);
tcGameWeapons->animateIn(5);
}
}
else if (code == KEY_SHOW_INV)
{
if (state == 1)
{
if (!tcInventory->enabled)
{
tcGameWeapons->animateOut(5);
tcInventory->animateIn(5);
}
else
tcInventory->animateOut(5);
}
}
else if (code == KEY_QUICK_CMD){
//if (state == 1)
// showCustomCommands();
PortableKeyEvent(state, '~', 0);
if (state)
toggleKeyboard();
}
else
{
PortableAction(state, code);
}
}
//Weapon wheel callbacks
void weaponWheelSelected(int enabled)
{
if (enabled)
tcWeaponWheel->fade(touchcontrols::FADE_IN,5); //fade in
}
void weaponWheel(int segment)
{
LOGI("weaponWheel %d",segment);
int code;
if (segment == 9)
code = '0';
else
code = '1' + segment;
PortableKeyEvent(1,code,0);
PortableKeyEvent(0, code,0);
}
void menuButton(int state,int code)
{
if (code == KEY_SHOW_KEYB)
{
if (state)
toggleKeyboard();
return;
}
PortableKeyEvent(state, code, 0);
}
void inventoryButton(int state,int code)
{
PortableAction(state,code);
}
int left_double_action;
int right_double_action;
void left_double_tap(int state)
{
//LOGTOUCH("L double %d",state);
if (left_double_action)
PortableAction(state,left_double_action);
}
void right_double_tap(int state)
{
//LOGTOUCH("R double %d",state);
if (right_double_action)
PortableAction(state,right_double_action);
}
void mouse_move(int action,float x, float y,float dx, float dy)
{
//PortableMouse(mouse_x,mouse_y);
PortableMouseAbs(x * 640,y * 480);
if (action == TOUCHMOUSE_TAP)
{
PortableKeyEvent(1, K_MOUSE1, 0);
PortableKeyEvent(0, K_MOUSE1, 0);
}
}
//To be set by android
float strafe_sens,forward_sens;
float pitch_sens,yaw_sens;
void left_stick(float joy_x, float joy_y,float mouse_x, float mouse_y)
{
joy_x *=10;
//float strafe = joy_x*joy_x;
float strafe = joy_x;
//if (joy_x < 0)
// strafe *= -1;
PortableMove(joy_y * 15 * forward_sens,-strafe * strafe_sens);
}
void right_stick(float joy_x, float joy_y,float mouse_x, float mouse_y)
{
//LOGI(" mouse x = %f",mouse_x);
int invert = invertLook?-1:1;
float scale;
if (sniperMode)
scale = 0.1;
else
scale = (shooting && precisionShoot)?0.3:1;
if (1)
{
PortableLookPitch(LOOK_MODE_MOUSE,-mouse_y * pitch_sens * invert * scale);
if (turnMouseMode)
PortableLookYaw(LOOK_MODE_MOUSE,mouse_x*2*yaw_sens * scale);
else
PortableLookYaw(LOOK_MODE_JOYSTICK,joy_x*6*yaw_sens * scale);
}
else
{
float y = mouse_y * mouse_y;
y *= 50;
if (mouse_y < 0)
y *= -1;
PortableLookPitch(LOOK_MODE_MOUSE,-y * pitch_sens * invert * scale);
float x = mouse_x * mouse_x;
x *= 100;
if (mouse_x < 0)
x *= -1;
if (turnMouseMode)
PortableLookYaw(LOOK_MODE_MOUSE,x*2*yaw_sens * scale);
else
PortableLookYaw(LOOK_MODE_JOYSTICK,joy_x*6*yaw_sens * scale);
}
}
//Weapon select callbacks
void selectWeaponButton(int state, int code)
{
PortableKeyEvent(state, code, 0);
if (state == 0)
tcGameWeapons->animateOut(5);
}
void weaponCycle(bool v)
{
if (v)
{
if (nextWeapon) nextWeapon->setEnabled(true);
if (prevWeapon) prevWeapon->setEnabled(true);
}
else
{
if (nextWeapon) nextWeapon->setEnabled(false);
if (prevWeapon) prevWeapon->setEnabled(false);
}
}
void setHideSticks(bool v)
{
if (touchJoyLeft) touchJoyLeft->setHideGraphics(v);
if (touchJoyRight) touchJoyRight->setHideGraphics(v);
}
void initControls(int width, int height,const char * graphics_path,const char *settings_file)
{
touchcontrols::GLScaleWidth = (float)width;
touchcontrols::GLScaleHeight = (float)height;
LOGI("initControls %d x %d,x path = %s, settings = %s",width,height,graphics_path,settings_file);
if (!controlsCreated)
{
LOGI("creating controls");
touchcontrols::setGraphicsBasePath(graphics_path);
setControlsContainer(&controlsContainer);
controlsContainer.openGL_start.connect( sigc::ptr_fun(&openGLStart));
controlsContainer.openGL_end.connect( sigc::ptr_fun(&openGLEnd));
tcMenuMain = new touchcontrols::TouchControls("menu",true,false);
tcGameMain = new touchcontrols::TouchControls("game",false,true,1);
tcGameWeapons = new touchcontrols::TouchControls("weapons",false,true,1);
tcInventory = new touchcontrols::TouchControls("inventory",false,true,1);
tcWeaponWheel = new touchcontrols::TouchControls("weapon_wheel",false,true,1);
tcGameMain->signal_settingsButton.connect( sigc::ptr_fun(&gameSettingsButton) );
//Menu
tcMenuMain->signal_button.connect( sigc::ptr_fun(&menuButton) );
touchcontrols::Mouse *mouse = new touchcontrols::Mouse("mouse",touchcontrols::RectF(0,0,26,16),"");
mouse->setHideGraphics(true);
tcMenuMain->addControl(mouse);
mouse->signal_action.connect(sigc::ptr_fun(&mouse_move) );
tcMenuMain->setAlpha(0.3);
//Game
tcGameMain->setAlpha(gameControlsAlpha);
tcGameMain->addControl(new touchcontrols::Button("jump",touchcontrols::RectF(24,4,26,6),"jump",PORT_ACT_JUMP));
tcGameMain->addControl(new touchcontrols::Button("crouch",touchcontrols::RectF(24,14,26,16),"crouch",PORT_ACT_DOWN));
tcGameMain->addControl(new touchcontrols::Button("attack",touchcontrols::RectF(20,7,23,10),"shoot",KEY_SHOOT));
tcGameMain->addControl(new touchcontrols::Button("use",touchcontrols::RectF(23,6,26,9),"use",PORT_ACT_USE));
tcGameMain->addControl(new touchcontrols::Button("binocular",touchcontrols::RectF(21,5,23,7),"binocular",PORT_ACT_ZOOM_IN));
tcGameMain->addControl(new touchcontrols::Button("kick",touchcontrols::RectF(3,5,5,7),"kick",PORT_ACT_KICK));
tcGameMain->addControl(new touchcontrols::Button("notebook",touchcontrols::RectF(14,0,16,2),"notebook",PORT_ACT_HELPCOMP));
tcGameMain->addControl(new touchcontrols::Button("use_inventory",touchcontrols::RectF(16,0,18,2),"inv",KEY_SHOW_INV));
tcGameMain->addControl(new touchcontrols::Button("quick_save",touchcontrols::RectF(24,0,26,2),"save",PORT_ACT_QUICKSAVE));
tcGameMain->addControl(new touchcontrols::Button("quick_load",touchcontrols::RectF(20,0,22,2),"load",PORT_ACT_QUICKLOAD));
tcGameMain->addControl( new touchcontrols::Button("prompt",touchcontrols::RectF(9,0,11,2),"keyboard",KEY_QUICK_CMD));
tcGameMain->addControl(new touchcontrols::Button("reload",touchcontrols::RectF(0,5,3,7),"reload_sniper",PORT_ACT_RELOAD));
tcGameMain->addControl(new touchcontrols::Button("alt_fire",touchcontrols::RectF(13,14,15,16),"Custom_2",PORT_ACT_ALT_FIRE));
tcGameMain->addControl(new touchcontrols::Button("show_weapons",touchcontrols::RectF(11,14,13,16),"show_weapons",KEY_SHOW_WEAPONS));
nextWeapon = new touchcontrols::Button("next_weapon",touchcontrols::RectF(0,3,3,5),"next_weap",PORT_ACT_NEXT_WEP);
tcGameMain->addControl(nextWeapon);
prevWeapon = new touchcontrols::Button("prev_weapon",touchcontrols::RectF(0,7,3,9),"prev_weap",PORT_ACT_PREV_WEP);
tcGameMain->addControl(prevWeapon);
touchJoyLeft = new touchcontrols::TouchJoy("stick",touchcontrols::RectF(0,7,8,16),"strafe_arrow");
tcGameMain->addControl(touchJoyLeft);
touchJoyLeft->signal_move.connect(sigc::ptr_fun(&left_stick) );
touchJoyLeft->signal_double_tap.connect(sigc::ptr_fun(&left_double_tap) );
touchJoyRight = new touchcontrols::TouchJoy("touch",touchcontrols::RectF(17,4,26,16),"look_arrow");
tcGameMain->addControl(touchJoyRight);
touchJoyRight->signal_move.connect(sigc::ptr_fun(&right_stick) );
touchJoyRight->signal_double_tap.connect(sigc::ptr_fun(&right_double_tap) );
tcGameMain->signal_button.connect( sigc::ptr_fun(&gameButton) );
//Weapons
tcGameWeapons->addControl(new touchcontrols::Button("weapon1",touchcontrols::RectF(1,14,3,16),"key_1",'1'));
tcGameWeapons->addControl(new touchcontrols::Button("weapon2",touchcontrols::RectF(3,14,5,16),"key_2",'2'));
tcGameWeapons->addControl(new touchcontrols::Button("weapon3",touchcontrols::RectF(5,14,7,16),"key_3",'3'));
tcGameWeapons->addControl(new touchcontrols::Button("weapon4",touchcontrols::RectF(7,14,9,16),"key_4",'4'));
tcGameWeapons->addControl(new touchcontrols::Button("weapon5",touchcontrols::RectF(9,14,11,16),"key_5",'5'));
tcGameWeapons->addControl(new touchcontrols::Button("weapon6",touchcontrols::RectF(15,14,17,16),"key_6",'6'));
tcGameWeapons->addControl(new touchcontrols::Button("weapon7",touchcontrols::RectF(17,14,19,16),"key_7",'7'));
tcGameWeapons->addControl(new touchcontrols::Button("weapon8",touchcontrols::RectF(19,14,21,16),"key_8",'8'));
tcGameWeapons->addControl(new touchcontrols::Button("weapon9",touchcontrols::RectF(21,14,23,16),"key_9",'9'));
tcGameWeapons->addControl(new touchcontrols::Button("weapon0",touchcontrols::RectF(23,14,25,16),"key_0",'0'));
tcGameWeapons->signal_button.connect( sigc::ptr_fun(&selectWeaponButton) );
tcGameWeapons->setAlpha(0.8);
//Weapon wheel
touchcontrols::WheelSelect *wheel = new touchcontrols::WheelSelect("weapon_wheel",touchcontrols::RectF(7,2,19,14),"weapon_wheel",10);
wheel->signal_selected.connect(sigc::ptr_fun(&weaponWheel) );
wheel->signal_enabled.connect(sigc::ptr_fun(&weaponWheelSelected));
tcWeaponWheel->addControl(wheel);
tcWeaponWheel->setAlpha(0.5);
//Inventory
tcInventory->addControl(new touchcontrols::Button("invuse",touchcontrols::RectF(3,14,5,16),"enter",PORT_ACT_INVUSE));
tcInventory->addControl(new touchcontrols::Button("invprev",touchcontrols::RectF(6,14,8,16),"arrow_left",PORT_ACT_INVPREV));
tcInventory->addControl(new touchcontrols::Button("invnext",touchcontrols::RectF(8,14,10,16),"arrow_right",PORT_ACT_INVNEXT));
tcInventory->signal_button.connect( sigc::ptr_fun(&inventoryButton) );
tcInventory->setAlpha(0.5);
controlsContainer.addControlGroup(tcGameMain);
controlsContainer.addControlGroup(tcGameWeapons);
controlsContainer.addControlGroup(tcMenuMain);
controlsContainer.addControlGroup(tcInventory);
controlsContainer.addControlGroup(tcWeaponWheel);
controlsCreated = 1;
tcGameMain->setXMLFile(settings_file);
tcGameWeapons->setXMLFile((std::string)graphics_path + "/weapons.xml");
tcInventory->setXMLFile((std::string)graphics_path + "/inventory.xml");
tcWeaponWheel->setXMLFile((std::string)graphics_path + "/weaponwheel.xml");
}
else
LOGI("NOT creating controls");
controlsContainer.initGL();
}
int inMenuLast = 1;
int inAutomapLast = 0;
void frameControls()
{
int inMenuNew = PortableInMenu();
if (inMenuLast != inMenuNew)
{
inMenuLast = inMenuNew;
if (!inMenuNew)
{
tcGameMain->setEnabled(true);
if (enableWeaponWheel)
tcWeaponWheel->setEnabled(true);
tcMenuMain->setEnabled(false);
}
else
{
tcGameMain->setEnabled(false);
tcGameWeapons->setEnabled(false);
tcWeaponWheel->setEnabled(false);
tcMenuMain->setEnabled(true);
}
}
weaponCycle(showWeaponCycle);
setHideSticks(!showSticks);
controlsContainer.draw();
}
void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,int other)
{
gameControlsAlpha = alpha;
if (tcGameMain)
tcGameMain->setAlpha(gameControlsAlpha);
showWeaponCycle = other & 0x1?true:false;
turnMouseMode = other & 0x2?true:false;
invertLook = other & 0x4?true:false;
precisionShoot = other & 0x8?true:false;
showSticks = other & 0x1000?true:false;
enableWeaponWheel = other & 0x2000?true:false;
if (tcWeaponWheel)
tcWeaponWheel->setEnabled(enableWeaponWheel);
hideTouchControls = other & 0x80000000?true:false;
switch ((other>>4) & 0xF)
{
case 1:
left_double_action = PORT_ACT_ATTACK;
break;
case 2:
left_double_action = PORT_ACT_JUMP;
break;
case 3:
left_double_action = PORT_ACT_USE;
break;
default:
left_double_action = 0;
}
switch ((other>>8) & 0xF)
{
case 1:
right_double_action = PORT_ACT_ATTACK;
break;
case 2:
right_double_action = PORT_ACT_JUMP;
break;
case 3:
right_double_action = PORT_ACT_USE;
break;
default:
right_double_action = 0;
}
strafe_sens = strafe;
forward_sens = fwd;
pitch_sens = pitch;
yaw_sens = yaw;
}
int quit_now = 0;
#define EXPORT_ME __attribute__ ((visibility("default")))
JNIEnv* env_;
int argc=1;
const char * argv[32];
std::string graphicpath;
std::string game_path;
const char * getGamePath()
{
return game_path.c_str();
}
std::string lib_path;
const char * getLibPath()
{
return lib_path.c_str();
}
jint EXPORT_ME
JAVA_FUNC(init) ( JNIEnv* env, jobject thiz,jstring graphics_dir,jint mem_mb,jobjectArray argsArray,jint renderer,jstring game_path_ ,jstring lib_path_ )
{
env_ = env;
argv[0] = "quake";
int argCount = (env)->GetArrayLength( argsArray);
LOGI("argCount = %d",argCount);
for (int i=0; i<argCount; i++) {
jstring string = (jstring) (env)->GetObjectArrayElement( argsArray, i);
argv[argc] = (char *)(env)->GetStringUTFChars( string, 0);
LOGI("arg = %s",argv[argc]);
argc++;
}
game_path = (char *)(env)->GetStringUTFChars( game_path_, 0);
lib_path = (char *)(env)->GetStringUTFChars( lib_path_, 0);
LOGI("game_path = %s",getGamePath());
LOGI("lib_path = %s",getLibPath());
PortableInit(argc,argv);
const char * p = env->GetStringUTFChars(graphics_dir,NULL);
graphicpath = std::string(p);
initControls(android_screen_width,-android_screen_height,graphicpath.c_str(),(graphicpath + "/game_controls.xml").c_str());
return 0;
}
extern int androidSwapped;
jint EXPORT_ME
JAVA_FUNC(frame) ( JNIEnv* env, jobject thiz )
{
//LOGI("frame");
androidSwapped = 1;
PortableFrame();
if (quit_now)
{
LOGI("frame QUIT");
return 128;
}
frameControls();
int ret = 0;
return ret;
}
__attribute__((visibility("default"))) jint JNI_OnLoad(JavaVM* vm, void* reserved)
{
LOGI("JNI_OnLoad");
jvm_ = vm;
setTCJNIEnv(vm);
return JNI_VERSION_1_4;
}
void EXPORT_ME
JAVA_FUNC(keypress) (JNIEnv *env, jobject obj, jint down, jint keycode, jint unicode)
{
LOGI("keypress %d",keycode);
if (controlsContainer.isEditing())
{
if (down && (keycode == K_ESCAPE ))
controlsContainer.finishEditing();
return;
}
PortableKeyEvent(down,keycode,unicode);
}
void EXPORT_ME
JAVA_FUNC(touchEvent) (JNIEnv *env, jobject obj,jint action, jint pid, jfloat x, jfloat y)
{
//LOGI("TOUCHED");
controlsContainer.processPointer(action,pid,x,y);
}
void EXPORT_ME
JAVA_FUNC(doAction) (JNIEnv *env, jobject obj, jint state, jint action)
{
//gamepadButtonPressed();
if (hideTouchControls)
if (tcGameMain)
{
if (tcGameMain->isEnabled())
tcGameMain->animateOut(30);
if (tcWeaponWheel->isEnabled())
tcWeaponWheel->animateOut(30);
}
LOGI("doAction %d %d",state,action);
//Sniper mode for gamepad
if (action == PORT_ACT_RELOAD)
{
if (state) //key down
{
reload_time_down = Sys_Milliseconds();
}
else //up
{
//if less than 0.5 sec, reload
if (( Sys_Milliseconds() - reload_time_down) < 500)
{
PortableAction(1, PORT_ACT_RELOAD);
PortableAction(0, PORT_ACT_RELOAD);
}
}
sniperMode = state; //Use reload button for precision aim also
return;
}
PortableAction(state,action);
}
void EXPORT_ME
JAVA_FUNC(analogFwd) (JNIEnv *env, jobject obj, jfloat v)
{
PortableMoveFwd(v);
}
void EXPORT_ME
JAVA_FUNC(analogSide) (JNIEnv *env, jobject obj,jfloat v)
{
PortableMoveSide(v);
}
void EXPORT_ME
JAVA_FUNC(analogPitch) (JNIEnv *env, jobject obj,jint mode,jfloat v)
{
if (sniperMode)
v *= 0.1;
PortableLookPitch(mode, v);
}
void EXPORT_ME
JAVA_FUNC(analogYaw) (JNIEnv *env, jobject obj, jint mode,jfloat v)
{
if (sniperMode)
v *= 0.1;
PortableLookYaw(mode, v);
}
void EXPORT_ME
JAVA_FUNC(setTouchSettings) (JNIEnv *env, jobject obj, jfloat alpha,jfloat strafe,jfloat fwd,jfloat pitch,jfloat yaw,int other)
{
setTouchSettings(alpha,strafe,fwd,pitch,yaw,other);
}
std::string quickCommandString;
jint EXPORT_ME
JAVA_FUNC(quickCommand) (JNIEnv *env, jobject obj, jstring command)
{
const char * p = env->GetStringUTFChars(command,NULL);
quickCommandString = std::string(p) + "\n";
env->ReleaseStringUTFChars(command, p);
PortableCommand(quickCommandString.c_str());
return 0;
}
void EXPORT_ME
JAVA_FUNC(setScreenSize) ( JNIEnv* env, jobject thiz, jint width, jint height)
{
android_screen_width = width;
android_screen_height = height;
}
void bqPause(int p);
void EXPORT_ME
JAVA_FUNC(pauseAudio) ( JNIEnv* env, jobject thiz, jint v)
{
bqPause(v);
}
static JNIEnv *my_getJNIEnv ( )
{
JNIEnv *pJNIEnv ;
if ( jvm_ && ( jvm_->GetEnv ( (void**) &pJNIEnv, JNI_VERSION_1_4 ) >= 0 ) )
{
return pJNIEnv ;
}
return NULL ;
}
}