I'm reading the OpenGL ES 2.0 Programming Guide and on their examples the use a helper library that they've created called esUtil.h (which has a version for BlackBerry), that is contained on the book examples repository, the problem is that now I want to handle touch events, but I don't know how to make my code compactible with the bbutil.h
initialization so I can take advantage of the touch and at the same time have esUtil.h
so I can take advantage of functions like esRegisterDrawFunc
, esRegisterUpdateFunc
and esMainLoop
, which I don't know how to do with bbutil
. Here's my code:
#include <stdlib.h>
#include <stdio.h>
#include "esUtil/esUtil.h"
// BlackBerry stuff.
#include "bbutil.h"
#include <bps/bps.h>
#include <bps/screen.h>
// Helpers.
#include "helpers/global.h"
#include "helpers/shaders.h"
// Scene.
#include "scene/scene.h"
int main(int argc, char *argv[]) {
ESContext esContext;
UserData userData;
esInitContext(&esContext);
esContext.userData = &userData;
if (!esCreateWindow(&esContext, TITLE, WINDOW_WIDTH, WINDOW_HEIGHT, ES_WINDOW_RGB))
return 0;
if (!init(&esContext))
return 0;
esRegisterDrawFunc(&esContext, drawScene);
esRegisterUpdateFunc(&esContext, update);
esMainLoop(&esContext);
return 0;
}
Any suggestions?
I don't have any specific experience mixing OpenGL with BPS, but since there hasn't been any other response...
I have mixed BPS with Cascades under BB10. What I did was run the BPS event fetching and response code on a separate thread. The thread will block until BPS has an event. This leaves the main thread available for Cascades (in my case) or esMainLoop (in your case).