Native/Lua communication guide needed

Joshua,

 

Thanks so much for this example, when I get the new CoronaCards version from David I test it out! 

One noob question, correct me if I’m wrong:

 

To hook up a Corona button without using enterFrame listener in C# I should just call this from inside a button:

Runtime:dispatchEvent({name = "customEvent"})

and then in C# in a “customEvent” listener I should define a “dotNetEvent” (right now it’s defined only in an “enterFrame” listener):

var eventProperties = CoronaLabs.Corona.WinRT.CoronaLuaEventProperties.CreateWithName("dotNetEvent");

to receive back a “dotNetEvent” event in Lua?

OR

it’s not necessary to add a “dotNetEvent” listener Lua, nor to define an event in C# if I’just to call this from the button:

local result = Runtime:dispatchEvent({name = "customEvent")

and this will just return a value I need from “customEvent” listener in C#?

If your C# custom event listener is able to return a value immediately, then yes, I recommend that you return a value immediately.  For example…

local result = Runtime:dispatchEvent({name="requestingSum", x=2, y=2})

private void OnCoronaRuntimeLoaded(object sender, CoronaRuntimeEventArgs e) { var handler = new CoronaLuaEventHandler(OnRequestingSum); e.CoronaRuntimeEnvironment.AddEventListener("requestingSum", handler); } private ICoronaBoxedData OnRequestingSum(CoronaRuntimeEnvironment sender, CoronaLuaEventArgs e) { double sum = 0; try { double x = ((CoronaBoxedNumber)e.Properties.Get("x")).Value; double y = ((CoronaBoxedNumber)e.Properties.Get("y")).Value; sum = x + y; } catch (Exception) {} return new CoronaBoxedNumber(sum); }

If you have to a non-blocking async fetch, then you’ll need to create a separate event to be dispatched by C# later.  I hope what I said makes sense.

You can actually name the events whatever you want.  You don’t have to use the names I used in the example above.  For example, I think the following names might be good for IAP in your app…

For example, these might be some good IAP event names on the Lua side…

  • “requestingPurchasedProducts”  – Return all products already purchased? (Not sure if you can do a blocking return.)

  • “requestingPurchaseX”  – Attempt to purchase product X.

  • “requestingPurchaseY”  – Attempt to purchase product Y.

And perhaps these might be some good event names on the C# side…

  • “receivedPurchaseXResult”  – The result of purchasing product X

  • “receivedPurchaseYResult”  – The result of purchasing product X

I don’t recommend that you hook into the “enterFrame” event in C# because that would likely hurt your framerate a bit.  I was just trying to show an example that you can listen to any Runtime events; those that already exist in Corona and also the events that you can create and dispatch for yourself.

So probably for IAPs I’d have to dispatch events from C#.

I’ve just received the new bits from David so I’ll soon let you know how it works for me.

Thanks!

I’ve got one more tip to make things simpler for you.  You don’t have to wrap your .NET method within a handler class like I shown above.  For example, you can change the following…

var handler = new CoronaLuaEventHandler(OnRequestingSum); e.CoronaRuntimeEnvironment.AddEventListener("requestingSum", handler);

…to the below, which works just as well…

e.CoronaRuntimeEnvironment.AddEventListener("requestingSum", OnRequestingSum);

Thanks, I’ll change that!

OK, I started testing the bridge and it’s working, yay!  :slight_smile: I can open url pages and I’m receiving events back in Lua.

I have a problem with screenshot sharing though. When I try to capture the screenshot using

WriteableBitmap save = new WriteableBitmap(480, 800); save.Render(this, null);

I get a black screen captured. What argument should I pass here instead of ‘this’ to capture CoronaCards view?

Tried fCoronaPanel but didn’t work for me neither.

Also - is there a way to make the CoronaCards view modal for a while?

So when I display a native popup, no clicks would go through?

Ahh… screencaptures on WP8 Direct3D apps is a challenge.  Which is why we don’t support it yet.

I don’t think a WriteableBitmap can capture what is custom Direct3D rendered to a DrawingSurfaceBackgroundGrid.  I think the WriteableBitmap class can only capture what was rendered to a XAML control.  (ie: Rendering via a DrawingSurfaceBackgroundGrid does not actually render to XAML, but gives us access to the app’s main Direct3D context which the native XAML framework uses to render its content.)

That said, capturing via a WriteableBitmap will work if you disable the CoronaPanel’s rendering to the DrawingSurfaceBackgroundGrid, because then it renders to a XAML SurfaceControl’s texture instead, which can be captured.  The only problem with this is that you can’t render at 60 FPS when it is in this mode.  But luckily we’ve set up our CoronaPanel to support hot-swapping between DrawingSurfaceBackgroundGrid and DrawingSurface rendering.

The following code successfully captures on the screen by doing what I’ve mentioned above.  I consider it a hack though, but it’s the quickest thing I could come up with.  The only problem is that you have to wait until the 2nd/3rd frame for the capture to occur.

private CoronaLabs.Corona.WinRT.CoronaLuaEventHandler fEnterFrameEventHandler = null; private int fEnterFrameCount = 0; private void OnCoronaRuntimeLoaded(object sender,CoronaRuntimeEventArgs e) { e.CoronaRuntimeEnvironment.AddEventListener("requestingScreenshot", OnRequestingScreenshot); } private ICoronaBoxedData OnRequestingScreenshot( CoronaRuntimeEnvironment sender, CoronaLuaEventArgs e) { // Switch from fast background rendering to rendering within the CoronaPanel. // We do this background rendered content is not capturable via WriteableBitmap. fCoronaPanel.BackgroundRenderingEnabled = false; // Schedule to capture the screen on the next rendered frame. if (fEnterFrameEventHandler == null) { fEnterFrameEventHandler = new CoronaLuaEventHandler(OnEnterFrame); } fEnterFrameCount = 0; sender.AddEventListener("enterFrame", fEnterFrameEventHandler); return null; } private ICoronaBoxedData OnEnterFrame( CoronaRuntimeEnvironment sender, CoronaLuaEventArgs e) { // The first frame still belongs to the background. Wait for the 2nd frame. fEnterFrameCount++; if (fEnterFrameCount \< 2) { return null; } // Remove the "enterFrame" event listener. // We don't want to capture the screen on every rendered frame. :) sender.RemoveEventListener("enterFrame", fEnterFrameEventHandler); // Capture the contents of the CoronaPanel. var writeableBitmap = new System.Windows.Media.Imaging.WriteableBitmap( (int)fCoronaPanel.ActualWidth, (int)fCoronaPanel.ActualHeight); writeableBitmap.Render(fCoronaPanel, null); writeableBitmap.Invalidate(); // As a quick test, display the captured image within an image control onscreen. var imageControl = new System.Windows.Controls.Image(); imageControl.Source = writeableBitmap; imageControl.Margin = new Thickness(50); fCoronaPanel.Children.Add(imageControl); // Re-enable fast 60 FPS background rendering. fCoronaPanel.BackgroundRenderingEnabled = true; return null; }

Hmm… you know what, the above is not working reliably for me.  I can only get it to capture while running under the .NET debugger.  It won’t work while running under the “Native” debugger… or when not debugging the app (ie: release mode).

I think we’re running into the following WP8 bug…

   http://connect.microsoft.com/VisualStudio/feedback/details/785537/windows-phone-8-direct3d-xaml-application-writeablebitmap-render-bug

Where capturing a XAML control or screen’s content using WriteableBitmap while using a DrawingSurfaceBackgroundGrid becomes unreliable.  I’ve ran into this issue before.  I think the only reliable way of doing this is in C++ via Direct3D.

I hate to say this, but you might want to skip this feature for now.  I don’t think we can implement this on our end by your due date.

Yes, I’ve just tried it and the app crashes: “First-chance exception at 0x770259A3 in TaskHost.exe: Microsoft C++ exception: _com_error at memory location 0x01CEF600.”

OK, I’ll share a text message then.

There’s another thing: is there a way to make fCoronaPanel modal for a while, so when I display a native popup no clicks would go through?

Are you saying the taps on the popup that is on top of Corona are getting dispatched to Lua?

Edit:

I just put a XAML WebBrowser control on top of the CoronaPanel.  Corona is not getting any tap events when I tap on the WebBrowser.  So, I’m not sure what the issue is.  Or perhaps what you want is to completely block all taps/touches from reaching Corona, but still allow Corona to be visible and animating/rendering?

Maybe it’s because I’m using a Windows Phone Toolkit to generate a popup? I’m not sure.

But yes - my clicks are getting through so I need to block all taps from reaching Corona
while remaining it visible under the popup.

Is there a way to do this?

Hold on.  I just figured out how to reproduce the issue you discovered.  In fact, I’ve found a TODO comment in my touch handling code to resolve this very issue in the future.  *Slaps-Forehead*

Okay.  I’ll take care of this now.

Side Note:  We’ve just updated/uploaded our WP8 class documentation now.  You can find our Native/Lua bridge related classes via the link below for you quick reference…

   http://docs.coronalabs.com/daily/native/wp8/html/html/N_CoronaLabs_Corona_WinRT.htm

I have a work-around for you at the moment.  You can suspend the Corona runtime yourself before displaying the popup and then resume it yourself when the popup is cleared.  You can do so via the following methods…

fCoronaPanel.Runtime.Suspend();

fCoronaPanel.Runtime.Resume();

Just note that this pauses rendering and audio too.

OK, I needed to have audio playing so I removed all touch listeners on lua side before dispatching an event to C#

BTW: I call audio.pause() and audio.play() in applicationSuspend and applicationResume listeners but I still get stream audio muted sometimes.

I’ve just uploaded a live Beta to Windows Phone Store and tested In App Purchases - the bridge is working great! Thanks!

The only issue is that the audio mutes almost every time I make a purchase  :huh: I’ll try to add an audio.play() call at the end of the event sent from C# after finishing the purchase. Will let you know if that helped when I upload the next Beta and test it.

Olaf,

Today, I’ve fixed the audio suspend/resume issue and the touch/tap event issue.

David and I won’t be able to send you these changes until this Monday.  I hope you don’t mind.  (I know the clock is ticking for you.)

I’m guessing you’ll want me to add support for disabling the idle timer, right?

Joshua,

Thanks so much. This Monday is the ultimate day I can send the app to reviewers, considering that the certification takes 4 working days for them. So iI’ll wait for the new build to get rid of pausing audio bug. If you manage to add the idle timer support until then as well, it would be great!
However, this support would be working for me only if I could enable/disable it inside app several times, not only to disable it once at the beginning. So if you find out that’s not possible for WP8 apps, then leave it.

Would it be possible for David to send out the new bits in the morning?

Thanks,

Joshua, 

I forgot to mention that my game occasionally crashes giving this output:

The program '[4428] TaskHost.exe' has exited with code -2146233078 (0x8013150a).

There are no lua Runtime errors displayed during the crash. Do you have an idea what might be the cause?

Olaf,

I’m not aware of any crashes in Corona on WP8.  Or at least I haven’t seen any during my testing.

If a crash does occur, then Visual Studio should be outputting a stack dump that would tell you where the error occurred… and exception message if the error originated from .NET or COM interface C++/CX code.  Did you not see anything like this in Visual Studio’s Output Panel?  If not, then trying changing your debug mode from “Native” to “Managed” under your application project’s “Properties”.  You’ll get different debugging information then.  Especially if the error originated from the .NET side of the app.

I’m actually curious if you’re running into an OutOfMemory exception.  There was 1 Corona app that I’ve played with that always ran into that on startup, because, well, they were loading too much stuff into memory than the device had available.  :slight_smile:

But in this case, Visual Studio makes it very obvious that this is the case in the Output Panel.

OK, I’ll try to hunt it down. It happens almost never though and I regularly remove textures from memory. I’ll monitor memUsage to find it out. Thanks for the clue.

Now I’m trying to make the app crash in a Managed debugging mode but can’t reproduce the crash again, huh :slight_smile:

Joshua,

Thanks a ton for sharing the new build with David so fast! He’s put it in my Dropbox folder already.

The music is resuming after application resumes and the clicks aren’t going through anymore.

Thanks to you I’m can submit my game yet today :slight_smile:

We’ll see how the Windows Store certification and later appCampus review goes

but here’s a sneak peek of the game I’m developing in CoronaCards: 

http://www.madeitapp.com/omnomster2/