Vendor things
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third-party/vendor/android-activity/game-activity-csrc/game-activity/GameActivity.cpp
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third-party/vendor/android-activity/game-activity-csrc/game-activity/GameActivity.cpp
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third-party/vendor/android-activity/game-activity-csrc/game-activity/GameActivity.h
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third-party/vendor/android-activity/game-activity-csrc/game-activity/GameActivity.h
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/*
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* Copyright (C) 2021 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/**
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* @addtogroup GameActivity Game Activity
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* The interface to use GameActivity.
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* @{
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*/
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/**
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* @file GameActivity.h
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*/
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#ifndef ANDROID_GAME_SDK_GAME_ACTIVITY_H
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#define ANDROID_GAME_SDK_GAME_ACTIVITY_H
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#include <android/asset_manager.h>
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#include <android/input.h>
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#include <android/native_window.h>
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#include <android/rect.h>
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#include <jni.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include "game-text-input/gametextinput.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* {@link GameActivityCallbacks}
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*/
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struct GameActivityCallbacks;
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/**
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* This structure defines the native side of an android.app.GameActivity.
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* It is created by the framework, and handed to the application's native
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* code as it is being launched.
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*/
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typedef struct GameActivity {
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/**
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* Pointer to the callback function table of the native application.
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* You can set the functions here to your own callbacks. The callbacks
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* pointer itself here should not be changed; it is allocated and managed
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* for you by the framework.
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*/
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struct GameActivityCallbacks* callbacks;
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/**
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* The global handle on the process's Java VM.
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*/
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JavaVM* vm;
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/**
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* JNI context for the main thread of the app. Note that this field
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* can ONLY be used from the main thread of the process; that is, the
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* thread that calls into the GameActivityCallbacks.
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*/
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JNIEnv* env;
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/**
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* The GameActivity object handle.
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*/
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jobject javaGameActivity;
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/**
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* Path to this application's internal data directory.
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*/
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const char* internalDataPath;
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/**
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* Path to this application's external (removable/mountable) data directory.
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*/
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const char* externalDataPath;
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/**
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* The platform's SDK version code.
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*/
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int32_t sdkVersion;
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/**
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* This is the native instance of the application. It is not used by
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* the framework, but can be set by the application to its own instance
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* state.
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*/
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void* instance;
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/**
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* Pointer to the Asset Manager instance for the application. The
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* application uses this to access binary assets bundled inside its own .apk
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* file.
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*/
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AAssetManager* assetManager;
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/**
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* Available starting with Honeycomb: path to the directory containing
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* the application's OBB files (if any). If the app doesn't have any
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* OBB files, this directory may not exist.
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*/
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const char* obbPath;
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} GameActivity;
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/**
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* The maximum number of axes supported in an Android MotionEvent.
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* See https://developer.android.com/ndk/reference/group/input.
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*/
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#define GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT 48
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/**
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* \brief Describe information about a pointer, found in a
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* GameActivityMotionEvent.
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*
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* You can read values directly from this structure, or use helper functions
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* (`GameActivityPointerAxes_getX`, `GameActivityPointerAxes_getY` and
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* `GameActivityPointerAxes_getAxisValue`).
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*
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* The X axis and Y axis are enabled by default but any other axis that you want
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* to read **must** be enabled first, using
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* `GameActivityPointerAxes_enableAxis`.
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*
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* \see GameActivityMotionEvent
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*/
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typedef struct GameActivityPointerAxes {
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int32_t id;
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int32_t toolType;
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float axisValues[GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT];
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float rawX;
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float rawY;
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} GameActivityPointerAxes;
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typedef struct GameActivityHistoricalPointerAxes {
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int64_t eventTime;
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float axisValues[GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT];
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} GameActivityHistoricalPointerAxes;
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/** \brief Get the current X coordinate of the pointer. */
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inline float GameActivityPointerAxes_getX(
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const GameActivityPointerAxes* pointerInfo) {
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return pointerInfo->axisValues[AMOTION_EVENT_AXIS_X];
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}
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/** \brief Get the current Y coordinate of the pointer. */
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inline float GameActivityPointerAxes_getY(
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const GameActivityPointerAxes* pointerInfo) {
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return pointerInfo->axisValues[AMOTION_EVENT_AXIS_Y];
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}
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/**
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* \brief Enable the specified axis, so that its value is reported in the
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* GameActivityPointerAxes structures stored in a motion event.
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*
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* You must enable any axis that you want to read, apart from
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* `AMOTION_EVENT_AXIS_X` and `AMOTION_EVENT_AXIS_Y` that are enabled by
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* default.
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*
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* If the axis index is out of range, nothing is done.
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*/
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void GameActivityPointerAxes_enableAxis(int32_t axis);
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/**
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* \brief Disable the specified axis. Its value won't be reported in the
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* GameActivityPointerAxes structures stored in a motion event anymore.
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*
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* Apart from X and Y, any axis that you want to read **must** be enabled first,
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* using `GameActivityPointerAxes_enableAxis`.
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*
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* If the axis index is out of range, nothing is done.
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*/
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void GameActivityPointerAxes_disableAxis(int32_t axis);
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/**
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* \brief Enable the specified axis, so that its value is reported in the
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* GameActivityHistoricalPointerAxes structures associated with a motion event.
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*
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* You must enable any axis that you want to read (no axes are enabled by
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* default).
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*
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* If the axis index is out of range, nothing is done.
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*/
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void GameActivityHistoricalPointerAxes_enableAxis(int32_t axis);
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/**
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* \brief Disable the specified axis. Its value won't be reported in the
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* GameActivityHistoricalPointerAxes structures associated with motion events
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* anymore.
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*
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* If the axis index is out of range, nothing is done.
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*/
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void GameActivityHistoricalPointerAxes_disableAxis(int32_t axis);
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/**
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* \brief Get the value of the requested axis.
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*
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* Apart from X and Y, any axis that you want to read **must** be enabled first,
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* using `GameActivityPointerAxes_enableAxis`.
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*
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* Find the valid enums for the axis (`AMOTION_EVENT_AXIS_X`,
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* `AMOTION_EVENT_AXIS_Y`, `AMOTION_EVENT_AXIS_PRESSURE`...)
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* in https://developer.android.com/ndk/reference/group/input.
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*
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* @param pointerInfo The structure containing information about the pointer,
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* obtained from GameActivityMotionEvent.
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* @param axis The axis to get the value from
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* @return The value of the axis, or 0 if the axis is invalid or was not
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* enabled.
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*/
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inline float GameActivityPointerAxes_getAxisValue(
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GameActivityPointerAxes* pointerInfo, int32_t axis) {
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if (axis < 0 || axis >= GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT) {
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return 0;
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}
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return pointerInfo->axisValues[axis];
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}
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/**
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* The maximum number of pointers returned inside a motion event.
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*/
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#if (defined GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT_OVERRIDE)
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#define GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT \
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GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT_OVERRIDE
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#else
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#define GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT 8
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#endif
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/**
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* The maximum number of historic samples associated with a single motion event.
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*/
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#if (defined GAMEACTIVITY_MAX_NUM_HISTORICAL_IN_MOTION_EVENT_OVERRIDE)
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#define GAMEACTIVITY_MAX_NUM_HISTORICAL_IN_MOTION_EVENT \
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GAMEACTIVITY_MAX_NUM_HISTORICAL_IN_MOTION_EVENT_OVERRIDE
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#else
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#define GAMEACTIVITY_MAX_NUM_HISTORICAL_IN_MOTION_EVENT 8
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#endif
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/**
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* \brief Describe a motion event that happened on the GameActivity SurfaceView.
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*
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* This is 1:1 mapping to the information contained in a Java `MotionEvent`
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* (see https://developer.android.com/reference/android/view/MotionEvent).
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*/
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typedef struct GameActivityMotionEvent {
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int32_t deviceId;
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int32_t source;
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int32_t action;
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int64_t eventTime;
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int64_t downTime;
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int32_t flags;
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int32_t metaState;
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int32_t actionButton;
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int32_t buttonState;
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int32_t classification;
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int32_t edgeFlags;
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uint32_t pointerCount;
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GameActivityPointerAxes
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pointers[GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT];
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float precisionX;
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float precisionY;
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int16_t historicalStart;
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// Note the actual buffer of historical data has a length of
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// pointerCount * historicalCount, since the historical axis
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// data is per-pointer.
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int16_t historicalCount;
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} GameActivityMotionEvent;
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/**
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* \brief Describe a key event that happened on the GameActivity SurfaceView.
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*
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* This is 1:1 mapping to the information contained in a Java `KeyEvent`
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* (see https://developer.android.com/reference/android/view/KeyEvent).
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*/
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typedef struct GameActivityKeyEvent {
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int32_t deviceId;
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int32_t source;
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int32_t action;
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int64_t eventTime;
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int64_t downTime;
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int32_t flags;
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int32_t metaState;
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int32_t modifiers;
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int32_t repeatCount;
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int32_t keyCode;
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int32_t scanCode;
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} GameActivityKeyEvent;
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/**
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* A function the user should call from their callback with the data, its length
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* and the library- supplied context.
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*/
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typedef void (*SaveInstanceStateRecallback)(const char* bytes, int len,
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void* context);
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/**
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* These are the callbacks the framework makes into a native application.
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* All of these callbacks happen on the main thread of the application.
|
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* By default, all callbacks are NULL; set to a pointer to your own function
|
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* to have it called.
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*/
|
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typedef struct GameActivityCallbacks {
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/**
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* GameActivity has started. See Java documentation for Activity.onStart()
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* for more information.
|
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*/
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void (*onStart)(GameActivity* activity);
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/**
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* GameActivity has resumed. See Java documentation for Activity.onResume()
|
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* for more information.
|
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*/
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void (*onResume)(GameActivity* activity);
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/**
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* The framework is asking GameActivity to save its current instance state.
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* See the Java documentation for Activity.onSaveInstanceState() for more
|
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* information. The user should call the recallback with their data, its
|
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* length and the provided context; they retain ownership of the data. Note
|
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* that the saved state will be persisted, so it can not contain any active
|
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* entities (pointers to memory, file descriptors, etc).
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*/
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void (*onSaveInstanceState)(GameActivity* activity,
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SaveInstanceStateRecallback recallback,
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void* context);
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/**
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* GameActivity has paused. See Java documentation for Activity.onPause()
|
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* for more information.
|
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*/
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void (*onPause)(GameActivity* activity);
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|
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/**
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* GameActivity has stopped. See Java documentation for Activity.onStop()
|
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* for more information.
|
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*/
|
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void (*onStop)(GameActivity* activity);
|
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|
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/**
|
||||
* GameActivity is being destroyed. See Java documentation for
|
||||
* Activity.onDestroy() for more information.
|
||||
*/
|
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void (*onDestroy)(GameActivity* activity);
|
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|
||||
/**
|
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* Focus has changed in this GameActivity's window. This is often used,
|
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* for example, to pause a game when it loses input focus.
|
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*/
|
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void (*onWindowFocusChanged)(GameActivity* activity, bool hasFocus);
|
||||
|
||||
/**
|
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* The drawing window for this native activity has been created. You
|
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* can use the given native window object to start drawing.
|
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*/
|
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void (*onNativeWindowCreated)(GameActivity* activity,
|
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ANativeWindow* window);
|
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|
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/**
|
||||
* The drawing window for this native activity has been resized. You should
|
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* retrieve the new size from the window and ensure that your rendering in
|
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* it now matches.
|
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*/
|
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void (*onNativeWindowResized)(GameActivity* activity, ANativeWindow* window,
|
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int32_t newWidth, int32_t newHeight);
|
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|
||||
/**
|
||||
* The drawing window for this native activity needs to be redrawn. To
|
||||
* avoid transient artifacts during screen changes (such resizing after
|
||||
* rotation), applications should not return from this function until they
|
||||
* have finished drawing their window in its current state.
|
||||
*/
|
||||
void (*onNativeWindowRedrawNeeded)(GameActivity* activity,
|
||||
ANativeWindow* window);
|
||||
|
||||
/**
|
||||
* The drawing window for this native activity is going to be destroyed.
|
||||
* You MUST ensure that you do not touch the window object after returning
|
||||
* from this function: in the common case of drawing to the window from
|
||||
* another thread, that means the implementation of this callback must
|
||||
* properly synchronize with the other thread to stop its drawing before
|
||||
* returning from here.
|
||||
*/
|
||||
void (*onNativeWindowDestroyed)(GameActivity* activity,
|
||||
ANativeWindow* window);
|
||||
|
||||
/**
|
||||
* The current device AConfiguration has changed. The new configuration can
|
||||
* be retrieved from assetManager.
|
||||
*/
|
||||
void (*onConfigurationChanged)(GameActivity* activity);
|
||||
|
||||
/**
|
||||
* The system is running low on memory. Use this callback to release
|
||||
* resources you do not need, to help the system avoid killing more
|
||||
* important processes.
|
||||
*/
|
||||
void (*onTrimMemory)(GameActivity* activity, int level);
|
||||
|
||||
/**
|
||||
* Callback called for every MotionEvent done on the GameActivity
|
||||
* SurfaceView. Ownership of `event` is maintained by the library and it is
|
||||
* only valid during the callback.
|
||||
*/
|
||||
bool (*onTouchEvent)(GameActivity* activity,
|
||||
const GameActivityMotionEvent* event,
|
||||
const GameActivityHistoricalPointerAxes* historical,
|
||||
int historicalLen);
|
||||
|
||||
/**
|
||||
* Callback called for every key down event on the GameActivity SurfaceView.
|
||||
* Ownership of `event` is maintained by the library and it is only valid
|
||||
* during the callback.
|
||||
*/
|
||||
bool (*onKeyDown)(GameActivity* activity,
|
||||
const GameActivityKeyEvent* event);
|
||||
|
||||
/**
|
||||
* Callback called for every key up event on the GameActivity SurfaceView.
|
||||
* Ownership of `event` is maintained by the library and it is only valid
|
||||
* during the callback.
|
||||
*/
|
||||
bool (*onKeyUp)(GameActivity* activity, const GameActivityKeyEvent* event);
|
||||
|
||||
/**
|
||||
* Callback called for every soft-keyboard text input event.
|
||||
* Ownership of `state` is maintained by the library and it is only valid
|
||||
* during the callback.
|
||||
*/
|
||||
void (*onTextInputEvent)(GameActivity* activity,
|
||||
const GameTextInputState* state);
|
||||
|
||||
/**
|
||||
* Callback called when WindowInsets of the main app window have changed.
|
||||
* Call GameActivity_getWindowInsets to retrieve the insets themselves.
|
||||
*/
|
||||
void (*onWindowInsetsChanged)(GameActivity* activity);
|
||||
} GameActivityCallbacks;
|
||||
|
||||
/**
|
||||
* \brief Convert a Java `MotionEvent` to a `GameActivityMotionEvent`.
|
||||
*
|
||||
* This is done automatically by the GameActivity: see `onTouchEvent` to set
|
||||
* a callback to consume the received events.
|
||||
* This function can be used if you re-implement events handling in your own
|
||||
* activity. On return, the out_event->historicalStart will be zero, and should
|
||||
* be updated to index into whatever buffer out_historical is copied.
|
||||
* On return the length of out_historical is
|
||||
* (out_event->pointerCount x out_event->historicalCount) and is in a
|
||||
* pointer-major order (i.e. all axis for a pointer are contiguous)
|
||||
* Ownership of out_event is maintained by the caller.
|
||||
*/
|
||||
int GameActivityMotionEvent_fromJava(JNIEnv* env, jobject motionEvent,
|
||||
GameActivityMotionEvent* out_event,
|
||||
GameActivityHistoricalPointerAxes *out_historical);
|
||||
|
||||
/**
|
||||
* \brief Convert a Java `KeyEvent` to a `GameActivityKeyEvent`.
|
||||
*
|
||||
* This is done automatically by the GameActivity: see `onKeyUp` and `onKeyDown`
|
||||
* to set a callback to consume the received events.
|
||||
* This function can be used if you re-implement events handling in your own
|
||||
* activity.
|
||||
* Ownership of out_event is maintained by the caller.
|
||||
*/
|
||||
void GameActivityKeyEvent_fromJava(JNIEnv* env, jobject motionEvent,
|
||||
GameActivityKeyEvent* out_event);
|
||||
|
||||
/**
|
||||
* This is the function that must be in the native code to instantiate the
|
||||
* application's native activity. It is called with the activity instance (see
|
||||
* above); if the code is being instantiated from a previously saved instance,
|
||||
* the savedState will be non-NULL and point to the saved data. You must make
|
||||
* any copy of this data you need -- it will be released after you return from
|
||||
* this function.
|
||||
*/
|
||||
typedef void GameActivity_createFunc(GameActivity* activity, void* savedState,
|
||||
size_t savedStateSize);
|
||||
|
||||
/**
|
||||
* The name of the function that NativeInstance looks for when launching its
|
||||
* native code. This is the default function that is used, you can specify
|
||||
* "android.app.func_name" string meta-data in your manifest to use a different
|
||||
* function.
|
||||
*/
|
||||
extern GameActivity_createFunc GameActivity_onCreate;
|
||||
|
||||
/**
|
||||
* Finish the given activity. Its finish() method will be called, causing it
|
||||
* to be stopped and destroyed. Note that this method can be called from
|
||||
* *any* thread; it will send a message to the main thread of the process
|
||||
* where the Java finish call will take place.
|
||||
*/
|
||||
void GameActivity_finish(GameActivity* activity);
|
||||
|
||||
/**
|
||||
* Flags for GameActivity_setWindowFlags,
|
||||
* as per the Java API at android.view.WindowManager.LayoutParams.
|
||||
*/
|
||||
enum GameActivitySetWindowFlags {
|
||||
/**
|
||||
* As long as this window is visible to the user, allow the lock
|
||||
* screen to activate while the screen is on. This can be used
|
||||
* independently, or in combination with {@link
|
||||
* GAMEACTIVITY_FLAG_KEEP_SCREEN_ON} and/or {@link
|
||||
* GAMEACTIVITY_FLAG_SHOW_WHEN_LOCKED}
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001,
|
||||
/** Everything behind this window will be dimmed. */
|
||||
GAMEACTIVITY_FLAG_DIM_BEHIND = 0x00000002,
|
||||
/**
|
||||
* Blur everything behind this window.
|
||||
* @deprecated Blurring is no longer supported.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_BLUR_BEHIND = 0x00000004,
|
||||
/**
|
||||
* This window won't ever get key input focus, so the
|
||||
* user can not send key or other button events to it. Those will
|
||||
* instead go to whatever focusable window is behind it. This flag
|
||||
* will also enable {@link GAMEACTIVITY_FLAG_NOT_TOUCH_MODAL} whether or not
|
||||
* that is explicitly set.
|
||||
*
|
||||
* Setting this flag also implies that the window will not need to
|
||||
* interact with
|
||||
* a soft input method, so it will be Z-ordered and positioned
|
||||
* independently of any active input method (typically this means it
|
||||
* gets Z-ordered on top of the input method, so it can use the full
|
||||
* screen for its content and cover the input method if needed. You
|
||||
* can use {@link GAMEACTIVITY_FLAG_ALT_FOCUSABLE_IM} to modify this
|
||||
* behavior.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_NOT_FOCUSABLE = 0x00000008,
|
||||
/** This window can never receive touch events. */
|
||||
GAMEACTIVITY_FLAG_NOT_TOUCHABLE = 0x00000010,
|
||||
/**
|
||||
* Even when this window is focusable (its
|
||||
* {@link GAMEACTIVITY_FLAG_NOT_FOCUSABLE} is not set), allow any pointer
|
||||
* events outside of the window to be sent to the windows behind it.
|
||||
* Otherwise it will consume all pointer events itself, regardless of
|
||||
* whether they are inside of the window.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_NOT_TOUCH_MODAL = 0x00000020,
|
||||
/**
|
||||
* When set, if the device is asleep when the touch
|
||||
* screen is pressed, you will receive this first touch event. Usually
|
||||
* the first touch event is consumed by the system since the user can
|
||||
* not see what they are pressing on.
|
||||
*
|
||||
* @deprecated This flag has no effect.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_TOUCHABLE_WHEN_WAKING = 0x00000040,
|
||||
/**
|
||||
* As long as this window is visible to the user, keep
|
||||
* the device's screen turned on and bright.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_KEEP_SCREEN_ON = 0x00000080,
|
||||
/**
|
||||
* Place the window within the entire screen, ignoring
|
||||
* decorations around the border (such as the status bar). The
|
||||
* window must correctly position its contents to take the screen
|
||||
* decoration into account.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_LAYOUT_IN_SCREEN = 0x00000100,
|
||||
/** Allows the window to extend outside of the screen. */
|
||||
GAMEACTIVITY_FLAG_LAYOUT_NO_LIMITS = 0x00000200,
|
||||
/**
|
||||
* Hide all screen decorations (such as the status
|
||||
* bar) while this window is displayed. This allows the window to
|
||||
* use the entire display space for itself -- the status bar will
|
||||
* be hidden when an app window with this flag set is on the top
|
||||
* layer. A fullscreen window will ignore a value of {@link
|
||||
* GAMEACTIVITY_SOFT_INPUT_ADJUST_RESIZE}; the window will stay
|
||||
* fullscreen and will not resize.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_FULLSCREEN = 0x00000400,
|
||||
/**
|
||||
* Override {@link GAMEACTIVITY_FLAG_FULLSCREEN} and force the
|
||||
* screen decorations (such as the status bar) to be shown.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_FORCE_NOT_FULLSCREEN = 0x00000800,
|
||||
/**
|
||||
* Turn on dithering when compositing this window to
|
||||
* the screen.
|
||||
* @deprecated This flag is no longer used.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_DITHER = 0x00001000,
|
||||
/**
|
||||
* Treat the content of the window as secure, preventing
|
||||
* it from appearing in screenshots or from being viewed on non-secure
|
||||
* displays.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_SECURE = 0x00002000,
|
||||
/**
|
||||
* A special mode where the layout parameters are used
|
||||
* to perform scaling of the surface when it is composited to the
|
||||
* screen.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_SCALED = 0x00004000,
|
||||
/**
|
||||
* Intended for windows that will often be used when the user is
|
||||
* holding the screen against their face, it will aggressively
|
||||
* filter the event stream to prevent unintended presses in this
|
||||
* situation that may not be desired for a particular window, when
|
||||
* such an event stream is detected, the application will receive
|
||||
* a {@link AMOTION_EVENT_ACTION_CANCEL} to indicate this so
|
||||
* applications can handle this accordingly by taking no action on
|
||||
* the event until the finger is released.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_IGNORE_CHEEK_PRESSES = 0x00008000,
|
||||
/**
|
||||
* A special option only for use in combination with
|
||||
* {@link GAMEACTIVITY_FLAG_LAYOUT_IN_SCREEN}. When requesting layout in
|
||||
* the screen your window may appear on top of or behind screen decorations
|
||||
* such as the status bar. By also including this flag, the window
|
||||
* manager will report the inset rectangle needed to ensure your
|
||||
* content is not covered by screen decorations.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_LAYOUT_INSET_DECOR = 0x00010000,
|
||||
/**
|
||||
* Invert the state of {@link GAMEACTIVITY_FLAG_NOT_FOCUSABLE} with
|
||||
* respect to how this window interacts with the current method.
|
||||
* That is, if FLAG_NOT_FOCUSABLE is set and this flag is set,
|
||||
* then the window will behave as if it needs to interact with the
|
||||
* input method and thus be placed behind/away from it; if {@link
|
||||
* GAMEACTIVITY_FLAG_NOT_FOCUSABLE} is not set and this flag is set,
|
||||
* then the window will behave as if it doesn't need to interact
|
||||
* with the input method and can be placed to use more space and
|
||||
* cover the input method.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_ALT_FOCUSABLE_IM = 0x00020000,
|
||||
/**
|
||||
* If you have set {@link GAMEACTIVITY_FLAG_NOT_TOUCH_MODAL}, you
|
||||
* can set this flag to receive a single special MotionEvent with
|
||||
* the action
|
||||
* {@link AMOTION_EVENT_ACTION_OUTSIDE} for
|
||||
* touches that occur outside of your window. Note that you will not
|
||||
* receive the full down/move/up gesture, only the location of the
|
||||
* first down as an {@link AMOTION_EVENT_ACTION_OUTSIDE}.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_WATCH_OUTSIDE_TOUCH = 0x00040000,
|
||||
/**
|
||||
* Special flag to let windows be shown when the screen
|
||||
* is locked. This will let application windows take precedence over
|
||||
* key guard or any other lock screens. Can be used with
|
||||
* {@link GAMEACTIVITY_FLAG_KEEP_SCREEN_ON} to turn screen on and display
|
||||
* windows directly before showing the key guard window. Can be used with
|
||||
* {@link GAMEACTIVITY_FLAG_DISMISS_KEYGUARD} to automatically fully
|
||||
* dismisss non-secure keyguards. This flag only applies to the top-most
|
||||
* full-screen window.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_SHOW_WHEN_LOCKED = 0x00080000,
|
||||
/**
|
||||
* Ask that the system wallpaper be shown behind
|
||||
* your window. The window surface must be translucent to be able
|
||||
* to actually see the wallpaper behind it; this flag just ensures
|
||||
* that the wallpaper surface will be there if this window actually
|
||||
* has translucent regions.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_SHOW_WALLPAPER = 0x00100000,
|
||||
/**
|
||||
* When set as a window is being added or made
|
||||
* visible, once the window has been shown then the system will
|
||||
* poke the power manager's user activity (as if the user had woken
|
||||
* up the device) to turn the screen on.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_TURN_SCREEN_ON = 0x00200000,
|
||||
/**
|
||||
* When set the window will cause the keyguard to
|
||||
* be dismissed, only if it is not a secure lock keyguard. Because such
|
||||
* a keyguard is not needed for security, it will never re-appear if
|
||||
* the user navigates to another window (in contrast to
|
||||
* {@link GAMEACTIVITY_FLAG_SHOW_WHEN_LOCKED}, which will only temporarily
|
||||
* hide both secure and non-secure keyguards but ensure they reappear
|
||||
* when the user moves to another UI that doesn't hide them).
|
||||
* If the keyguard is currently active and is secure (requires an
|
||||
* unlock pattern) than the user will still need to confirm it before
|
||||
* seeing this window, unless {@link GAMEACTIVITY_FLAG_SHOW_WHEN_LOCKED} has
|
||||
* also been set.
|
||||
*/
|
||||
GAMEACTIVITY_FLAG_DISMISS_KEYGUARD = 0x00400000,
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the window flags of the given activity. Calls getWindow().setFlags()
|
||||
* of the given activity.
|
||||
* Note that some flags must be set before the window decoration is created,
|
||||
* see
|
||||
* https://developer.android.com/reference/android/view/Window#setFlags(int,%20int).
|
||||
* Note also that this method can be called from
|
||||
* *any* thread; it will send a message to the main thread of the process
|
||||
* where the Java finish call will take place.
|
||||
*/
|
||||
void GameActivity_setWindowFlags(GameActivity* activity, uint32_t addFlags,
|
||||
uint32_t removeFlags);
|
||||
|
||||
/**
|
||||
* Flags for GameActivity_showSoftInput; see the Java InputMethodManager
|
||||
* API for documentation.
|
||||
*/
|
||||
enum GameActivityShowSoftInputFlags {
|
||||
/**
|
||||
* Implicit request to show the input window, not as the result
|
||||
* of a direct request by the user.
|
||||
*/
|
||||
GAMEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT = 0x0001,
|
||||
|
||||
/**
|
||||
* The user has forced the input method open (such as by
|
||||
* long-pressing menu) so it should not be closed until they
|
||||
* explicitly do so.
|
||||
*/
|
||||
GAMEACTIVITY_SHOW_SOFT_INPUT_FORCED = 0x0002,
|
||||
};
|
||||
|
||||
/**
|
||||
* Show the IME while in the given activity. Calls
|
||||
* InputMethodManager.showSoftInput() for the given activity. Note that this
|
||||
* method can be called from *any* thread; it will send a message to the main
|
||||
* thread of the process where the Java call will take place.
|
||||
*/
|
||||
void GameActivity_showSoftInput(GameActivity* activity, uint32_t flags);
|
||||
|
||||
/**
|
||||
* Set the text entry state (see documentation of the GameTextInputState struct
|
||||
* in the Game Text Input library reference).
|
||||
*
|
||||
* Ownership of the state is maintained by the caller.
|
||||
*/
|
||||
void GameActivity_setTextInputState(GameActivity* activity,
|
||||
const GameTextInputState* state);
|
||||
|
||||
/**
|
||||
* Get the last-received text entry state (see documentation of the
|
||||
* GameTextInputState struct in the Game Text Input library reference).
|
||||
*
|
||||
*/
|
||||
void GameActivity_getTextInputState(GameActivity* activity,
|
||||
GameTextInputGetStateCallback callback,
|
||||
void* context);
|
||||
|
||||
/**
|
||||
* Get a pointer to the GameTextInput library instance.
|
||||
*/
|
||||
GameTextInput* GameActivity_getTextInput(const GameActivity* activity);
|
||||
|
||||
/**
|
||||
* Flags for GameActivity_hideSoftInput; see the Java InputMethodManager
|
||||
* API for documentation.
|
||||
*/
|
||||
enum GameActivityHideSoftInputFlags {
|
||||
/**
|
||||
* The soft input window should only be hidden if it was not
|
||||
* explicitly shown by the user.
|
||||
*/
|
||||
GAMEACTIVITY_HIDE_SOFT_INPUT_IMPLICIT_ONLY = 0x0001,
|
||||
/**
|
||||
* The soft input window should normally be hidden, unless it was
|
||||
* originally shown with {@link GAMEACTIVITY_SHOW_SOFT_INPUT_FORCED}.
|
||||
*/
|
||||
GAMEACTIVITY_HIDE_SOFT_INPUT_NOT_ALWAYS = 0x0002,
|
||||
};
|
||||
|
||||
/**
|
||||
* Hide the IME while in the given activity. Calls
|
||||
* InputMethodManager.hideSoftInput() for the given activity. Note that this
|
||||
* method can be called from *any* thread; it will send a message to the main
|
||||
* thread of the process where the Java finish call will take place.
|
||||
*/
|
||||
void GameActivity_hideSoftInput(GameActivity* activity, uint32_t flags);
|
||||
|
||||
/**
|
||||
* Get the current window insets of the particular component. See
|
||||
* https://developer.android.com/reference/androidx/core/view/WindowInsetsCompat.Type
|
||||
* for more details.
|
||||
* You can use these insets to influence what you show on the screen.
|
||||
*/
|
||||
void GameActivity_getWindowInsets(GameActivity* activity,
|
||||
GameCommonInsetsType type, ARect* insets);
|
||||
|
||||
/**
|
||||
* Set options on how the IME behaves when it is requested for text input.
|
||||
* See
|
||||
* https://developer.android.com/reference/android/view/inputmethod/EditorInfo
|
||||
* for the meaning of inputType, actionId and imeOptions.
|
||||
*
|
||||
* Note that this function will attach the current thread to the JVM if it is
|
||||
* not already attached, so the caller must detach the thread from the JVM
|
||||
* before the thread is destroyed using DetachCurrentThread.
|
||||
*/
|
||||
void GameActivity_setImeEditorInfo(GameActivity* activity, int inputType,
|
||||
int actionId, int imeOptions);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
/** @} */
|
||||
|
||||
#endif // ANDROID_GAME_SDK_GAME_ACTIVITY_H
|
||||
|
|
@ -0,0 +1,692 @@
|
|||
/*
|
||||
* Copyright (C) 2021 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 "android_native_app_glue.h"
|
||||
|
||||
#include <android/log.h>
|
||||
#include <errno.h>
|
||||
#include <jni.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
#include <unistd.h>
|
||||
|
||||
#define LOGI(...) \
|
||||
((void)__android_log_print(ANDROID_LOG_INFO, "threaded_app", __VA_ARGS__))
|
||||
#define LOGE(...) \
|
||||
((void)__android_log_print(ANDROID_LOG_ERROR, "threaded_app", __VA_ARGS__))
|
||||
#define LOGW(...) \
|
||||
((void)__android_log_print(ANDROID_LOG_WARN, "threaded_app", __VA_ARGS__))
|
||||
#define LOGW_ONCE(...) \
|
||||
do { \
|
||||
static bool alogw_once##__FILE__##__LINE__##__ = true; \
|
||||
if (alogw_once##__FILE__##__LINE__##__) { \
|
||||
alogw_once##__FILE__##__LINE__##__ = false; \
|
||||
LOGW(__VA_ARGS__); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
/* For debug builds, always enable the debug traces in this library */
|
||||
#ifndef NDEBUG
|
||||
#define LOGV(...) \
|
||||
((void)__android_log_print(ANDROID_LOG_VERBOSE, "threaded_app", \
|
||||
__VA_ARGS__))
|
||||
#else
|
||||
#define LOGV(...) ((void)0)
|
||||
#endif
|
||||
|
||||
static void free_saved_state(struct android_app* android_app) {
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
if (android_app->savedState != NULL) {
|
||||
free(android_app->savedState);
|
||||
android_app->savedState = NULL;
|
||||
android_app->savedStateSize = 0;
|
||||
}
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
}
|
||||
|
||||
int8_t android_app_read_cmd(struct android_app* android_app) {
|
||||
int8_t cmd;
|
||||
if (read(android_app->msgread, &cmd, sizeof(cmd)) != sizeof(cmd)) {
|
||||
LOGE("No data on command pipe!");
|
||||
return -1;
|
||||
}
|
||||
if (cmd == APP_CMD_SAVE_STATE) free_saved_state(android_app);
|
||||
return cmd;
|
||||
}
|
||||
|
||||
static void print_cur_config(struct android_app* android_app) {
|
||||
char lang[2], country[2];
|
||||
AConfiguration_getLanguage(android_app->config, lang);
|
||||
AConfiguration_getCountry(android_app->config, country);
|
||||
|
||||
LOGV(
|
||||
"Config: mcc=%d mnc=%d lang=%c%c cnt=%c%c orien=%d touch=%d dens=%d "
|
||||
"keys=%d nav=%d keysHid=%d navHid=%d sdk=%d size=%d long=%d "
|
||||
"modetype=%d modenight=%d",
|
||||
AConfiguration_getMcc(android_app->config),
|
||||
AConfiguration_getMnc(android_app->config), lang[0], lang[1],
|
||||
country[0], country[1],
|
||||
AConfiguration_getOrientation(android_app->config),
|
||||
AConfiguration_getTouchscreen(android_app->config),
|
||||
AConfiguration_getDensity(android_app->config),
|
||||
AConfiguration_getKeyboard(android_app->config),
|
||||
AConfiguration_getNavigation(android_app->config),
|
||||
AConfiguration_getKeysHidden(android_app->config),
|
||||
AConfiguration_getNavHidden(android_app->config),
|
||||
AConfiguration_getSdkVersion(android_app->config),
|
||||
AConfiguration_getScreenSize(android_app->config),
|
||||
AConfiguration_getScreenLong(android_app->config),
|
||||
AConfiguration_getUiModeType(android_app->config),
|
||||
AConfiguration_getUiModeNight(android_app->config));
|
||||
}
|
||||
|
||||
void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd) {
|
||||
switch (cmd) {
|
||||
case UNUSED_APP_CMD_INPUT_CHANGED:
|
||||
LOGV("UNUSED_APP_CMD_INPUT_CHANGED");
|
||||
// Do nothing. This can be used in the future to handle AInputQueue
|
||||
// natively, like done in NativeActivity.
|
||||
break;
|
||||
|
||||
case APP_CMD_INIT_WINDOW:
|
||||
LOGV("APP_CMD_INIT_WINDOW");
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
android_app->window = android_app->pendingWindow;
|
||||
pthread_cond_broadcast(&android_app->cond);
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
break;
|
||||
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
LOGV("APP_CMD_TERM_WINDOW");
|
||||
pthread_cond_broadcast(&android_app->cond);
|
||||
break;
|
||||
|
||||
case APP_CMD_RESUME:
|
||||
case APP_CMD_START:
|
||||
case APP_CMD_PAUSE:
|
||||
case APP_CMD_STOP:
|
||||
LOGV("activityState=%d", cmd);
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
android_app->activityState = cmd;
|
||||
pthread_cond_broadcast(&android_app->cond);
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
break;
|
||||
|
||||
case APP_CMD_CONFIG_CHANGED:
|
||||
LOGV("APP_CMD_CONFIG_CHANGED");
|
||||
AConfiguration_fromAssetManager(
|
||||
android_app->config, android_app->activity->assetManager);
|
||||
print_cur_config(android_app);
|
||||
break;
|
||||
|
||||
case APP_CMD_DESTROY:
|
||||
LOGV("APP_CMD_DESTROY");
|
||||
android_app->destroyRequested = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd) {
|
||||
switch (cmd) {
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
LOGV("APP_CMD_TERM_WINDOW");
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
android_app->window = NULL;
|
||||
pthread_cond_broadcast(&android_app->cond);
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
break;
|
||||
|
||||
case APP_CMD_SAVE_STATE:
|
||||
LOGV("APP_CMD_SAVE_STATE");
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
android_app->stateSaved = 1;
|
||||
pthread_cond_broadcast(&android_app->cond);
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
break;
|
||||
|
||||
case APP_CMD_RESUME:
|
||||
free_saved_state(android_app);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void app_dummy() {}
|
||||
|
||||
static void android_app_destroy(struct android_app* android_app) {
|
||||
LOGV("android_app_destroy!");
|
||||
free_saved_state(android_app);
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
|
||||
AConfiguration_delete(android_app->config);
|
||||
android_app->destroyed = 1;
|
||||
pthread_cond_broadcast(&android_app->cond);
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
// Can't touch android_app object after this.
|
||||
}
|
||||
|
||||
static void process_cmd(struct android_app* app,
|
||||
struct android_poll_source* source) {
|
||||
int8_t cmd = android_app_read_cmd(app);
|
||||
android_app_pre_exec_cmd(app, cmd);
|
||||
if (app->onAppCmd != NULL) app->onAppCmd(app, cmd);
|
||||
android_app_post_exec_cmd(app, cmd);
|
||||
}
|
||||
|
||||
// This is run on a separate thread (i.e: not the main thread).
|
||||
static void* android_app_entry(void* param) {
|
||||
struct android_app* android_app = (struct android_app*)param;
|
||||
|
||||
LOGV("android_app_entry called");
|
||||
android_app->config = AConfiguration_new();
|
||||
LOGV("android_app = %p", android_app);
|
||||
LOGV("config = %p", android_app->config);
|
||||
LOGV("activity = %p", android_app->activity);
|
||||
LOGV("assetmanager = %p", android_app->activity->assetManager);
|
||||
AConfiguration_fromAssetManager(android_app->config,
|
||||
android_app->activity->assetManager);
|
||||
|
||||
print_cur_config(android_app);
|
||||
|
||||
android_app->cmdPollSource.id = LOOPER_ID_MAIN;
|
||||
android_app->cmdPollSource.app = android_app;
|
||||
android_app->cmdPollSource.process = process_cmd;
|
||||
|
||||
ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
|
||||
ALooper_addFd(looper, android_app->msgread, LOOPER_ID_MAIN,
|
||||
ALOOPER_EVENT_INPUT, NULL, &android_app->cmdPollSource);
|
||||
android_app->looper = looper;
|
||||
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
android_app->running = 1;
|
||||
pthread_cond_broadcast(&android_app->cond);
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
|
||||
_rust_glue_entry(android_app);
|
||||
|
||||
android_app_destroy(android_app);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Codes from https://developer.android.com/reference/android/view/KeyEvent
|
||||
#define KEY_EVENT_KEYCODE_VOLUME_DOWN 25
|
||||
#define KEY_EVENT_KEYCODE_VOLUME_MUTE 164
|
||||
#define KEY_EVENT_KEYCODE_VOLUME_UP 24
|
||||
#define KEY_EVENT_KEYCODE_CAMERA 27
|
||||
#define KEY_EVENT_KEYCODE_ZOOM_IN 168
|
||||
#define KEY_EVENT_KEYCODE_ZOOM_OUT 169
|
||||
|
||||
// Double-buffer the key event filter to avoid race condition.
|
||||
static bool default_key_filter(const GameActivityKeyEvent* event) {
|
||||
// Ignore camera, volume, etc. buttons
|
||||
return !(event->keyCode == KEY_EVENT_KEYCODE_VOLUME_DOWN ||
|
||||
event->keyCode == KEY_EVENT_KEYCODE_VOLUME_MUTE ||
|
||||
event->keyCode == KEY_EVENT_KEYCODE_VOLUME_UP ||
|
||||
event->keyCode == KEY_EVENT_KEYCODE_CAMERA ||
|
||||
event->keyCode == KEY_EVENT_KEYCODE_ZOOM_IN ||
|
||||
event->keyCode == KEY_EVENT_KEYCODE_ZOOM_OUT);
|
||||
}
|
||||
|
||||
// See
|
||||
// https://developer.android.com/reference/android/view/InputDevice#SOURCE_TOUCHSCREEN
|
||||
#define SOURCE_TOUCHSCREEN 0x00001002
|
||||
|
||||
static bool default_motion_filter(const GameActivityMotionEvent* event) {
|
||||
// Ignore any non-touch events.
|
||||
return event->source == SOURCE_TOUCHSCREEN;
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
// Native activity interaction (called from main thread)
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
static struct android_app* android_app_create(GameActivity* activity,
|
||||
void* savedState,
|
||||
size_t savedStateSize) {
|
||||
// struct android_app* android_app = calloc(1, sizeof(struct android_app));
|
||||
struct android_app* android_app =
|
||||
(struct android_app*)malloc(sizeof(struct android_app));
|
||||
memset(android_app, 0, sizeof(struct android_app));
|
||||
android_app->activity = activity;
|
||||
|
||||
pthread_mutex_init(&android_app->mutex, NULL);
|
||||
pthread_cond_init(&android_app->cond, NULL);
|
||||
|
||||
if (savedState != NULL) {
|
||||
android_app->savedState = malloc(savedStateSize);
|
||||
android_app->savedStateSize = savedStateSize;
|
||||
memcpy(android_app->savedState, savedState, savedStateSize);
|
||||
}
|
||||
|
||||
int msgpipe[2];
|
||||
if (pipe(msgpipe)) {
|
||||
LOGE("could not create pipe: %s", strerror(errno));
|
||||
return NULL;
|
||||
}
|
||||
android_app->msgread = msgpipe[0];
|
||||
android_app->msgwrite = msgpipe[1];
|
||||
|
||||
android_app->keyEventFilter = default_key_filter;
|
||||
android_app->motionEventFilter = default_motion_filter;
|
||||
|
||||
LOGV("Launching android_app_entry in a thread");
|
||||
pthread_attr_t attr;
|
||||
pthread_attr_init(&attr);
|
||||
pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);
|
||||
pthread_create(&android_app->thread, &attr, android_app_entry, android_app);
|
||||
|
||||
// Wait for thread to start.
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
while (!android_app->running) {
|
||||
pthread_cond_wait(&android_app->cond, &android_app->mutex);
|
||||
}
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
|
||||
return android_app;
|
||||
}
|
||||
|
||||
static void android_app_write_cmd(struct android_app* android_app, int8_t cmd) {
|
||||
if (write(android_app->msgwrite, &cmd, sizeof(cmd)) != sizeof(cmd)) {
|
||||
LOGE("Failure writing android_app cmd: %s", strerror(errno));
|
||||
}
|
||||
}
|
||||
|
||||
static void android_app_set_window(struct android_app* android_app,
|
||||
ANativeWindow* window) {
|
||||
LOGV("android_app_set_window called");
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
|
||||
// NB: we have to consider that the native thread could have already
|
||||
// (gracefully) exit (setting android_app->destroyed) and so we need
|
||||
// to be careful to avoid a deadlock waiting for a thread that's
|
||||
// already exit.
|
||||
if (android_app->destroyed) {
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
return;
|
||||
}
|
||||
if (android_app->pendingWindow != NULL) {
|
||||
android_app_write_cmd(android_app, APP_CMD_TERM_WINDOW);
|
||||
}
|
||||
android_app->pendingWindow = window;
|
||||
if (window != NULL) {
|
||||
android_app_write_cmd(android_app, APP_CMD_INIT_WINDOW);
|
||||
}
|
||||
while (android_app->window != android_app->pendingWindow) {
|
||||
pthread_cond_wait(&android_app->cond, &android_app->mutex);
|
||||
}
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
}
|
||||
|
||||
static void android_app_set_activity_state(struct android_app* android_app,
|
||||
int8_t cmd) {
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
|
||||
// NB: we have to consider that the native thread could have already
|
||||
// (gracefully) exit (setting android_app->destroyed) and so we need
|
||||
// to be careful to avoid a deadlock waiting for a thread that's
|
||||
// already exit.
|
||||
if (!android_app->destroyed) {
|
||||
android_app_write_cmd(android_app, cmd);
|
||||
while (android_app->activityState != cmd) {
|
||||
pthread_cond_wait(&android_app->cond, &android_app->mutex);
|
||||
}
|
||||
}
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
}
|
||||
|
||||
static void android_app_free(struct android_app* android_app) {
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
|
||||
// It's possible that onDestroy is called after we have already 'destroyed'
|
||||
// the app (via `android_app_destroy` due to `android_main` returning.
|
||||
//
|
||||
// In this case `->destroyed` will already be set (so we won't deadlock in
|
||||
// the loop below) but we still need to close the messaging fds and finish
|
||||
// freeing the android_app
|
||||
|
||||
android_app_write_cmd(android_app, APP_CMD_DESTROY);
|
||||
while (!android_app->destroyed) {
|
||||
pthread_cond_wait(&android_app->cond, &android_app->mutex);
|
||||
}
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
|
||||
close(android_app->msgread);
|
||||
close(android_app->msgwrite);
|
||||
pthread_cond_destroy(&android_app->cond);
|
||||
pthread_mutex_destroy(&android_app->mutex);
|
||||
free(android_app);
|
||||
}
|
||||
|
||||
static inline struct android_app* ToApp(GameActivity* activity) {
|
||||
return (struct android_app*)activity->instance;
|
||||
}
|
||||
|
||||
static void onDestroy(GameActivity* activity) {
|
||||
LOGV("Destroy: %p", activity);
|
||||
android_app_free(ToApp(activity));
|
||||
}
|
||||
|
||||
static void onStart(GameActivity* activity) {
|
||||
LOGV("Start: %p", activity);
|
||||
android_app_set_activity_state(ToApp(activity), APP_CMD_START);
|
||||
}
|
||||
|
||||
static void onResume(GameActivity* activity) {
|
||||
LOGV("Resume: %p", activity);
|
||||
android_app_set_activity_state(ToApp(activity), APP_CMD_RESUME);
|
||||
}
|
||||
|
||||
static void onSaveInstanceState(GameActivity* activity,
|
||||
SaveInstanceStateRecallback recallback,
|
||||
void* context) {
|
||||
LOGV("SaveInstanceState: %p", activity);
|
||||
|
||||
struct android_app* android_app = ToApp(activity);
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
|
||||
// NB: we have to consider that the native thread could have already
|
||||
// (gracefully) exit (setting android_app->destroyed) and so we need
|
||||
// to be careful to avoid a deadlock waiting for a thread that's
|
||||
// already exit.
|
||||
if (android_app->destroyed) {
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
return;
|
||||
}
|
||||
|
||||
android_app->stateSaved = 0;
|
||||
android_app_write_cmd(android_app, APP_CMD_SAVE_STATE);
|
||||
while (!android_app->stateSaved) {
|
||||
pthread_cond_wait(&android_app->cond, &android_app->mutex);
|
||||
}
|
||||
|
||||
if (android_app->savedState != NULL) {
|
||||
// Tell the Java side about our state.
|
||||
recallback((const char*)android_app->savedState,
|
||||
android_app->savedStateSize, context);
|
||||
// Now we can free it.
|
||||
free(android_app->savedState);
|
||||
android_app->savedState = NULL;
|
||||
android_app->savedStateSize = 0;
|
||||
}
|
||||
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
}
|
||||
|
||||
static void onPause(GameActivity* activity) {
|
||||
LOGV("Pause: %p", activity);
|
||||
android_app_set_activity_state(ToApp(activity), APP_CMD_PAUSE);
|
||||
}
|
||||
|
||||
static void onStop(GameActivity* activity) {
|
||||
LOGV("Stop: %p", activity);
|
||||
android_app_set_activity_state(ToApp(activity), APP_CMD_STOP);
|
||||
}
|
||||
|
||||
static void onConfigurationChanged(GameActivity* activity) {
|
||||
LOGV("ConfigurationChanged: %p", activity);
|
||||
android_app_write_cmd(ToApp(activity), APP_CMD_CONFIG_CHANGED);
|
||||
}
|
||||
|
||||
static void onTrimMemory(GameActivity* activity, int level) {
|
||||
LOGV("TrimMemory: %p %d", activity, level);
|
||||
android_app_write_cmd(ToApp(activity), APP_CMD_LOW_MEMORY);
|
||||
}
|
||||
|
||||
static void onWindowFocusChanged(GameActivity* activity, bool focused) {
|
||||
LOGV("WindowFocusChanged: %p -- %d", activity, focused);
|
||||
android_app_write_cmd(ToApp(activity),
|
||||
focused ? APP_CMD_GAINED_FOCUS : APP_CMD_LOST_FOCUS);
|
||||
}
|
||||
|
||||
static void onNativeWindowCreated(GameActivity* activity,
|
||||
ANativeWindow* window) {
|
||||
LOGV("NativeWindowCreated: %p -- %p", activity, window);
|
||||
android_app_set_window(ToApp(activity), window);
|
||||
}
|
||||
|
||||
static void onNativeWindowDestroyed(GameActivity* activity,
|
||||
ANativeWindow* window) {
|
||||
LOGV("NativeWindowDestroyed: %p -- %p", activity, window);
|
||||
android_app_set_window(ToApp(activity), NULL);
|
||||
}
|
||||
|
||||
static void onNativeWindowRedrawNeeded(GameActivity* activity,
|
||||
ANativeWindow* window) {
|
||||
LOGV("NativeWindowRedrawNeeded: %p -- %p", activity, window);
|
||||
android_app_write_cmd(ToApp(activity), APP_CMD_WINDOW_REDRAW_NEEDED);
|
||||
}
|
||||
|
||||
static void onNativeWindowResized(GameActivity* activity, ANativeWindow* window,
|
||||
int32_t width, int32_t height) {
|
||||
LOGV("NativeWindowResized: %p -- %p ( %d x %d )", activity, window, width,
|
||||
height);
|
||||
android_app_write_cmd(ToApp(activity), APP_CMD_WINDOW_RESIZED);
|
||||
}
|
||||
|
||||
void android_app_set_motion_event_filter(struct android_app* app,
|
||||
android_motion_event_filter filter) {
|
||||
pthread_mutex_lock(&app->mutex);
|
||||
app->motionEventFilter = filter;
|
||||
pthread_mutex_unlock(&app->mutex);
|
||||
}
|
||||
|
||||
bool android_app_input_available_wake_up(struct android_app* app) {
|
||||
pthread_mutex_lock(&app->mutex);
|
||||
// TODO: use atomic ops for this
|
||||
bool available = app->inputAvailableWakeUp;
|
||||
app->inputAvailableWakeUp = false;
|
||||
pthread_mutex_unlock(&app->mutex);
|
||||
return available;
|
||||
}
|
||||
|
||||
// NB: should be called with the android_app->mutex held already
|
||||
static void notifyInput(struct android_app* android_app) {
|
||||
// Don't spam the mainloop with wake ups if we've already sent one
|
||||
if (android_app->inputSwapPending) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (android_app->looper != NULL) {
|
||||
LOGV("Input Notify: %p", android_app);
|
||||
// for the app thread to know why it received the wake() up
|
||||
android_app->inputAvailableWakeUp = true;
|
||||
android_app->inputSwapPending = true;
|
||||
ALooper_wake(android_app->looper);
|
||||
}
|
||||
}
|
||||
|
||||
static bool onTouchEvent(GameActivity* activity,
|
||||
const GameActivityMotionEvent* event,
|
||||
const GameActivityHistoricalPointerAxes* historical,
|
||||
int historicalLen) {
|
||||
struct android_app* android_app = ToApp(activity);
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
|
||||
// NB: we have to consider that the native thread could have already
|
||||
// (gracefully) exit (setting android_app->destroyed) and so we need
|
||||
// to be careful to avoid a deadlock waiting for a thread that's
|
||||
// already exit.
|
||||
if (android_app->destroyed) {
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (android_app->motionEventFilter != NULL &&
|
||||
!android_app->motionEventFilter(event)) {
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
return false;
|
||||
}
|
||||
|
||||
struct android_input_buffer* inputBuffer =
|
||||
&android_app->inputBuffers[android_app->currentInputBuffer];
|
||||
|
||||
// Add to the list of active motion events
|
||||
if (inputBuffer->motionEventsCount <
|
||||
NATIVE_APP_GLUE_MAX_NUM_MOTION_EVENTS) {
|
||||
int new_ix = inputBuffer->motionEventsCount;
|
||||
memcpy(&inputBuffer->motionEvents[new_ix], event,
|
||||
sizeof(GameActivityMotionEvent));
|
||||
++inputBuffer->motionEventsCount;
|
||||
|
||||
if (inputBuffer->historicalSamplesCount + historicalLen <=
|
||||
NATIVE_APP_GLUE_MAX_HISTORICAL_POINTER_SAMPLES) {
|
||||
|
||||
int start_ix = inputBuffer->historicalSamplesCount;
|
||||
memcpy(&inputBuffer->historicalAxisSamples[start_ix], historical,
|
||||
sizeof(historical[0]) * historicalLen);
|
||||
inputBuffer->historicalSamplesCount += event->historicalCount;
|
||||
|
||||
inputBuffer->motionEvents[new_ix].historicalStart = start_ix;
|
||||
inputBuffer->motionEvents[new_ix].historicalCount = historicalLen;
|
||||
} else {
|
||||
inputBuffer->motionEvents[new_ix].historicalCount = 0;
|
||||
}
|
||||
|
||||
notifyInput(android_app);
|
||||
} else {
|
||||
LOGW_ONCE("Motion event will be dropped because the number of unconsumed motion"
|
||||
" events exceeded NATIVE_APP_GLUE_MAX_NUM_MOTION_EVENTS (%d). Consider setting"
|
||||
" NATIVE_APP_GLUE_MAX_NUM_MOTION_EVENTS_OVERRIDE to a larger value",
|
||||
NATIVE_APP_GLUE_MAX_NUM_MOTION_EVENTS);
|
||||
}
|
||||
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
return true;
|
||||
}
|
||||
|
||||
struct android_input_buffer* android_app_swap_input_buffers(
|
||||
struct android_app* android_app) {
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
|
||||
struct android_input_buffer* inputBuffer =
|
||||
&android_app->inputBuffers[android_app->currentInputBuffer];
|
||||
|
||||
if (inputBuffer->motionEventsCount == 0 &&
|
||||
inputBuffer->keyEventsCount == 0) {
|
||||
inputBuffer = NULL;
|
||||
} else {
|
||||
android_app->currentInputBuffer =
|
||||
(android_app->currentInputBuffer + 1) %
|
||||
NATIVE_APP_GLUE_MAX_INPUT_BUFFERS;
|
||||
}
|
||||
|
||||
android_app->inputSwapPending = false;
|
||||
android_app->inputAvailableWakeUp = false;
|
||||
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
|
||||
return inputBuffer;
|
||||
}
|
||||
|
||||
void android_app_clear_motion_events(struct android_input_buffer* inputBuffer) {
|
||||
inputBuffer->motionEventsCount = 0;
|
||||
}
|
||||
|
||||
void android_app_set_key_event_filter(struct android_app* app,
|
||||
android_key_event_filter filter) {
|
||||
pthread_mutex_lock(&app->mutex);
|
||||
app->keyEventFilter = filter;
|
||||
pthread_mutex_unlock(&app->mutex);
|
||||
}
|
||||
|
||||
static bool onKey(GameActivity* activity, const GameActivityKeyEvent* event) {
|
||||
struct android_app* android_app = ToApp(activity);
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
|
||||
// NB: we have to consider that the native thread could have already
|
||||
// (gracefully) exit (setting android_app->destroyed) and so we need
|
||||
// to be careful to avoid a deadlock waiting for a thread that's
|
||||
// already exit.
|
||||
if (android_app->destroyed) {
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (android_app->keyEventFilter != NULL &&
|
||||
!android_app->keyEventFilter(event)) {
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
return false;
|
||||
}
|
||||
|
||||
struct android_input_buffer* inputBuffer =
|
||||
&android_app->inputBuffers[android_app->currentInputBuffer];
|
||||
|
||||
// Add to the list of active key down events
|
||||
if (inputBuffer->keyEventsCount < NATIVE_APP_GLUE_MAX_NUM_KEY_EVENTS) {
|
||||
int new_ix = inputBuffer->keyEventsCount;
|
||||
memcpy(&inputBuffer->keyEvents[new_ix], event,
|
||||
sizeof(GameActivityKeyEvent));
|
||||
++inputBuffer->keyEventsCount;
|
||||
|
||||
notifyInput(android_app);
|
||||
} else {
|
||||
LOGW_ONCE("Key event will be dropped because the number of unconsumed key events exceeded"
|
||||
" NATIVE_APP_GLUE_MAX_NUM_KEY_EVENTS (%d). Consider setting"
|
||||
" NATIVE_APP_GLUE_MAX_NUM_KEY_EVENTS_OVERRIDE to a larger value",
|
||||
NATIVE_APP_GLUE_MAX_NUM_KEY_EVENTS);
|
||||
}
|
||||
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
return true;
|
||||
}
|
||||
|
||||
void android_app_clear_key_events(struct android_input_buffer* inputBuffer) {
|
||||
inputBuffer->keyEventsCount = 0;
|
||||
}
|
||||
|
||||
static void onTextInputEvent(GameActivity* activity,
|
||||
const GameTextInputState* state) {
|
||||
struct android_app* android_app = ToApp(activity);
|
||||
pthread_mutex_lock(&android_app->mutex);
|
||||
if (!android_app->destroyed) {
|
||||
android_app->textInputState = 1;
|
||||
}
|
||||
pthread_mutex_unlock(&android_app->mutex);
|
||||
}
|
||||
|
||||
static void onWindowInsetsChanged(GameActivity* activity) {
|
||||
LOGV("WindowInsetsChanged: %p", activity);
|
||||
android_app_write_cmd(ToApp(activity), APP_CMD_WINDOW_INSETS_CHANGED);
|
||||
}
|
||||
|
||||
JNIEXPORT
|
||||
void GameActivity_onCreate_C(GameActivity* activity, void* savedState,
|
||||
size_t savedStateSize) {
|
||||
LOGV("Creating: %p", activity);
|
||||
activity->callbacks->onDestroy = onDestroy;
|
||||
activity->callbacks->onStart = onStart;
|
||||
activity->callbacks->onResume = onResume;
|
||||
activity->callbacks->onSaveInstanceState = onSaveInstanceState;
|
||||
activity->callbacks->onPause = onPause;
|
||||
activity->callbacks->onStop = onStop;
|
||||
activity->callbacks->onTouchEvent = onTouchEvent;
|
||||
activity->callbacks->onKeyDown = onKey;
|
||||
activity->callbacks->onKeyUp = onKey;
|
||||
activity->callbacks->onTextInputEvent = onTextInputEvent;
|
||||
activity->callbacks->onConfigurationChanged = onConfigurationChanged;
|
||||
activity->callbacks->onTrimMemory = onTrimMemory;
|
||||
activity->callbacks->onWindowFocusChanged = onWindowFocusChanged;
|
||||
activity->callbacks->onNativeWindowCreated = onNativeWindowCreated;
|
||||
activity->callbacks->onNativeWindowDestroyed = onNativeWindowDestroyed;
|
||||
activity->callbacks->onNativeWindowRedrawNeeded =
|
||||
onNativeWindowRedrawNeeded;
|
||||
activity->callbacks->onNativeWindowResized = onNativeWindowResized;
|
||||
activity->callbacks->onWindowInsetsChanged = onWindowInsetsChanged;
|
||||
LOGV("Callbacks set: %p", activity->callbacks);
|
||||
|
||||
activity->instance =
|
||||
android_app_create(activity, savedState, savedStateSize);
|
||||
}
|
||||
|
|
@ -0,0 +1,541 @@
|
|||
/*
|
||||
* Copyright (C) 2021 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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
/**
|
||||
* @addtogroup android_native_app_glue Native App Glue library
|
||||
* The glue library to interface your game loop with GameActivity.
|
||||
* @{
|
||||
*/
|
||||
|
||||
#include <android/configuration.h>
|
||||
#include <android/looper.h>
|
||||
#include <poll.h>
|
||||
#include <pthread.h>
|
||||
#include <sched.h>
|
||||
|
||||
#include "game-activity/GameActivity.h"
|
||||
|
||||
#if (defined NATIVE_APP_GLUE_MAX_NUM_MOTION_EVENTS_OVERRIDE)
|
||||
#define NATIVE_APP_GLUE_MAX_NUM_MOTION_EVENTS \
|
||||
NATIVE_APP_GLUE_MAX_NUM_MOTION_EVENTS_OVERRIDE
|
||||
#else
|
||||
#define NATIVE_APP_GLUE_MAX_NUM_MOTION_EVENTS 16
|
||||
#endif
|
||||
|
||||
#if (defined NATIVE_APP_GLUE_MAX_HISTORICAL_POINTER_SAMPLES_OVERRIDE)
|
||||
#define NATIVE_APP_GLUE_MAX_HISTORICAL_POINTER_SAMPLES \
|
||||
NATIVE_APP_GLUE_MAX_HISTORICAL_POINTER_SAMPLES_OVERRIDE
|
||||
#else
|
||||
#define NATIVE_APP_GLUE_MAX_HISTORICAL_POINTER_SAMPLES 64
|
||||
#endif
|
||||
|
||||
#if (defined NATIVE_APP_GLUE_MAX_NUM_KEY_EVENTS_OVERRIDE)
|
||||
#define NATIVE_APP_GLUE_MAX_NUM_KEY_EVENTS \
|
||||
NATIVE_APP_GLUE_MAX_NUM_KEY_EVENTS_OVERRIDE
|
||||
#else
|
||||
#define NATIVE_APP_GLUE_MAX_NUM_KEY_EVENTS 4
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* The GameActivity interface provided by <game-activity/GameActivity.h>
|
||||
* is based on a set of application-provided callbacks that will be called
|
||||
* by the Activity's main thread when certain events occur.
|
||||
*
|
||||
* This means that each one of this callbacks _should_ _not_ block, or they
|
||||
* risk having the system force-close the application. This programming
|
||||
* model is direct, lightweight, but constraining.
|
||||
*
|
||||
* The 'android_native_app_glue' static library is used to provide a different
|
||||
* execution model where the application can implement its own main event
|
||||
* loop in a different thread instead. Here's how it works:
|
||||
*
|
||||
* 1/ The application must provide a function named "android_main()" that
|
||||
* will be called when the activity is created, in a new thread that is
|
||||
* distinct from the activity's main thread.
|
||||
*
|
||||
* 2/ android_main() receives a pointer to a valid "android_app" structure
|
||||
* that contains references to other important objects, e.g. the
|
||||
* GameActivity obejct instance the application is running in.
|
||||
*
|
||||
* 3/ the "android_app" object holds an ALooper instance that already
|
||||
* listens to activity lifecycle events (e.g. "pause", "resume").
|
||||
* See APP_CMD_XXX declarations below.
|
||||
*
|
||||
* This corresponds to an ALooper identifier returned by
|
||||
* ALooper_pollOnce with value LOOPER_ID_MAIN.
|
||||
*
|
||||
* Your application can use the same ALooper to listen to additional
|
||||
* file-descriptors. They can either be callback based, or with return
|
||||
* identifiers starting with LOOPER_ID_USER.
|
||||
*
|
||||
* 4/ Whenever you receive a LOOPER_ID_MAIN event,
|
||||
* the returned data will point to an android_poll_source structure. You
|
||||
* can call the process() function on it, and fill in android_app->onAppCmd
|
||||
* to be called for your own processing of the event.
|
||||
*
|
||||
* Alternatively, you can call the low-level functions to read and process
|
||||
* the data directly... look at the process_cmd() and process_input()
|
||||
* implementations in the glue to see how to do this.
|
||||
*
|
||||
* See the sample named "native-activity" that comes with the NDK with a
|
||||
* full usage example. Also look at the documentation of GameActivity.
|
||||
*/
|
||||
|
||||
struct android_app;
|
||||
|
||||
/**
|
||||
* Data associated with an ALooper fd that will be returned as the "outData"
|
||||
* when that source has data ready.
|
||||
*/
|
||||
struct android_poll_source {
|
||||
/**
|
||||
* The identifier of this source. May be LOOPER_ID_MAIN or
|
||||
* LOOPER_ID_INPUT.
|
||||
*/
|
||||
int32_t id;
|
||||
|
||||
/** The android_app this ident is associated with. */
|
||||
struct android_app* app;
|
||||
|
||||
/**
|
||||
* Function to call to perform the standard processing of data from
|
||||
* this source.
|
||||
*/
|
||||
void (*process)(struct android_app* app,
|
||||
struct android_poll_source* source);
|
||||
};
|
||||
|
||||
struct android_input_buffer {
|
||||
/**
|
||||
* Pointer to a read-only array of pointers to GameActivityMotionEvent.
|
||||
* Only the first motionEventsCount events are valid.
|
||||
*/
|
||||
GameActivityMotionEvent motionEvents[NATIVE_APP_GLUE_MAX_NUM_MOTION_EVENTS];
|
||||
|
||||
/**
|
||||
* The number of valid motion events in `motionEvents`.
|
||||
*/
|
||||
uint64_t motionEventsCount;
|
||||
|
||||
/**
|
||||
* Pointer to a read-only array of pointers to GameActivityHistoricalPointerAxes.
|
||||
*
|
||||
* Only the first historicalSamplesCount samples are valid.
|
||||
* Refer to event->historicalStart, event->pointerCount and event->historicalCount
|
||||
* to access the specific samples that relate to an event.
|
||||
*
|
||||
* Each slice of samples for one event has a length of
|
||||
* (event->pointerCount and event->historicalCount) and is in pointer-major
|
||||
* order so the historic samples for each pointer are contiguous.
|
||||
* E.g. you would access historic sample index 3 for pointer 2 of an event with:
|
||||
*
|
||||
* historicalAxisSamples[event->historicalStart + (event->historicalCount * 2) + 3];
|
||||
*/
|
||||
GameActivityHistoricalPointerAxes historicalAxisSamples[NATIVE_APP_GLUE_MAX_HISTORICAL_POINTER_SAMPLES];
|
||||
|
||||
/**
|
||||
* The number of valid historical samples in `historicalAxisSamples`.
|
||||
*/
|
||||
uint64_t historicalSamplesCount;
|
||||
|
||||
/**
|
||||
* Pointer to a read-only array of pointers to GameActivityKeyEvent.
|
||||
* Only the first keyEventsCount events are valid.
|
||||
*/
|
||||
GameActivityKeyEvent keyEvents[NATIVE_APP_GLUE_MAX_NUM_KEY_EVENTS];
|
||||
|
||||
/**
|
||||
* The number of valid "Key" events in `keyEvents`.
|
||||
*/
|
||||
uint64_t keyEventsCount;
|
||||
};
|
||||
|
||||
/**
|
||||
* Function pointer declaration for the filtering of key events.
|
||||
* A function with this signature should be passed to
|
||||
* android_app_set_key_event_filter and return false for any events that should
|
||||
* not be handled by android_native_app_glue. These events will be handled by
|
||||
* the system instead.
|
||||
*/
|
||||
typedef bool (*android_key_event_filter)(const GameActivityKeyEvent*);
|
||||
|
||||
/**
|
||||
* Function pointer definition for the filtering of motion events.
|
||||
* A function with this signature should be passed to
|
||||
* android_app_set_motion_event_filter and return false for any events that
|
||||
* should not be handled by android_native_app_glue. These events will be
|
||||
* handled by the system instead.
|
||||
*/
|
||||
typedef bool (*android_motion_event_filter)(const GameActivityMotionEvent*);
|
||||
|
||||
/**
|
||||
* This is the interface for the standard glue code of a threaded
|
||||
* application. In this model, the application's code is running
|
||||
* in its own thread separate from the main thread of the process.
|
||||
* It is not required that this thread be associated with the Java
|
||||
* VM, although it will need to be in order to make JNI calls any
|
||||
* Java objects.
|
||||
*/
|
||||
struct android_app {
|
||||
/**
|
||||
* An optional pointer to application-defined state.
|
||||
*/
|
||||
void* userData;
|
||||
|
||||
/**
|
||||
* A required callback for processing main app commands (`APP_CMD_*`).
|
||||
* This is called each frame if there are app commands that need processing.
|
||||
*/
|
||||
void (*onAppCmd)(struct android_app* app, int32_t cmd);
|
||||
|
||||
/** The GameActivity object instance that this app is running in. */
|
||||
GameActivity* activity;
|
||||
|
||||
/** The current configuration the app is running in. */
|
||||
AConfiguration* config;
|
||||
|
||||
/**
|
||||
* The last activity saved state, as provided at creation time.
|
||||
* It is NULL if there was no state. You can use this as you need; the
|
||||
* memory will remain around until you call android_app_exec_cmd() for
|
||||
* APP_CMD_RESUME, at which point it will be freed and savedState set to
|
||||
* NULL. These variables should only be changed when processing a
|
||||
* APP_CMD_SAVE_STATE, at which point they will be initialized to NULL and
|
||||
* you can malloc your state and place the information here. In that case
|
||||
* the memory will be freed for you later.
|
||||
*/
|
||||
void* savedState;
|
||||
|
||||
/**
|
||||
* The size of the activity saved state. It is 0 if `savedState` is NULL.
|
||||
*/
|
||||
size_t savedStateSize;
|
||||
|
||||
/** The ALooper associated with the app's thread. */
|
||||
ALooper* looper;
|
||||
|
||||
/** When non-NULL, this is the window surface that the app can draw in. */
|
||||
ANativeWindow* window;
|
||||
|
||||
/**
|
||||
* Current content rectangle of the window; this is the area where the
|
||||
* window's content should be placed to be seen by the user.
|
||||
*/
|
||||
ARect contentRect;
|
||||
|
||||
/**
|
||||
* Current state of the app's activity. May be either APP_CMD_START,
|
||||
* APP_CMD_RESUME, APP_CMD_PAUSE, or APP_CMD_STOP.
|
||||
*/
|
||||
int activityState;
|
||||
|
||||
/**
|
||||
* This is non-zero when the application's GameActivity is being
|
||||
* destroyed and waiting for the app thread to complete.
|
||||
*/
|
||||
int destroyRequested;
|
||||
|
||||
#define NATIVE_APP_GLUE_MAX_INPUT_BUFFERS 2
|
||||
|
||||
/**
|
||||
* This is used for buffering input from GameActivity. Once ready, the
|
||||
* application thread switches the buffers and processes what was
|
||||
* accumulated.
|
||||
*/
|
||||
struct android_input_buffer inputBuffers[NATIVE_APP_GLUE_MAX_INPUT_BUFFERS];
|
||||
|
||||
int currentInputBuffer;
|
||||
|
||||
/**
|
||||
* 0 if no text input event is outstanding, 1 if it is.
|
||||
* Use `GameActivity_getTextInputState` to get information
|
||||
* about the text entered by the user.
|
||||
*/
|
||||
int textInputState;
|
||||
|
||||
// Below are "private" implementation of the glue code.
|
||||
/** @cond INTERNAL */
|
||||
|
||||
pthread_mutex_t mutex;
|
||||
pthread_cond_t cond;
|
||||
|
||||
int msgread;
|
||||
int msgwrite;
|
||||
|
||||
pthread_t thread;
|
||||
|
||||
struct android_poll_source cmdPollSource;
|
||||
|
||||
int running;
|
||||
int stateSaved;
|
||||
int destroyed;
|
||||
int redrawNeeded;
|
||||
ANativeWindow* pendingWindow;
|
||||
ARect pendingContentRect;
|
||||
|
||||
android_key_event_filter keyEventFilter;
|
||||
android_motion_event_filter motionEventFilter;
|
||||
|
||||
// When new input is received we set both of these flags and use the looper to
|
||||
// wake up the application mainloop.
|
||||
//
|
||||
// To avoid spamming the mainloop with wake ups from lots of input though we
|
||||
// don't sent a wake up if the inputSwapPending flag is already set. (i.e.
|
||||
// we already expect input to be processed in a finite amount of time due to
|
||||
// our previous wake up)
|
||||
//
|
||||
// When a wake up is received then we will check this flag (clearing it
|
||||
// at the same time). If it was set then an InputAvailable event is sent to
|
||||
// the application - which should lead to all input being processed within
|
||||
// a finite amount of time.
|
||||
//
|
||||
// The next time android_app_swap_input_buffers is called, both flags will be
|
||||
// cleared.
|
||||
//
|
||||
// NB: both of these should only be read with the app mutex held
|
||||
bool inputAvailableWakeUp;
|
||||
bool inputSwapPending;
|
||||
|
||||
/** @endcond */
|
||||
};
|
||||
|
||||
/**
|
||||
* Looper ID of commands coming from the app's main thread, an AInputQueue or
|
||||
* user-defined sources.
|
||||
*/
|
||||
enum NativeAppGlueLooperId {
|
||||
/**
|
||||
* Looper data ID of commands coming from the app's main thread, which
|
||||
* is returned as an identifier from ALooper_pollOnce(). The data for this
|
||||
* identifier is a pointer to an android_poll_source structure.
|
||||
* These can be retrieved and processed with android_app_read_cmd()
|
||||
* and android_app_exec_cmd().
|
||||
*/
|
||||
LOOPER_ID_MAIN = 1,
|
||||
|
||||
/**
|
||||
* Unused. Reserved for future use when usage of AInputQueue will be
|
||||
* supported.
|
||||
*/
|
||||
LOOPER_ID_INPUT = 2,
|
||||
|
||||
/**
|
||||
* Start of user-defined ALooper identifiers.
|
||||
*/
|
||||
LOOPER_ID_USER = 3,
|
||||
};
|
||||
|
||||
/**
|
||||
* Commands passed from the application's main Java thread to the game's thread.
|
||||
*/
|
||||
enum NativeAppGlueAppCmd {
|
||||
/**
|
||||
* Unused. Reserved for future use when usage of AInputQueue will be
|
||||
* supported.
|
||||
*/
|
||||
UNUSED_APP_CMD_INPUT_CHANGED,
|
||||
|
||||
/**
|
||||
* Command from main thread: a new ANativeWindow is ready for use. Upon
|
||||
* receiving this command, android_app->window will contain the new window
|
||||
* surface.
|
||||
*/
|
||||
APP_CMD_INIT_WINDOW,
|
||||
|
||||
/**
|
||||
* Command from main thread: the existing ANativeWindow needs to be
|
||||
* terminated. Upon receiving this command, android_app->window still
|
||||
* contains the existing window; after calling android_app_exec_cmd
|
||||
* it will be set to NULL.
|
||||
*/
|
||||
APP_CMD_TERM_WINDOW,
|
||||
|
||||
/**
|
||||
* Command from main thread: the current ANativeWindow has been resized.
|
||||
* Please redraw with its new size.
|
||||
*/
|
||||
APP_CMD_WINDOW_RESIZED,
|
||||
|
||||
/**
|
||||
* Command from main thread: the system needs that the current ANativeWindow
|
||||
* be redrawn. You should redraw the window before handing this to
|
||||
* android_app_exec_cmd() in order to avoid transient drawing glitches.
|
||||
*/
|
||||
APP_CMD_WINDOW_REDRAW_NEEDED,
|
||||
|
||||
/**
|
||||
* Command from main thread: the content area of the window has changed,
|
||||
* such as from the soft input window being shown or hidden. You can
|
||||
* find the new content rect in android_app::contentRect.
|
||||
*/
|
||||
APP_CMD_CONTENT_RECT_CHANGED,
|
||||
|
||||
/**
|
||||
* Command from main thread: the app's activity window has gained
|
||||
* input focus.
|
||||
*/
|
||||
APP_CMD_GAINED_FOCUS,
|
||||
|
||||
/**
|
||||
* Command from main thread: the app's activity window has lost
|
||||
* input focus.
|
||||
*/
|
||||
APP_CMD_LOST_FOCUS,
|
||||
|
||||
/**
|
||||
* Command from main thread: the current device configuration has changed.
|
||||
*/
|
||||
APP_CMD_CONFIG_CHANGED,
|
||||
|
||||
/**
|
||||
* Command from main thread: the system is running low on memory.
|
||||
* Try to reduce your memory use.
|
||||
*/
|
||||
APP_CMD_LOW_MEMORY,
|
||||
|
||||
/**
|
||||
* Command from main thread: the app's activity has been started.
|
||||
*/
|
||||
APP_CMD_START,
|
||||
|
||||
/**
|
||||
* Command from main thread: the app's activity has been resumed.
|
||||
*/
|
||||
APP_CMD_RESUME,
|
||||
|
||||
/**
|
||||
* Command from main thread: the app should generate a new saved state
|
||||
* for itself, to restore from later if needed. If you have saved state,
|
||||
* allocate it with malloc and place it in android_app.savedState with
|
||||
* the size in android_app.savedStateSize. The will be freed for you
|
||||
* later.
|
||||
*/
|
||||
APP_CMD_SAVE_STATE,
|
||||
|
||||
/**
|
||||
* Command from main thread: the app's activity has been paused.
|
||||
*/
|
||||
APP_CMD_PAUSE,
|
||||
|
||||
/**
|
||||
* Command from main thread: the app's activity has been stopped.
|
||||
*/
|
||||
APP_CMD_STOP,
|
||||
|
||||
/**
|
||||
* Command from main thread: the app's activity is being destroyed,
|
||||
* and waiting for the app thread to clean up and exit before proceeding.
|
||||
*/
|
||||
APP_CMD_DESTROY,
|
||||
|
||||
/**
|
||||
* Command from main thread: the app's insets have changed.
|
||||
*/
|
||||
APP_CMD_WINDOW_INSETS_CHANGED,
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Call when ALooper_pollAll() returns LOOPER_ID_MAIN, reading the next
|
||||
* app command message.
|
||||
*/
|
||||
int8_t android_app_read_cmd(struct android_app* android_app);
|
||||
|
||||
/**
|
||||
* Call with the command returned by android_app_read_cmd() to do the
|
||||
* initial pre-processing of the given command. You can perform your own
|
||||
* actions for the command after calling this function.
|
||||
*/
|
||||
void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd);
|
||||
|
||||
/**
|
||||
* Call with the command returned by android_app_read_cmd() to do the
|
||||
* final post-processing of the given command. You must have done your own
|
||||
* actions for the command before calling this function.
|
||||
*/
|
||||
void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd);
|
||||
|
||||
/**
|
||||
* Call this before processing input events to get the events buffer.
|
||||
* The function returns NULL if there are no events to process.
|
||||
*/
|
||||
struct android_input_buffer* android_app_swap_input_buffers(
|
||||
struct android_app* android_app);
|
||||
|
||||
/**
|
||||
* Clear the array of motion events that were waiting to be handled, and release
|
||||
* each of them.
|
||||
*
|
||||
* This method should be called after you have processed the motion events in
|
||||
* your game loop. You should handle events at each iteration of your game loop.
|
||||
*/
|
||||
void android_app_clear_motion_events(struct android_input_buffer* inputBuffer);
|
||||
|
||||
/**
|
||||
* Clear the array of key events that were waiting to be handled, and release
|
||||
* each of them.
|
||||
*
|
||||
* This method should be called after you have processed the key up events in
|
||||
* your game loop. You should handle events at each iteration of your game loop.
|
||||
*/
|
||||
void android_app_clear_key_events(struct android_input_buffer* inputBuffer);
|
||||
|
||||
/**
|
||||
* This is a springboard into the Rust glue layer that wraps calling the
|
||||
* main entry for the app itself.
|
||||
*/
|
||||
extern void _rust_glue_entry(struct android_app* app);
|
||||
|
||||
/**
|
||||
* Set the filter to use when processing key events.
|
||||
* Any events for which the filter returns false will be ignored by
|
||||
* android_native_app_glue. If filter is set to NULL, no filtering is done.
|
||||
*
|
||||
* The default key filter will filter out volume and camera button presses.
|
||||
*/
|
||||
void android_app_set_key_event_filter(struct android_app* app,
|
||||
android_key_event_filter filter);
|
||||
|
||||
/**
|
||||
* Set the filter to use when processing touch and motion events.
|
||||
* Any events for which the filter returns false will be ignored by
|
||||
* android_native_app_glue. If filter is set to NULL, no filtering is done.
|
||||
*
|
||||
* Note that the default motion event filter will only allow touchscreen events
|
||||
* through, in order to mimic NativeActivity's behaviour, so for controller
|
||||
* events to be passed to the app, set the filter to NULL.
|
||||
*/
|
||||
void android_app_set_motion_event_filter(struct android_app* app,
|
||||
android_motion_event_filter filter);
|
||||
|
||||
/**
|
||||
* Determines if a looper wake up was due to new input becoming available
|
||||
*/
|
||||
bool android_app_input_available_wake_up(struct android_app* app);
|
||||
|
||||
void GameActivity_onCreate_C(GameActivity* activity, void* savedState,
|
||||
size_t savedStateSize);
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
/** @} */
|
||||
41
third-party/vendor/android-activity/game-activity-csrc/game-text-input/gamecommon.h
vendored
Normal file
41
third-party/vendor/android-activity/game-activity-csrc/game-text-input/gamecommon.h
vendored
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
/*
|
||||
* Copyright (C) 2021 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.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @defgroup game_common Game Common
|
||||
* Common structures and functions used within AGDK
|
||||
* @{
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
/**
|
||||
* The type of a component for which to retrieve insets. See
|
||||
* https://developer.android.com/reference/androidx/core/view/WindowInsetsCompat.Type
|
||||
*/
|
||||
typedef enum GameCommonInsetsType {
|
||||
GAMECOMMON_INSETS_TYPE_CAPTION_BAR = 0,
|
||||
GAMECOMMON_INSETS_TYPE_DISPLAY_CUTOUT,
|
||||
GAMECOMMON_INSETS_TYPE_IME,
|
||||
GAMECOMMON_INSETS_TYPE_MANDATORY_SYSTEM_GESTURES,
|
||||
GAMECOMMON_INSETS_TYPE_NAVIGATION_BARS,
|
||||
GAMECOMMON_INSETS_TYPE_STATUS_BARS,
|
||||
GAMECOMMON_INSETS_TYPE_SYSTEM_BARS,
|
||||
GAMECOMMON_INSETS_TYPE_SYSTEM_GESTURES,
|
||||
GAMECOMMON_INSETS_TYPE_TAPABLE_ELEMENT,
|
||||
GAMECOMMON_INSETS_TYPE_WATERFALL,
|
||||
GAMECOMMON_INSETS_TYPE_COUNT
|
||||
} GameCommonInsetsType;
|
||||
364
third-party/vendor/android-activity/game-activity-csrc/game-text-input/gametextinput.cpp
vendored
Normal file
364
third-party/vendor/android-activity/game-activity-csrc/game-text-input/gametextinput.cpp
vendored
Normal file
|
|
@ -0,0 +1,364 @@
|
|||
/*
|
||||
* Copyright (C) 2021 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 "game-text-input/gametextinput.h"
|
||||
|
||||
#include <android/log.h>
|
||||
#include <jni.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#define LOG_TAG "GameTextInput"
|
||||
|
||||
static constexpr int32_t DEFAULT_MAX_STRING_SIZE = 1 << 16;
|
||||
|
||||
// Cache of field ids in the Java GameTextInputState class
|
||||
struct StateClassInfo {
|
||||
jfieldID text;
|
||||
jfieldID selectionStart;
|
||||
jfieldID selectionEnd;
|
||||
jfieldID composingRegionStart;
|
||||
jfieldID composingRegionEnd;
|
||||
};
|
||||
|
||||
// Main GameTextInput object.
|
||||
struct GameTextInput {
|
||||
public:
|
||||
GameTextInput(JNIEnv *env, uint32_t max_string_size);
|
||||
~GameTextInput();
|
||||
void setState(const GameTextInputState &state);
|
||||
const GameTextInputState &getState() const { return currentState_; }
|
||||
void setInputConnection(jobject inputConnection);
|
||||
void processEvent(jobject textInputEvent);
|
||||
void showIme(uint32_t flags);
|
||||
void hideIme(uint32_t flags);
|
||||
void setEventCallback(GameTextInputEventCallback callback, void *context);
|
||||
jobject stateToJava(const GameTextInputState &state) const;
|
||||
void stateFromJava(jobject textInputEvent,
|
||||
GameTextInputGetStateCallback callback,
|
||||
void *context) const;
|
||||
void setImeInsetsCallback(GameTextInputImeInsetsCallback callback,
|
||||
void *context);
|
||||
void processImeInsets(const ARect *insets);
|
||||
const ARect &getImeInsets() const { return currentInsets_; }
|
||||
|
||||
private:
|
||||
// Copy string and set other fields
|
||||
void setStateInner(const GameTextInputState &state);
|
||||
static void processCallback(void *context, const GameTextInputState *state);
|
||||
JNIEnv *env_ = nullptr;
|
||||
// Cached at initialization from
|
||||
// com/google/androidgamesdk/gametextinput/State.
|
||||
jclass stateJavaClass_ = nullptr;
|
||||
// The latest text input update.
|
||||
GameTextInputState currentState_ = {};
|
||||
// An instance of gametextinput.InputConnection.
|
||||
jclass inputConnectionClass_ = nullptr;
|
||||
jobject inputConnection_ = nullptr;
|
||||
jmethodID inputConnectionSetStateMethod_;
|
||||
jmethodID setSoftKeyboardActiveMethod_;
|
||||
void (*eventCallback_)(void *context,
|
||||
const struct GameTextInputState *state) = nullptr;
|
||||
void *eventCallbackContext_ = nullptr;
|
||||
void (*insetsCallback_)(void *context,
|
||||
const struct ARect *insets) = nullptr;
|
||||
ARect currentInsets_ = {};
|
||||
void *insetsCallbackContext_ = nullptr;
|
||||
StateClassInfo stateClassInfo_ = {};
|
||||
// Constant-sized buffer used to store state text.
|
||||
std::vector<char> stateStringBuffer_;
|
||||
};
|
||||
|
||||
std::unique_ptr<GameTextInput> s_gameTextInput;
|
||||
|
||||
extern "C" {
|
||||
|
||||
///////////////////////////////////////////////////////////
|
||||
/// GameTextInputState C Functions
|
||||
///////////////////////////////////////////////////////////
|
||||
|
||||
// Convert to a Java structure.
|
||||
jobject currentState_toJava(const GameTextInput *gameTextInput,
|
||||
const GameTextInputState *state) {
|
||||
if (state == nullptr) return NULL;
|
||||
return gameTextInput->stateToJava(*state);
|
||||
}
|
||||
|
||||
// Convert from Java structure.
|
||||
void currentState_fromJava(const GameTextInput *gameTextInput,
|
||||
jobject textInputEvent,
|
||||
GameTextInputGetStateCallback callback,
|
||||
void *context) {
|
||||
gameTextInput->stateFromJava(textInputEvent, callback, context);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////
|
||||
/// GameTextInput C Functions
|
||||
///////////////////////////////////////////////////////////
|
||||
|
||||
struct GameTextInput *GameTextInput_init(JNIEnv *env,
|
||||
uint32_t max_string_size) {
|
||||
if (s_gameTextInput.get() != nullptr) {
|
||||
__android_log_print(ANDROID_LOG_WARN, LOG_TAG,
|
||||
"Warning: called GameTextInput_init twice without "
|
||||
"calling GameTextInput_destroy");
|
||||
return s_gameTextInput.get();
|
||||
}
|
||||
// Don't use make_unique, for C++11 compatibility
|
||||
s_gameTextInput =
|
||||
std::unique_ptr<GameTextInput>(new GameTextInput(env, max_string_size));
|
||||
return s_gameTextInput.get();
|
||||
}
|
||||
|
||||
void GameTextInput_destroy(GameTextInput *input) {
|
||||
if (input == nullptr || s_gameTextInput.get() == nullptr) return;
|
||||
s_gameTextInput.reset();
|
||||
}
|
||||
|
||||
void GameTextInput_setState(GameTextInput *input,
|
||||
const GameTextInputState *state) {
|
||||
if (state == nullptr) return;
|
||||
input->setState(*state);
|
||||
}
|
||||
|
||||
void GameTextInput_getState(GameTextInput *input,
|
||||
GameTextInputGetStateCallback callback,
|
||||
void *context) {
|
||||
callback(context, &input->getState());
|
||||
}
|
||||
|
||||
void GameTextInput_setInputConnection(GameTextInput *input,
|
||||
jobject inputConnection) {
|
||||
input->setInputConnection(inputConnection);
|
||||
}
|
||||
|
||||
void GameTextInput_processEvent(GameTextInput *input, jobject textInputEvent) {
|
||||
input->processEvent(textInputEvent);
|
||||
}
|
||||
|
||||
void GameTextInput_processImeInsets(GameTextInput *input, const ARect *insets) {
|
||||
input->processImeInsets(insets);
|
||||
}
|
||||
|
||||
void GameTextInput_showIme(struct GameTextInput *input, uint32_t flags) {
|
||||
input->showIme(flags);
|
||||
}
|
||||
|
||||
void GameTextInput_hideIme(struct GameTextInput *input, uint32_t flags) {
|
||||
input->hideIme(flags);
|
||||
}
|
||||
|
||||
void GameTextInput_setEventCallback(struct GameTextInput *input,
|
||||
GameTextInputEventCallback callback,
|
||||
void *context) {
|
||||
input->setEventCallback(callback, context);
|
||||
}
|
||||
|
||||
void GameTextInput_setImeInsetsCallback(struct GameTextInput *input,
|
||||
GameTextInputImeInsetsCallback callback,
|
||||
void *context) {
|
||||
input->setImeInsetsCallback(callback, context);
|
||||
}
|
||||
|
||||
void GameTextInput_getImeInsets(const GameTextInput *input, ARect *insets) {
|
||||
*insets = input->getImeInsets();
|
||||
}
|
||||
|
||||
} // extern "C"
|
||||
|
||||
///////////////////////////////////////////////////////////
|
||||
/// GameTextInput C++ class Implementation
|
||||
///////////////////////////////////////////////////////////
|
||||
|
||||
GameTextInput::GameTextInput(JNIEnv *env, uint32_t max_string_size)
|
||||
: env_(env),
|
||||
stateStringBuffer_(max_string_size == 0 ? DEFAULT_MAX_STRING_SIZE
|
||||
: max_string_size) {
|
||||
stateJavaClass_ = (jclass)env_->NewGlobalRef(
|
||||
env_->FindClass("com/google/androidgamesdk/gametextinput/State"));
|
||||
inputConnectionClass_ = (jclass)env_->NewGlobalRef(env_->FindClass(
|
||||
"com/google/androidgamesdk/gametextinput/InputConnection"));
|
||||
inputConnectionSetStateMethod_ =
|
||||
env_->GetMethodID(inputConnectionClass_, "setState",
|
||||
"(Lcom/google/androidgamesdk/gametextinput/State;)V");
|
||||
setSoftKeyboardActiveMethod_ = env_->GetMethodID(
|
||||
inputConnectionClass_, "setSoftKeyboardActive", "(ZI)V");
|
||||
|
||||
stateClassInfo_.text =
|
||||
env_->GetFieldID(stateJavaClass_, "text", "Ljava/lang/String;");
|
||||
stateClassInfo_.selectionStart =
|
||||
env_->GetFieldID(stateJavaClass_, "selectionStart", "I");
|
||||
stateClassInfo_.selectionEnd =
|
||||
env_->GetFieldID(stateJavaClass_, "selectionEnd", "I");
|
||||
stateClassInfo_.composingRegionStart =
|
||||
env_->GetFieldID(stateJavaClass_, "composingRegionStart", "I");
|
||||
stateClassInfo_.composingRegionEnd =
|
||||
env_->GetFieldID(stateJavaClass_, "composingRegionEnd", "I");
|
||||
}
|
||||
|
||||
GameTextInput::~GameTextInput() {
|
||||
if (stateJavaClass_ != NULL) {
|
||||
env_->DeleteGlobalRef(stateJavaClass_);
|
||||
stateJavaClass_ = NULL;
|
||||
}
|
||||
if (inputConnectionClass_ != NULL) {
|
||||
env_->DeleteGlobalRef(inputConnectionClass_);
|
||||
inputConnectionClass_ = NULL;
|
||||
}
|
||||
if (inputConnection_ != NULL) {
|
||||
env_->DeleteGlobalRef(inputConnection_);
|
||||
inputConnection_ = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void GameTextInput::setState(const GameTextInputState &state) {
|
||||
if (inputConnection_ == nullptr) return;
|
||||
jobject jstate = stateToJava(state);
|
||||
env_->CallVoidMethod(inputConnection_, inputConnectionSetStateMethod_,
|
||||
jstate);
|
||||
env_->DeleteLocalRef(jstate);
|
||||
setStateInner(state);
|
||||
}
|
||||
|
||||
void GameTextInput::setStateInner(const GameTextInputState &state) {
|
||||
// Check if we're setting using our own string (other parts may be
|
||||
// different)
|
||||
if (state.text_UTF8 == currentState_.text_UTF8) {
|
||||
currentState_ = state;
|
||||
return;
|
||||
}
|
||||
// Otherwise, copy across the string.
|
||||
auto bytes_needed =
|
||||
std::min(static_cast<uint32_t>(state.text_length + 1),
|
||||
static_cast<uint32_t>(stateStringBuffer_.size()));
|
||||
currentState_.text_UTF8 = stateStringBuffer_.data();
|
||||
std::copy(state.text_UTF8, state.text_UTF8 + bytes_needed - 1,
|
||||
stateStringBuffer_.data());
|
||||
currentState_.text_length = state.text_length;
|
||||
currentState_.selection = state.selection;
|
||||
currentState_.composingRegion = state.composingRegion;
|
||||
stateStringBuffer_[bytes_needed - 1] = 0;
|
||||
}
|
||||
|
||||
void GameTextInput::setInputConnection(jobject inputConnection) {
|
||||
if (inputConnection_ != NULL) {
|
||||
env_->DeleteGlobalRef(inputConnection_);
|
||||
}
|
||||
inputConnection_ = env_->NewGlobalRef(inputConnection);
|
||||
}
|
||||
|
||||
/*static*/ void GameTextInput::processCallback(
|
||||
void *context, const GameTextInputState *state) {
|
||||
auto thiz = static_cast<GameTextInput *>(context);
|
||||
if (state != nullptr) thiz->setStateInner(*state);
|
||||
}
|
||||
|
||||
void GameTextInput::processEvent(jobject textInputEvent) {
|
||||
stateFromJava(textInputEvent, processCallback, this);
|
||||
if (eventCallback_) {
|
||||
eventCallback_(eventCallbackContext_, ¤tState_);
|
||||
}
|
||||
}
|
||||
|
||||
void GameTextInput::showIme(uint32_t flags) {
|
||||
if (inputConnection_ == nullptr) return;
|
||||
env_->CallVoidMethod(inputConnection_, setSoftKeyboardActiveMethod_, true,
|
||||
flags);
|
||||
}
|
||||
|
||||
void GameTextInput::setEventCallback(GameTextInputEventCallback callback,
|
||||
void *context) {
|
||||
eventCallback_ = callback;
|
||||
eventCallbackContext_ = context;
|
||||
}
|
||||
|
||||
void GameTextInput::setImeInsetsCallback(
|
||||
GameTextInputImeInsetsCallback callback, void *context) {
|
||||
insetsCallback_ = callback;
|
||||
insetsCallbackContext_ = context;
|
||||
}
|
||||
|
||||
void GameTextInput::processImeInsets(const ARect *insets) {
|
||||
currentInsets_ = *insets;
|
||||
if (insetsCallback_) {
|
||||
insetsCallback_(insetsCallbackContext_, ¤tInsets_);
|
||||
}
|
||||
}
|
||||
|
||||
void GameTextInput::hideIme(uint32_t flags) {
|
||||
if (inputConnection_ == nullptr) return;
|
||||
env_->CallVoidMethod(inputConnection_, setSoftKeyboardActiveMethod_, false,
|
||||
flags);
|
||||
}
|
||||
|
||||
jobject GameTextInput::stateToJava(const GameTextInputState &state) const {
|
||||
static jmethodID constructor = nullptr;
|
||||
if (constructor == nullptr) {
|
||||
constructor = env_->GetMethodID(stateJavaClass_, "<init>",
|
||||
"(Ljava/lang/String;IIII)V");
|
||||
if (constructor == nullptr) {
|
||||
__android_log_print(ANDROID_LOG_ERROR, LOG_TAG,
|
||||
"Can't find gametextinput.State constructor");
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
const char *text = state.text_UTF8;
|
||||
if (text == nullptr) {
|
||||
static char empty_string[] = "";
|
||||
text = empty_string;
|
||||
}
|
||||
// Note that this expects 'modified' UTF-8 which is not the same as UTF-8
|
||||
// https://en.wikipedia.org/wiki/UTF-8#Modified_UTF-8
|
||||
jstring jtext = env_->NewStringUTF(text);
|
||||
jobject jobj =
|
||||
env_->NewObject(stateJavaClass_, constructor, jtext,
|
||||
state.selection.start, state.selection.end,
|
||||
state.composingRegion.start, state.composingRegion.end);
|
||||
env_->DeleteLocalRef(jtext);
|
||||
return jobj;
|
||||
}
|
||||
|
||||
void GameTextInput::stateFromJava(jobject textInputEvent,
|
||||
GameTextInputGetStateCallback callback,
|
||||
void *context) const {
|
||||
jstring text =
|
||||
(jstring)env_->GetObjectField(textInputEvent, stateClassInfo_.text);
|
||||
// Note this is 'modified' UTF-8, not true UTF-8. It has no NULLs in it,
|
||||
// except at the end. It's actually not specified whether the value returned
|
||||
// by GetStringUTFChars includes a null at the end, but it *seems to* on
|
||||
// Android.
|
||||
const char *text_chars = env_->GetStringUTFChars(text, NULL);
|
||||
int text_len = env_->GetStringUTFLength(
|
||||
text); // Length in bytes, *not* including the null.
|
||||
int selectionStart =
|
||||
env_->GetIntField(textInputEvent, stateClassInfo_.selectionStart);
|
||||
int selectionEnd =
|
||||
env_->GetIntField(textInputEvent, stateClassInfo_.selectionEnd);
|
||||
int composingRegionStart =
|
||||
env_->GetIntField(textInputEvent, stateClassInfo_.composingRegionStart);
|
||||
int composingRegionEnd =
|
||||
env_->GetIntField(textInputEvent, stateClassInfo_.composingRegionEnd);
|
||||
GameTextInputState state{text_chars,
|
||||
text_len,
|
||||
{selectionStart, selectionEnd},
|
||||
{composingRegionStart, composingRegionEnd}};
|
||||
callback(context, &state);
|
||||
env_->ReleaseStringUTFChars(text, text_chars);
|
||||
env_->DeleteLocalRef(text);
|
||||
}
|
||||
290
third-party/vendor/android-activity/game-activity-csrc/game-text-input/gametextinput.h
vendored
Normal file
290
third-party/vendor/android-activity/game-activity-csrc/game-text-input/gametextinput.h
vendored
Normal file
|
|
@ -0,0 +1,290 @@
|
|||
/*
|
||||
* Copyright (C) 2021 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.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @defgroup game_text_input Game Text Input
|
||||
* The interface to use GameTextInput.
|
||||
* @{
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <android/rect.h>
|
||||
#include <jni.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "gamecommon.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* This struct holds a span within a region of text from start (inclusive) to
|
||||
* end (exclusive). An empty span or cursor position is specified with
|
||||
* start==end. An undefined span is specified with start = end = SPAN_UNDEFINED.
|
||||
*/
|
||||
typedef struct GameTextInputSpan {
|
||||
/** The start of the region (inclusive). */
|
||||
int32_t start;
|
||||
/** The end of the region (exclusive). */
|
||||
int32_t end;
|
||||
} GameTextInputSpan;
|
||||
|
||||
/**
|
||||
* Values with special meaning in a GameTextInputSpan.
|
||||
*/
|
||||
enum GameTextInputSpanFlag { SPAN_UNDEFINED = -1 };
|
||||
|
||||
/**
|
||||
* This struct holds the state of an editable section of text.
|
||||
* The text can have a selection and a composing region defined on it.
|
||||
* A composing region is used by IMEs that allow input using multiple steps to
|
||||
* compose a glyph or word. Use functions GameTextInput_getState and
|
||||
* GameTextInput_setState to read and modify the state that an IME is editing.
|
||||
*/
|
||||
typedef struct GameTextInputState {
|
||||
/**
|
||||
* Text owned by the state, as a modified UTF-8 string. Null-terminated.
|
||||
* https://en.wikipedia.org/wiki/UTF-8#Modified_UTF-8
|
||||
*/
|
||||
const char *text_UTF8;
|
||||
/**
|
||||
* Length in bytes of text_UTF8, *not* including the null at end.
|
||||
*/
|
||||
int32_t text_length;
|
||||
/**
|
||||
* A selection defined on the text.
|
||||
*/
|
||||
GameTextInputSpan selection;
|
||||
/**
|
||||
* A composing region defined on the text.
|
||||
*/
|
||||
GameTextInputSpan composingRegion;
|
||||
} GameTextInputState;
|
||||
|
||||
/**
|
||||
* A callback called by GameTextInput_getState.
|
||||
* @param context User-defined context.
|
||||
* @param state State, owned by the library, that will be valid for the duration
|
||||
* of the callback.
|
||||
*/
|
||||
typedef void (*GameTextInputGetStateCallback)(
|
||||
void *context, const struct GameTextInputState *state);
|
||||
|
||||
/**
|
||||
* Opaque handle to the GameTextInput API.
|
||||
*/
|
||||
typedef struct GameTextInput GameTextInput;
|
||||
|
||||
/**
|
||||
* Initialize the GameTextInput library.
|
||||
* If called twice without GameTextInput_destroy being called, the same pointer
|
||||
* will be returned and a warning will be issued.
|
||||
* @param env A JNI env valid on the calling thread.
|
||||
* @param max_string_size The maximum length of a string that can be edited. If
|
||||
* zero, the maximum defaults to 65536 bytes. A buffer of this size is allocated
|
||||
* at initialization.
|
||||
* @return A handle to the library.
|
||||
*/
|
||||
GameTextInput *GameTextInput_init(JNIEnv *env, uint32_t max_string_size);
|
||||
|
||||
/**
|
||||
* When using GameTextInput, you need to create a gametextinput.InputConnection
|
||||
* on the Java side and pass it using this function to the library, unless using
|
||||
* GameActivity in which case this will be done for you. See the GameActivity
|
||||
* source code or GameTextInput samples for examples of usage.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param inputConnection A gametextinput.InputConnection object.
|
||||
*/
|
||||
void GameTextInput_setInputConnection(GameTextInput *input,
|
||||
jobject inputConnection);
|
||||
|
||||
/**
|
||||
* Unless using GameActivity, it is required to call this function from your
|
||||
* Java gametextinput.Listener.stateChanged method to convert eventState and
|
||||
* trigger any event callbacks. When using GameActivity, this does not need to
|
||||
* be called as event processing is handled by the Activity.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param eventState A Java gametextinput.State object.
|
||||
*/
|
||||
void GameTextInput_processEvent(GameTextInput *input, jobject eventState);
|
||||
|
||||
/**
|
||||
* Free any resources owned by the GameTextInput library.
|
||||
* Any subsequent calls to the library will fail until GameTextInput_init is
|
||||
* called again.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
*/
|
||||
void GameTextInput_destroy(GameTextInput *input);
|
||||
|
||||
/**
|
||||
* Flags to be passed to GameTextInput_showIme.
|
||||
*/
|
||||
enum ShowImeFlags {
|
||||
SHOW_IME_UNDEFINED = 0, // Default value.
|
||||
SHOW_IMPLICIT =
|
||||
1, // Indicates that the user has forced the input method open so it
|
||||
// should not be closed until they explicitly do so.
|
||||
SHOW_FORCED = 2 // Indicates that this is an implicit request to show the
|
||||
// input window, not as the result of a direct request by
|
||||
// the user. The window may not be shown in this case.
|
||||
};
|
||||
|
||||
/**
|
||||
* Show the IME. Calls InputMethodManager.showSoftInput().
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param flags Defined in ShowImeFlags above. For more information see:
|
||||
* https://developer.android.com/reference/android/view/inputmethod/InputMethodManager
|
||||
*/
|
||||
void GameTextInput_showIme(GameTextInput *input, uint32_t flags);
|
||||
|
||||
/**
|
||||
* Flags to be passed to GameTextInput_hideIme.
|
||||
*/
|
||||
enum HideImeFlags {
|
||||
HIDE_IME_UNDEFINED = 0, // Default value.
|
||||
HIDE_IMPLICIT_ONLY =
|
||||
1, // Indicates that the soft input window should only be hidden if it
|
||||
// was not explicitly shown by the user.
|
||||
HIDE_NOT_ALWAYS =
|
||||
2, // Indicates that the soft input window should normally be hidden,
|
||||
// unless it was originally shown with SHOW_FORCED.
|
||||
};
|
||||
|
||||
/**
|
||||
* Show the IME. Calls InputMethodManager.hideSoftInputFromWindow().
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param flags Defined in HideImeFlags above. For more information see:
|
||||
* https://developer.android.com/reference/android/view/inputmethod/InputMethodManager
|
||||
*/
|
||||
void GameTextInput_hideIme(GameTextInput *input, uint32_t flags);
|
||||
|
||||
/**
|
||||
* Call a callback with the current GameTextInput state, which may have been
|
||||
* modified by changes in the IME and calls to GameTextInput_setState. We use a
|
||||
* callback rather than returning the state in order to simplify ownership of
|
||||
* text_UTF8 strings. These strings are only valid during the calling of the
|
||||
* callback.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param callback A function that will be called with valid state.
|
||||
* @param context Context used by the callback.
|
||||
*/
|
||||
void GameTextInput_getState(GameTextInput *input,
|
||||
GameTextInputGetStateCallback callback,
|
||||
void *context);
|
||||
|
||||
/**
|
||||
* Set the current GameTextInput state. This state is reflected to any active
|
||||
* IME.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param state The state to set. Ownership is maintained by the caller and must
|
||||
* remain valid for the duration of the call.
|
||||
*/
|
||||
void GameTextInput_setState(GameTextInput *input,
|
||||
const GameTextInputState *state);
|
||||
|
||||
/**
|
||||
* Type of the callback needed by GameTextInput_setEventCallback that will be
|
||||
* called every time the IME state changes.
|
||||
* @param context User-defined context set in GameTextInput_setEventCallback.
|
||||
* @param current_state Current IME state, owned by the library and valid during
|
||||
* the callback.
|
||||
*/
|
||||
typedef void (*GameTextInputEventCallback)(
|
||||
void *context, const GameTextInputState *current_state);
|
||||
|
||||
/**
|
||||
* Optionally set a callback to be called whenever the IME state changes.
|
||||
* Not necessary if you are using GameActivity, which handles these callbacks
|
||||
* for you.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param callback Called by the library when the IME state changes.
|
||||
* @param context Context passed as first argument to the callback.
|
||||
*/
|
||||
void GameTextInput_setEventCallback(GameTextInput *input,
|
||||
GameTextInputEventCallback callback,
|
||||
void *context);
|
||||
|
||||
/**
|
||||
* Type of the callback needed by GameTextInput_setImeInsetsCallback that will
|
||||
* be called every time the IME window insets change.
|
||||
* @param context User-defined context set in
|
||||
* GameTextInput_setImeWIndowInsetsCallback.
|
||||
* @param current_insets Current IME insets, owned by the library and valid
|
||||
* during the callback.
|
||||
*/
|
||||
typedef void (*GameTextInputImeInsetsCallback)(void *context,
|
||||
const ARect *current_insets);
|
||||
|
||||
/**
|
||||
* Optionally set a callback to be called whenever the IME insets change.
|
||||
* Not necessary if you are using GameActivity, which handles these callbacks
|
||||
* for you.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param callback Called by the library when the IME insets change.
|
||||
* @param context Context passed as first argument to the callback.
|
||||
*/
|
||||
void GameTextInput_setImeInsetsCallback(GameTextInput *input,
|
||||
GameTextInputImeInsetsCallback callback,
|
||||
void *context);
|
||||
|
||||
/**
|
||||
* Get the current window insets for the IME.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param insets Filled with the current insets by this function.
|
||||
*/
|
||||
void GameTextInput_getImeInsets(const GameTextInput *input, ARect *insets);
|
||||
|
||||
/**
|
||||
* Unless using GameActivity, it is required to call this function from your
|
||||
* Java gametextinput.Listener.onImeInsetsChanged method to
|
||||
* trigger any event callbacks. When using GameActivity, this does not need to
|
||||
* be called as insets processing is handled by the Activity.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param eventState A Java gametextinput.State object.
|
||||
*/
|
||||
void GameTextInput_processImeInsets(GameTextInput *input, const ARect *insets);
|
||||
|
||||
/**
|
||||
* Convert a GameTextInputState struct to a Java gametextinput.State object.
|
||||
* Don't forget to delete the returned Java local ref when you're done.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param state Input state to convert.
|
||||
* @return A Java object of class gametextinput.State. The caller is required to
|
||||
* delete this local reference.
|
||||
*/
|
||||
jobject GameTextInputState_toJava(const GameTextInput *input,
|
||||
const GameTextInputState *state);
|
||||
|
||||
/**
|
||||
* Convert from a Java gametextinput.State object into a C GameTextInputState
|
||||
* struct.
|
||||
* @param input A valid GameTextInput library handle.
|
||||
* @param state A Java gametextinput.State object.
|
||||
* @param callback A function called with the C struct, valid for the duration
|
||||
* of the call.
|
||||
* @param context Context passed to the callback.
|
||||
*/
|
||||
void GameTextInputState_fromJava(const GameTextInput *input, jobject state,
|
||||
GameTextInputGetStateCallback callback,
|
||||
void *context);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
/** @} */
|
||||
Loading…
Add table
Add a link
Reference in a new issue