Vendor things
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19434 changed files with 10682014 additions and 0 deletions
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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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#include "android_native_app_glue.h"
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#include <android/log.h>
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#include <errno.h>
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#include <jni.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include <unistd.h>
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#define LOGI(...) \
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((void)__android_log_print(ANDROID_LOG_INFO, "threaded_app", __VA_ARGS__))
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#define LOGE(...) \
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((void)__android_log_print(ANDROID_LOG_ERROR, "threaded_app", __VA_ARGS__))
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#define LOGW(...) \
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((void)__android_log_print(ANDROID_LOG_WARN, "threaded_app", __VA_ARGS__))
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#define LOGW_ONCE(...) \
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do { \
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static bool alogw_once##__FILE__##__LINE__##__ = true; \
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if (alogw_once##__FILE__##__LINE__##__) { \
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alogw_once##__FILE__##__LINE__##__ = false; \
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LOGW(__VA_ARGS__); \
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} \
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} while (0)
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/* For debug builds, always enable the debug traces in this library */
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#ifndef NDEBUG
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#define LOGV(...) \
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((void)__android_log_print(ANDROID_LOG_VERBOSE, "threaded_app", \
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__VA_ARGS__))
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#else
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#define LOGV(...) ((void)0)
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#endif
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static void free_saved_state(struct android_app* android_app) {
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pthread_mutex_lock(&android_app->mutex);
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if (android_app->savedState != NULL) {
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free(android_app->savedState);
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android_app->savedState = NULL;
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android_app->savedStateSize = 0;
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}
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pthread_mutex_unlock(&android_app->mutex);
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}
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int8_t android_app_read_cmd(struct android_app* android_app) {
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int8_t cmd;
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if (read(android_app->msgread, &cmd, sizeof(cmd)) != sizeof(cmd)) {
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LOGE("No data on command pipe!");
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return -1;
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}
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if (cmd == APP_CMD_SAVE_STATE) free_saved_state(android_app);
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return cmd;
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}
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static void print_cur_config(struct android_app* android_app) {
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char lang[2], country[2];
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AConfiguration_getLanguage(android_app->config, lang);
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AConfiguration_getCountry(android_app->config, country);
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LOGV(
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"Config: mcc=%d mnc=%d lang=%c%c cnt=%c%c orien=%d touch=%d dens=%d "
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"keys=%d nav=%d keysHid=%d navHid=%d sdk=%d size=%d long=%d "
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"modetype=%d modenight=%d",
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AConfiguration_getMcc(android_app->config),
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AConfiguration_getMnc(android_app->config), lang[0], lang[1],
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country[0], country[1],
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AConfiguration_getOrientation(android_app->config),
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AConfiguration_getTouchscreen(android_app->config),
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AConfiguration_getDensity(android_app->config),
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AConfiguration_getKeyboard(android_app->config),
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AConfiguration_getNavigation(android_app->config),
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AConfiguration_getKeysHidden(android_app->config),
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AConfiguration_getNavHidden(android_app->config),
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AConfiguration_getSdkVersion(android_app->config),
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AConfiguration_getScreenSize(android_app->config),
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AConfiguration_getScreenLong(android_app->config),
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AConfiguration_getUiModeType(android_app->config),
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AConfiguration_getUiModeNight(android_app->config));
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}
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void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd) {
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switch (cmd) {
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case UNUSED_APP_CMD_INPUT_CHANGED:
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LOGV("UNUSED_APP_CMD_INPUT_CHANGED");
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// Do nothing. This can be used in the future to handle AInputQueue
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// natively, like done in NativeActivity.
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break;
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case APP_CMD_INIT_WINDOW:
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LOGV("APP_CMD_INIT_WINDOW");
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pthread_mutex_lock(&android_app->mutex);
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android_app->window = android_app->pendingWindow;
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pthread_cond_broadcast(&android_app->cond);
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pthread_mutex_unlock(&android_app->mutex);
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break;
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case APP_CMD_TERM_WINDOW:
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LOGV("APP_CMD_TERM_WINDOW");
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pthread_cond_broadcast(&android_app->cond);
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break;
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case APP_CMD_RESUME:
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case APP_CMD_START:
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case APP_CMD_PAUSE:
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case APP_CMD_STOP:
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LOGV("activityState=%d", cmd);
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pthread_mutex_lock(&android_app->mutex);
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android_app->activityState = cmd;
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pthread_cond_broadcast(&android_app->cond);
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pthread_mutex_unlock(&android_app->mutex);
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break;
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case APP_CMD_CONFIG_CHANGED:
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LOGV("APP_CMD_CONFIG_CHANGED");
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AConfiguration_fromAssetManager(
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android_app->config, android_app->activity->assetManager);
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print_cur_config(android_app);
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break;
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case APP_CMD_DESTROY:
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LOGV("APP_CMD_DESTROY");
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android_app->destroyRequested = 1;
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break;
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}
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}
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void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd) {
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switch (cmd) {
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case APP_CMD_TERM_WINDOW:
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LOGV("APP_CMD_TERM_WINDOW");
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pthread_mutex_lock(&android_app->mutex);
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android_app->window = NULL;
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pthread_cond_broadcast(&android_app->cond);
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pthread_mutex_unlock(&android_app->mutex);
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break;
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case APP_CMD_SAVE_STATE:
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LOGV("APP_CMD_SAVE_STATE");
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pthread_mutex_lock(&android_app->mutex);
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android_app->stateSaved = 1;
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pthread_cond_broadcast(&android_app->cond);
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pthread_mutex_unlock(&android_app->mutex);
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break;
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case APP_CMD_RESUME:
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free_saved_state(android_app);
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break;
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}
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}
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void app_dummy() {}
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static void android_app_destroy(struct android_app* android_app) {
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LOGV("android_app_destroy!");
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free_saved_state(android_app);
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pthread_mutex_lock(&android_app->mutex);
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AConfiguration_delete(android_app->config);
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android_app->destroyed = 1;
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pthread_cond_broadcast(&android_app->cond);
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pthread_mutex_unlock(&android_app->mutex);
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// Can't touch android_app object after this.
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}
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static void process_cmd(struct android_app* app,
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struct android_poll_source* source) {
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int8_t cmd = android_app_read_cmd(app);
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android_app_pre_exec_cmd(app, cmd);
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if (app->onAppCmd != NULL) app->onAppCmd(app, cmd);
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android_app_post_exec_cmd(app, cmd);
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}
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// This is run on a separate thread (i.e: not the main thread).
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static void* android_app_entry(void* param) {
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struct android_app* android_app = (struct android_app*)param;
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LOGV("android_app_entry called");
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android_app->config = AConfiguration_new();
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LOGV("android_app = %p", android_app);
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LOGV("config = %p", android_app->config);
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LOGV("activity = %p", android_app->activity);
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LOGV("assetmanager = %p", android_app->activity->assetManager);
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AConfiguration_fromAssetManager(android_app->config,
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android_app->activity->assetManager);
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print_cur_config(android_app);
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android_app->cmdPollSource.id = LOOPER_ID_MAIN;
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android_app->cmdPollSource.app = android_app;
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android_app->cmdPollSource.process = process_cmd;
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ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
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ALooper_addFd(looper, android_app->msgread, LOOPER_ID_MAIN,
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ALOOPER_EVENT_INPUT, NULL, &android_app->cmdPollSource);
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android_app->looper = looper;
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pthread_mutex_lock(&android_app->mutex);
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android_app->running = 1;
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pthread_cond_broadcast(&android_app->cond);
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pthread_mutex_unlock(&android_app->mutex);
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_rust_glue_entry(android_app);
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android_app_destroy(android_app);
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return NULL;
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}
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// Codes from https://developer.android.com/reference/android/view/KeyEvent
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#define KEY_EVENT_KEYCODE_VOLUME_DOWN 25
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#define KEY_EVENT_KEYCODE_VOLUME_MUTE 164
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#define KEY_EVENT_KEYCODE_VOLUME_UP 24
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#define KEY_EVENT_KEYCODE_CAMERA 27
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#define KEY_EVENT_KEYCODE_ZOOM_IN 168
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#define KEY_EVENT_KEYCODE_ZOOM_OUT 169
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// Double-buffer the key event filter to avoid race condition.
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static bool default_key_filter(const GameActivityKeyEvent* event) {
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// Ignore camera, volume, etc. buttons
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return !(event->keyCode == KEY_EVENT_KEYCODE_VOLUME_DOWN ||
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event->keyCode == KEY_EVENT_KEYCODE_VOLUME_MUTE ||
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event->keyCode == KEY_EVENT_KEYCODE_VOLUME_UP ||
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event->keyCode == KEY_EVENT_KEYCODE_CAMERA ||
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event->keyCode == KEY_EVENT_KEYCODE_ZOOM_IN ||
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event->keyCode == KEY_EVENT_KEYCODE_ZOOM_OUT);
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}
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// See
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// https://developer.android.com/reference/android/view/InputDevice#SOURCE_TOUCHSCREEN
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#define SOURCE_TOUCHSCREEN 0x00001002
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static bool default_motion_filter(const GameActivityMotionEvent* event) {
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// Ignore any non-touch events.
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return event->source == SOURCE_TOUCHSCREEN;
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}
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// --------------------------------------------------------------------
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// Native activity interaction (called from main thread)
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// --------------------------------------------------------------------
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static struct android_app* android_app_create(GameActivity* activity,
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void* savedState,
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size_t savedStateSize) {
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// struct android_app* android_app = calloc(1, sizeof(struct android_app));
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struct android_app* android_app =
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(struct android_app*)malloc(sizeof(struct android_app));
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memset(android_app, 0, sizeof(struct android_app));
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android_app->activity = activity;
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pthread_mutex_init(&android_app->mutex, NULL);
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pthread_cond_init(&android_app->cond, NULL);
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if (savedState != NULL) {
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android_app->savedState = malloc(savedStateSize);
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android_app->savedStateSize = savedStateSize;
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memcpy(android_app->savedState, savedState, savedStateSize);
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}
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int msgpipe[2];
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if (pipe(msgpipe)) {
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LOGE("could not create pipe: %s", strerror(errno));
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return NULL;
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}
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android_app->msgread = msgpipe[0];
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android_app->msgwrite = msgpipe[1];
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android_app->keyEventFilter = default_key_filter;
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android_app->motionEventFilter = default_motion_filter;
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LOGV("Launching android_app_entry in a thread");
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pthread_attr_t attr;
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pthread_attr_init(&attr);
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pthread_attr_setdetachstate(&attr, PTHREAD_CREATE_DETACHED);
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pthread_create(&android_app->thread, &attr, android_app_entry, android_app);
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// Wait for thread to start.
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pthread_mutex_lock(&android_app->mutex);
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while (!android_app->running) {
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pthread_cond_wait(&android_app->cond, &android_app->mutex);
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}
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pthread_mutex_unlock(&android_app->mutex);
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return android_app;
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}
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static void android_app_write_cmd(struct android_app* android_app, int8_t cmd) {
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if (write(android_app->msgwrite, &cmd, sizeof(cmd)) != sizeof(cmd)) {
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LOGE("Failure writing android_app cmd: %s", strerror(errno));
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}
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}
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static void android_app_set_window(struct android_app* android_app,
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ANativeWindow* window) {
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LOGV("android_app_set_window called");
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pthread_mutex_lock(&android_app->mutex);
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// NB: we have to consider that the native thread could have already
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// (gracefully) exit (setting android_app->destroyed) and so we need
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// to be careful to avoid a deadlock waiting for a thread that's
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// already exit.
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if (android_app->destroyed) {
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pthread_mutex_unlock(&android_app->mutex);
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return;
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}
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if (android_app->pendingWindow != NULL) {
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android_app_write_cmd(android_app, APP_CMD_TERM_WINDOW);
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}
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android_app->pendingWindow = window;
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if (window != NULL) {
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android_app_write_cmd(android_app, APP_CMD_INIT_WINDOW);
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}
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while (android_app->window != android_app->pendingWindow) {
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pthread_cond_wait(&android_app->cond, &android_app->mutex);
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}
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pthread_mutex_unlock(&android_app->mutex);
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}
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static void android_app_set_activity_state(struct android_app* android_app,
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int8_t cmd) {
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pthread_mutex_lock(&android_app->mutex);
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// NB: we have to consider that the native thread could have already
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// (gracefully) exit (setting android_app->destroyed) and so we need
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// to be careful to avoid a deadlock waiting for a thread that's
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// already exit.
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if (!android_app->destroyed) {
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android_app_write_cmd(android_app, cmd);
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while (android_app->activityState != cmd) {
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pthread_cond_wait(&android_app->cond, &android_app->mutex);
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}
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}
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pthread_mutex_unlock(&android_app->mutex);
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}
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static void android_app_free(struct android_app* android_app) {
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pthread_mutex_lock(&android_app->mutex);
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// It's possible that onDestroy is called after we have already 'destroyed'
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// the app (via `android_app_destroy` due to `android_main` returning.
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//
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// In this case `->destroyed` will already be set (so we won't deadlock in
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// the loop below) but we still need to close the messaging fds and finish
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// freeing the android_app
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android_app_write_cmd(android_app, APP_CMD_DESTROY);
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while (!android_app->destroyed) {
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pthread_cond_wait(&android_app->cond, &android_app->mutex);
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}
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pthread_mutex_unlock(&android_app->mutex);
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close(android_app->msgread);
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close(android_app->msgwrite);
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pthread_cond_destroy(&android_app->cond);
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pthread_mutex_destroy(&android_app->mutex);
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free(android_app);
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}
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static inline struct android_app* ToApp(GameActivity* activity) {
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return (struct android_app*)activity->instance;
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}
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static void onDestroy(GameActivity* activity) {
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LOGV("Destroy: %p", activity);
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android_app_free(ToApp(activity));
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}
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static void onStart(GameActivity* activity) {
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LOGV("Start: %p", activity);
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android_app_set_activity_state(ToApp(activity), APP_CMD_START);
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}
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static void onResume(GameActivity* activity) {
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LOGV("Resume: %p", activity);
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android_app_set_activity_state(ToApp(activity), APP_CMD_RESUME);
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}
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static void onSaveInstanceState(GameActivity* activity,
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SaveInstanceStateRecallback recallback,
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void* context) {
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LOGV("SaveInstanceState: %p", activity);
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struct android_app* android_app = ToApp(activity);
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pthread_mutex_lock(&android_app->mutex);
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// NB: we have to consider that the native thread could have already
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// (gracefully) exit (setting android_app->destroyed) and so we need
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||||
// to be careful to avoid a deadlock waiting for a thread that's
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// already exit.
|
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if (android_app->destroyed) {
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pthread_mutex_unlock(&android_app->mutex);
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return;
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}
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android_app->stateSaved = 0;
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android_app_write_cmd(android_app, APP_CMD_SAVE_STATE);
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while (!android_app->stateSaved) {
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pthread_cond_wait(&android_app->cond, &android_app->mutex);
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}
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||||
|
||||
if (android_app->savedState != NULL) {
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// Tell the Java side about our state.
|
||||
recallback((const char*)android_app->savedState,
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||||
android_app->savedStateSize, context);
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||||
// Now we can free it.
|
||||
free(android_app->savedState);
|
||||
android_app->savedState = NULL;
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||||
android_app->savedStateSize = 0;
|
||||
}
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||||
|
||||
pthread_mutex_unlock(&android_app->mutex);
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||||
}
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||||
|
||||
static void onPause(GameActivity* activity) {
|
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LOGV("Pause: %p", activity);
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android_app_set_activity_state(ToApp(activity), APP_CMD_PAUSE);
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||||
}
|
||||
|
||||
static void onStop(GameActivity* activity) {
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LOGV("Stop: %p", activity);
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android_app_set_activity_state(ToApp(activity), APP_CMD_STOP);
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||||
}
|
||||
|
||||
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
|
||||
|
||||
/** @} */
|
||||
Loading…
Add table
Add a link
Reference in a new issue