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third-party/vendor/android-activity/game-activity-csrc/game-text-input/gametextinput.h
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third-party/vendor/android-activity/game-activity-csrc/game-text-input/gametextinput.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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* @defgroup game_text_input Game Text Input
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* The interface to use GameTextInput.
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* @{
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*/
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#pragma once
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#include <android/rect.h>
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#include <jni.h>
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#include <stdint.h>
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#include "gamecommon.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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* This struct holds a span within a region of text from start (inclusive) to
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* end (exclusive). An empty span or cursor position is specified with
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* start==end. An undefined span is specified with start = end = SPAN_UNDEFINED.
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*/
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typedef struct GameTextInputSpan {
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/** The start of the region (inclusive). */
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int32_t start;
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/** The end of the region (exclusive). */
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int32_t end;
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} GameTextInputSpan;
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/**
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* Values with special meaning in a GameTextInputSpan.
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*/
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enum GameTextInputSpanFlag { SPAN_UNDEFINED = -1 };
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/**
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* This struct holds the state of an editable section of text.
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* The text can have a selection and a composing region defined on it.
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* A composing region is used by IMEs that allow input using multiple steps to
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* compose a glyph or word. Use functions GameTextInput_getState and
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* GameTextInput_setState to read and modify the state that an IME is editing.
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*/
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typedef struct GameTextInputState {
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/**
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* Text owned by the state, as a modified UTF-8 string. Null-terminated.
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* https://en.wikipedia.org/wiki/UTF-8#Modified_UTF-8
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*/
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const char *text_UTF8;
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/**
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* Length in bytes of text_UTF8, *not* including the null at end.
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*/
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int32_t text_length;
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/**
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* A selection defined on the text.
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*/
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GameTextInputSpan selection;
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/**
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* A composing region defined on the text.
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*/
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GameTextInputSpan composingRegion;
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} GameTextInputState;
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/**
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* A callback called by GameTextInput_getState.
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* @param context User-defined context.
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* @param state State, owned by the library, that will be valid for the duration
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* of the callback.
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*/
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typedef void (*GameTextInputGetStateCallback)(
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void *context, const struct GameTextInputState *state);
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/**
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* Opaque handle to the GameTextInput API.
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*/
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typedef struct GameTextInput GameTextInput;
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/**
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* Initialize the GameTextInput library.
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* If called twice without GameTextInput_destroy being called, the same pointer
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* will be returned and a warning will be issued.
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* @param env A JNI env valid on the calling thread.
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* @param max_string_size The maximum length of a string that can be edited. If
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* zero, the maximum defaults to 65536 bytes. A buffer of this size is allocated
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* at initialization.
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* @return A handle to the library.
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*/
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GameTextInput *GameTextInput_init(JNIEnv *env, uint32_t max_string_size);
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/**
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* When using GameTextInput, you need to create a gametextinput.InputConnection
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* on the Java side and pass it using this function to the library, unless using
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* GameActivity in which case this will be done for you. See the GameActivity
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* source code or GameTextInput samples for examples of usage.
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* @param input A valid GameTextInput library handle.
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* @param inputConnection A gametextinput.InputConnection object.
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*/
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void GameTextInput_setInputConnection(GameTextInput *input,
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jobject inputConnection);
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/**
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* Unless using GameActivity, it is required to call this function from your
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* Java gametextinput.Listener.stateChanged method to convert eventState and
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* trigger any event callbacks. When using GameActivity, this does not need to
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* be called as event processing is handled by the Activity.
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* @param input A valid GameTextInput library handle.
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* @param eventState A Java gametextinput.State object.
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*/
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void GameTextInput_processEvent(GameTextInput *input, jobject eventState);
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/**
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* Free any resources owned by the GameTextInput library.
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* Any subsequent calls to the library will fail until GameTextInput_init is
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* called again.
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* @param input A valid GameTextInput library handle.
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*/
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void GameTextInput_destroy(GameTextInput *input);
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/**
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* Flags to be passed to GameTextInput_showIme.
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*/
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enum ShowImeFlags {
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SHOW_IME_UNDEFINED = 0, // Default value.
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SHOW_IMPLICIT =
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1, // Indicates that the user has forced the input method open so it
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// should not be closed until they explicitly do so.
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SHOW_FORCED = 2 // Indicates that this is an implicit request to show the
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// input window, not as the result of a direct request by
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// the user. The window may not be shown in this case.
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};
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/**
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* Show the IME. Calls InputMethodManager.showSoftInput().
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* @param input A valid GameTextInput library handle.
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* @param flags Defined in ShowImeFlags above. For more information see:
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* https://developer.android.com/reference/android/view/inputmethod/InputMethodManager
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*/
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void GameTextInput_showIme(GameTextInput *input, uint32_t flags);
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/**
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* Flags to be passed to GameTextInput_hideIme.
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*/
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enum HideImeFlags {
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HIDE_IME_UNDEFINED = 0, // Default value.
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HIDE_IMPLICIT_ONLY =
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1, // Indicates that the soft input window should only be hidden if it
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// was not explicitly shown by the user.
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HIDE_NOT_ALWAYS =
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2, // Indicates that the soft input window should normally be hidden,
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// unless it was originally shown with SHOW_FORCED.
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};
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/**
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* Show the IME. Calls InputMethodManager.hideSoftInputFromWindow().
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* @param input A valid GameTextInput library handle.
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* @param flags Defined in HideImeFlags above. For more information see:
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* https://developer.android.com/reference/android/view/inputmethod/InputMethodManager
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*/
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void GameTextInput_hideIme(GameTextInput *input, uint32_t flags);
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/**
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* Call a callback with the current GameTextInput state, which may have been
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* modified by changes in the IME and calls to GameTextInput_setState. We use a
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* callback rather than returning the state in order to simplify ownership of
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* text_UTF8 strings. These strings are only valid during the calling of the
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* callback.
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* @param input A valid GameTextInput library handle.
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* @param callback A function that will be called with valid state.
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* @param context Context used by the callback.
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*/
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void GameTextInput_getState(GameTextInput *input,
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GameTextInputGetStateCallback callback,
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void *context);
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/**
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* Set the current GameTextInput state. This state is reflected to any active
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* IME.
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* @param input A valid GameTextInput library handle.
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* @param state The state to set. Ownership is maintained by the caller and must
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* remain valid for the duration of the call.
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*/
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void GameTextInput_setState(GameTextInput *input,
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const GameTextInputState *state);
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/**
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* Type of the callback needed by GameTextInput_setEventCallback that will be
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* called every time the IME state changes.
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* @param context User-defined context set in GameTextInput_setEventCallback.
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* @param current_state Current IME state, owned by the library and valid during
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* the callback.
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*/
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typedef void (*GameTextInputEventCallback)(
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void *context, const GameTextInputState *current_state);
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/**
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* Optionally set a callback to be called whenever the IME state changes.
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* Not necessary if you are using GameActivity, which handles these callbacks
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* for you.
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* @param input A valid GameTextInput library handle.
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* @param callback Called by the library when the IME state changes.
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* @param context Context passed as first argument to the callback.
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*/
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void GameTextInput_setEventCallback(GameTextInput *input,
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GameTextInputEventCallback callback,
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void *context);
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/**
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* Type of the callback needed by GameTextInput_setImeInsetsCallback that will
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* be called every time the IME window insets change.
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* @param context User-defined context set in
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* GameTextInput_setImeWIndowInsetsCallback.
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* @param current_insets Current IME insets, owned by the library and valid
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* during the callback.
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*/
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typedef void (*GameTextInputImeInsetsCallback)(void *context,
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const ARect *current_insets);
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/**
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* Optionally set a callback to be called whenever the IME insets change.
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* Not necessary if you are using GameActivity, which handles these callbacks
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* for you.
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* @param input A valid GameTextInput library handle.
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* @param callback Called by the library when the IME insets change.
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* @param context Context passed as first argument to the callback.
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*/
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void GameTextInput_setImeInsetsCallback(GameTextInput *input,
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GameTextInputImeInsetsCallback callback,
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void *context);
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/**
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* Get the current window insets for the IME.
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* @param input A valid GameTextInput library handle.
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* @param insets Filled with the current insets by this function.
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*/
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void GameTextInput_getImeInsets(const GameTextInput *input, ARect *insets);
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/**
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* Unless using GameActivity, it is required to call this function from your
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* Java gametextinput.Listener.onImeInsetsChanged method to
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* trigger any event callbacks. When using GameActivity, this does not need to
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* be called as insets processing is handled by the Activity.
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* @param input A valid GameTextInput library handle.
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* @param eventState A Java gametextinput.State object.
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*/
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void GameTextInput_processImeInsets(GameTextInput *input, const ARect *insets);
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/**
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* Convert a GameTextInputState struct to a Java gametextinput.State object.
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* Don't forget to delete the returned Java local ref when you're done.
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* @param input A valid GameTextInput library handle.
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* @param state Input state to convert.
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* @return A Java object of class gametextinput.State. The caller is required to
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* delete this local reference.
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*/
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jobject GameTextInputState_toJava(const GameTextInput *input,
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const GameTextInputState *state);
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/**
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* Convert from a Java gametextinput.State object into a C GameTextInputState
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* struct.
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* @param input A valid GameTextInput library handle.
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* @param state A Java gametextinput.State object.
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* @param callback A function called with the C struct, valid for the duration
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* of the call.
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* @param context Context passed to the callback.
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*/
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void GameTextInputState_fromJava(const GameTextInput *input, jobject state,
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GameTextInputGetStateCallback callback,
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void *context);
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#ifdef __cplusplus
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}
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#endif
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/** @} */
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