Vendor dependencies for 0.3.0 release

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<!-- markdownlint-disable MD022 MD024 MD032 MD033 -->
# Changelog
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
## [0.6.0] - 2024-04-26
### Changed
- rust-version bumped to 1.69.0 ([#156](https://github.com/rust-mobile/android-activity/pull/156))
- Upgrade to `ndk-sys 0.6.0` and `ndk 0.9.0` ([#155](https://github.com/rust-mobile/android-activity/pull/155))
### Fixed
- Check for null `saved_state_in` pointer from `NativeActivity`
## [0.5.2] - 2024-01-30
### Fixed
- NativeActivity: OR with `EVENT_ACTION_MASK` when extracting action from `MotionEvent` - fixing multi-touch input ([#146](https://github.com/rust-mobile/android-activity/issues/146), [#147](https://github.com/rust-mobile/android-activity/pull/147))
## [0.5.1] - 2023-12-20
### Changed
- Avoids depending on default features for `ndk` crate to avoid pulling in any `raw-window-handle` dependencies ([#142](https://github.com/rust-mobile/android-activity/pull/142))
**Note:** Technically, this could be observed as a breaking change in case you
were depending on the `rwh_06` feature that was enabled by default in the
`ndk` crate. This could be observed via the `NativeWindow` type (exposed via
`AndroidApp::native_window()`) no longer implementing `rwh_06::HasWindowHandle`.
In the unlikely case that you were depending on the `ndk`'s `rwh_06` API
being enabled by default via `android-activity`'s `ndk` dependency, your crate
should explicitly enable the `rwh_06` feature for the `ndk` crate.
As far as could be seen though, it's not expected that anything was
depending on this (e.g. anything based on Winit enables the `ndk` feature
based on an equivalent `winit` feature).
The benefit of the change is that it can help avoid a redundant
`raw-window-handle 0.6` dependency in projects that still need to use older
(non-default) `raw-window-handle` versions. (Though note that this may be
awkward to achieve in practice since other crates that depend on the `ndk`
are still likely to use default features and also pull in
`raw-window-handles 0.6`)
- The IO thread now gets named `stdio-to-logcat` and main thread is named `android_main` ([#145](https://github.com/rust-mobile/android-activity/pull/145))
- Improved IO error handling in `stdio-to-logcat` IO loop. ([#133](https://github.com/rust-mobile/android-activity/pull/133))
## [0.5.0] - 2023-10-16
### Added
- Added `MotionEvent::action_button()` exposing the button associated with button press/release actions ()
### Changed
- rust-version bumped to 0.68 ([#123](https://github.com/rust-mobile/android-activity/pull/123))
- *Breaking*: updates to `ndk 0.8` and `ndk-sys 0.5` ([#128](https://github.com/rust-mobile/android-activity/pull/128))
- The `Pointer` and `PointerIter` types from the `ndk` crate are no longer directly exposed in the public API ([#122](https://github.com/rust-mobile/android-activity/pull/122))
- All input API enums based on Android SDK enums have been made runtime extensible via hidden `__Unknown(u32)` variants ([#131](https://github.com/rust-mobile/android-activity/pull/131))
## [0.5.0-beta.1] - 2023-08-15
### Changed
- Pulled in `ndk-sys 0.5.0-beta.0` and `ndk 0.8.0-beta.0` ([#113](https://github.com/rust-mobile/android-activity/pull/113))
## [0.5.0-beta.0] - 2023-08-15
### Added
- Added `KeyEvent::meta_state()` for being able to query the state of meta keys, needed for character mapping ([#102](https://github.com/rust-mobile/android-activity/pull/102))
- Added `KeyCharacterMap` JNI bindings to the corresponding Android SDK API ([#102](https://github.com/rust-mobile/android-activity/pull/102))
- Added `AndroidApp::device_key_character_map()` for being able to get a `KeyCharacterMap` for a given `device_id` for unicode character mapping ([#102](https://github.com/rust-mobile/android-activity/pull/102))
<details>
<summary>Click here for an example of how to handle unicode character mapping:</summary>
```rust
let mut combining_accent = None;
// Snip
let combined_key_char = if let Ok(map) = app.device_key_character_map(device_id) {
match map.get(key_event.key_code(), key_event.meta_state()) {
Ok(KeyMapChar::Unicode(unicode)) => {
let combined_unicode = if let Some(accent) = combining_accent {
match map.get_dead_char(accent, unicode) {
Ok(Some(key)) => {
info!("KeyEvent: Combined '{unicode}' with accent '{accent}' to give '{key}'");
Some(key)
}
Ok(None) => None,
Err(err) => {
log::error!("KeyEvent: Failed to combine 'dead key' accent '{accent}' with '{unicode}': {err:?}");
None
}
}
} else {
info!("KeyEvent: Pressed '{unicode}'");
Some(unicode)
};
combining_accent = None;
combined_unicode.map(|unicode| KeyMapChar::Unicode(unicode))
}
Ok(KeyMapChar::CombiningAccent(accent)) => {
info!("KeyEvent: Pressed 'dead key' combining accent '{accent}'");
combining_accent = Some(accent);
Some(KeyMapChar::CombiningAccent(accent))
}
Ok(KeyMapChar::None) => {
info!("KeyEvent: Pressed non-unicode key");
combining_accent = None;
None
}
Err(err) => {
log::error!("KeyEvent: Failed to get key map character: {err:?}");
combining_accent = None;
None
}
}
} else {
None
};
```
</details>
- Added `TextEvent` Input Method event for supporting text editing via virtual keyboards ([#24](https://github.com/rust-mobile/android-activity/pull/24))
### Changed
- GameActivity updated to 2.0.2 (requires the corresponding 2.0.2 `.aar` release from Google) ([#88](https://github.com/rust-mobile/android-activity/pull/88))
- `AndroidApp::input_events()` is replaced by `AndroidApp::input_events_iter()` ([#102](https://github.com/rust-mobile/android-activity/pull/102))
<details>
<summary>Click here for an example of how to use `input_events_iter()`:</summary>
```rust
match app.input_events_iter() {
Ok(mut iter) => {
loop {
let read_input = iter.next(|event| {
let handled = match event {
InputEvent::KeyEvent(key_event) => {
// Snip
}
InputEvent::MotionEvent(motion_event) => {
// Snip
}
event => {
// Snip
}
};
handled
});
if !read_input {
break;
}
}
}
Err(err) => {
log::error!("Failed to get input events iterator: {err:?}");
}
}
```
</details>
## [0.4.3] - 2023-07-30
### Fixed
- Fixed a deadlock in the `native-activity` backend while waiting for the native thread after getting an `onDestroy` callback from Java ([#94](https://github.com/rust-mobile/android-activity/pull/94))
- Fixed numerous deadlocks in the `game-activity` backend with how it would wait for the native thread in various Java callbacks, after the app has returned from `android_main` ([#98](https://github.com/rust-mobile/android-activity/pull/98))
## [0.4.2] - 2023-06-17
### Changed
- The `Activity.finish()` method is now called when `android_main` returns so the `Activity` will be destroyed ([#67](https://github.com/rust-mobile/android-activity/issues/67))
- The `native-activity` backend now propagates `NativeWindow` redraw/resize and `ContentRectChanged` callbacks to main loop ([#70](https://github.com/rust-mobile/android-activity/pull/70))
- The `game-activity` implementation of `pointer_index()` was fixed to not always return `0` ([#80](https://github.com/rust-mobile/android-activity/pull/84))
- Added `panic` guards around application's `android_main()` and native code that could potentially unwind across a Java FFI boundary ([#68](https://github.com/rust-mobile/android-activity/pull/68))
## [0.4.1] - 2023-02-16
### Added
- Added `AndroidApp::vm_as_ptr()` to expose JNI `JavaVM` pointer ([#60](https://github.com/rust-mobile/android-activity/issues/60))
- Added `AndroidApp::activity_as_ptr()` to expose Android `Activity` JNI reference as pointer ([#60](https://github.com/rust-mobile/android-activity/issues/60))
### Changed
- Removed some overly-verbose logging in the `native-activity` backend ([#49](https://github.com/rust-mobile/android-activity/pull/49))
### Removed
- Most of the examples were moved to <https://github.com/rust-mobile/rust-android-examples> ([#50](https://github.com/rust-mobile/android-activity/pull/50))
## [0.4.0] - 2022-11-10
### Changed
- *Breaking*: `input_events` callback now return whether an event was handled or not to allow for fallback handling ([#31](https://github.com/rust-mobile/android-activity/issues/31))
- The native-activity backend is now implemented in Rust only, without building on `android_native_app_glue.c` ([#35](https://github.com/rust-mobile/android-activity/pull/35))
### Added
- Added `Pointer::tool_type()` API to `GameActivity` backend for compatibility with `ndk` events API ([#38](https://github.com/rust-mobile/android-activity/pull/38))
## [0.3.0] - 2022-09-15
### Added
- `show/hide_sot_input` API for being able to show/hide a soft keyboard (other IME still pending)
- `set_window_flags()` API for setting WindowManager params
### Changed
- *Breaking*: Created extensible, `#[non_exhaustive]` `InputEvent` wrapper enum instead of exposing `ndk` type directly
## [0.2.0] - 2022-08-25
### Added
- Emit an `InputAvailable` event for new input with `NativeActivity` and `GameActivity`
enabling gui apps that don't render continuously
- Oboe and Cpal audio examples added
- `AndroidApp` is now `Send` + `Sync`
### Changed
- *Breaking*: updates to `ndk 0.7` and `ndk-sys 0.4`
- *Breaking*: `AndroidApp::config()` now returns a clonable `ConfigurationRef` instead of a deep `Configuration` copy
### Removed
- The `NativeWindowRef` wrapper struct was removed since `NativeWindow` now implements `Clone` and `Drop` in `ndk 0.7`
- *Breaking*: The `FdEvent` and `Error` enum values were removed from `PollEvents`
## [0.1.1] - 2022-07-04
### Changed
- Documentation fixes
## [0.1.0] - 2022-07-04
### Added
- Initial release
[unreleased]: https://github.com/rust-mobile/android-activity/compare/v0.6.0...HEAD
[0.6.0]: https://github.com/rust-mobile/android-activity/compare/v0.5.2...v0.6.0
[0.5.2]: https://github.com/rust-mobile/android-activity/compare/v0.5.1...v0.5.2
[0.5.1]: https://github.com/rust-mobile/android-activity/compare/v0.5.0...v0.5.1
[0.5.0]: https://github.com/rust-mobile/android-activity/compare/v0.4.3...v0.5.0
[0.4.3]: https://github.com/rust-mobile/android-activity/compare/v0.4.2...v0.4.3
[0.4.2]: https://github.com/rust-mobile/android-activity/compare/v0.4.1...v0.4.2
[0.4.1]: https://github.com/rust-mobile/android-activity/compare/v0.4.0...v0.4.1
[0.4.0]: https://github.com/rust-mobile/android-activity/compare/v0.3.0...v0.4.0
[0.3.0]: https://github.com/rust-mobile/android-activity/compare/v0.2.0...v0.3.0
[0.2.0]: https://github.com/rust-mobile/android-activity/compare/v0.1.1...v0.2.0
[0.1.1]: https://github.com/rust-mobile/android-activity/compare/v0.1.0...v0.1.1
[0.1.0]: https://github.com/rust-mobile/android-activity/releases/tag/v0.1.0

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# THIS FILE IS AUTOMATICALLY GENERATED BY CARGO
#
# When uploading crates to the registry Cargo will automatically
# "normalize" Cargo.toml files for maximal compatibility
# with all versions of Cargo and also rewrite `path` dependencies
# to registry (e.g., crates.io) dependencies.
#
# If you are reading this file be aware that the original Cargo.toml
# will likely look very different (and much more reasonable).
# See Cargo.toml.orig for the original contents.
[package]
edition = "2021"
rust-version = "1.69.0"
name = "android-activity"
version = "0.6.0"
description = "Glue for building Rust applications on Android with NativeActivity or GameActivity"
homepage = "https://github.com/rust-mobile/android-activity"
documentation = "https://docs.rs/android-activity"
readme = "README.md"
keywords = [
"android",
"ndk",
]
license = "MIT OR Apache-2.0"
repository = "https://github.com/rust-mobile/android-activity"
[package.metadata.docs.rs]
rustdoc-args = [
"--cfg",
"docsrs",
]
targets = [
"aarch64-linux-android",
"armv7-linux-androideabi",
"i686-linux-android",
"x86_64-linux-android",
]
[dependencies.android-properties]
version = "0.2"
[dependencies.bitflags]
version = "2.0"
[dependencies.cesu8]
version = "1"
[dependencies.jni]
version = "0.21"
[dependencies.jni-sys]
version = "0.3"
[dependencies.libc]
version = "0.2"
[dependencies.log]
version = "0.4"
[dependencies.ndk]
version = "0.9.0"
default-features = false
[dependencies.ndk-context]
version = "0.1"
[dependencies.ndk-sys]
version = "0.6.0"
[dependencies.num_enum]
version = "0.7"
[dependencies.thiserror]
version = "1"
[build-dependencies.cc]
version = "1.0"
features = ["parallel"]
[features]
default = []
game-activity = []
native-activity = []

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# License
## GameActivity
The third-party glue code, under the game-activity-csrc/ directory is covered by
the Apache 2.0 license only:
Apache License, Version 2.0 (docs/LICENSE-APACHE or <http://www.apache.org/licenses/LICENSE-2.0>)
## SDK Documentation
Documentation for APIs that are direct bindings of Android platform APIs are covered
by the Apache 2.0 license only:
Apache License, Version 2.0 (docs/LICENSE-APACHE or <http://www.apache.org/licenses/LICENSE-2.0>)
## android-activity
All other code is dual-licensed under either
- MIT License (docs/LICENSE-MIT or <http://opensource.org/licenses/MIT>)
- Apache License, Version 2.0 (docs/LICENSE-APACHE or <http://www.apache.org/licenses/LICENSE-2.0>)
at your option.

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# `android-activity`
[![ci](https://github.com/rust-mobile/android-activity/actions/workflows/ci.yml/badge.svg)](https://github.com/rust-mobile/android-activity/actions/workflows/ci.yml)
[![crates.io](https://img.shields.io/crates/v/android-activity.svg)](https://crates.io/crates/android-activity)
[![Docs](https://docs.rs/android-activity/badge.svg)](https://docs.rs/android-activity)
[![MSRV](https://img.shields.io/badge/rustc-1.68.0+-ab6000.svg)](https://blog.rust-lang.org/2023/03/09/Rust-1.68.0.html)
## Overview
`android-activity` provides a "glue" layer for building native Rust
applications on Android, supporting multiple [`Activity`] base classes.
It's comparable to [`android_native_app_glue.c`][ndk_concepts]
for C/C++ applications and is an alternative to the [ndk-glue] crate.
`android-activity` provides a way to load your crate as a `cdylib` library via
the `onCreate` method of your Android `Activity` class; run an `android_main()`
function in a separate thread from the Java main thread and marshal events (such
as lifecycle events and input events) between Java and your native thread.
So far it supports [`NativeActivity`] or [`GameActivity`] (from the
[Android Game Development Kit][agdk]) and there's also interest in supporting a first-party
`RustActivity` base class that could be better tailored to the needs of Rust
applications.
[`Activity`]: https://developer.android.com/reference/android/app/Activity
[`NativeActivity`]: https://developer.android.com/reference/android/app/NativeActivity
[ndk_concepts]: https://developer.android.com/ndk/guides/concepts#naa
[`GameActivity`]: https://developer.android.com/games/agdk/integrate-game-activity
[ndk-glue]: https://crates.io/crates/ndk-glue
[agdk]: https://developer.android.com/games/agdk
## Example
Cargo.toml
```toml
[dependencies]
log = "0.4"
android_logger = "0.13"
android-activity = { version = "0.5", features = [ "native-activity" ] }
[lib]
crate_type = ["cdylib"]
```
_Note: that you will need to either specify the **"native-activity"** feature or **"game-activity"** feature to identify which `Activity` base class your application is based on_
lib.rs
```rust
use android_activity::{AndroidApp, InputStatus, MainEvent, PollEvent};
#[no_mangle]
fn android_main(app: AndroidApp) {
android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Info));
loop {
app.poll_events(Some(std::time::Duration::from_millis(500)) /* timeout */, |event| {
match event {
PollEvent::Wake => { log::info!("Early wake up"); },
PollEvent::Timeout => { log::info!("Hello, World!"); },
PollEvent::Main(main_event) => {
log::info!("Main event: {:?}", main_event);
match main_event {
MainEvent::Destroy => { return; }
_ => {}
}
},
_ => {}
}
app.input_events(|event| {
log::info!("Input Event: {event:?}");
InputStatus::Unhandled
});
});
}
}
```
```sh
rustup target add aarch64-linux-android
cargo install cargo-apk
cargo apk run
adb logcat example:V *:S
```
## Full Examples
See [this collection of examples](https://github.com/rust-mobile/rust-android-examples) (based on both `GameActivity` and `NativeActivity`).
Each example is a standalone project that may also be a convenient templates for starting a new project.
For the examples based on middleware frameworks (Winit and or Egui) they also aim to demonstrate how it's possible to write portable code that will run on Android and other systems.
## Should I use NativeActivity or GameActivity?
To learn more about the `NativeActivity` class that's shipped with Android see [here](https://developer.android.com/ndk/guides/concepts#naa).
To learn more about the `GameActivity` class that's part of the [Android Game Developer's Kit][agdk] and also see a comparison with `NativeActivity` see [here](https://developer.android.com/games/agdk/game-activity)
Generally speaking, if unsure, `NativeActivity` may be more convenient to start with since you may not need to compile/link any Java or Kotlin code.
It's expected that the `GameActivity` backend will gain more sophisticated input handling features over time (such as for supporting input via onscreen keyboards or game controllers) and only `GameActivity` is based on the [`AppCompatActivity`] subclass which you may want in some situations to help with compatibility across devices.
Even if you start out using `NativeActivity` for the convenience, it's likely that most moderately complex applications will eventually need to define their own `Activity` subclass (either subclassing `NativeActivity` or `GameActivity`) which will require compiling at least a small amount of Java or Kotlin code. This is generally due to Android's design which directs numerous events via the `Activity` class which can only be processed by overloading some associated Activity method.
## Switching from ndk-glue to android-activity
### Winit-based applications
Firstly; if you have a [Winit](https://crates.io/crates/winit) based application and also have an explicit dependency on `ndk-glue` your application will need to remove its dependency on `ndk-glue` for the 0.28 release of Winit which will be based on android-activity (Since glue crates, due to their nature, can't be compatible with alternative glue crates).
Winit-based applications can follow the [Android README](https://github.com/rust-windowing/winit#android) guidance for advice on how to switch over. Most Winit-based applications should aim to remove any explicit dependency on a specific glue crate (so not depend directly on `ndk-glue` or `android-activity` and instead rely on Winit to pull in the right glue crate). The main practical change will then be to add a `#[no_mangle]fn android_main(app: AndroidApp)` entry point.
See the [Android README](https://github.com/rust-windowing/winit#android) for more details and also see the [Winit-based examples here](https://github.com/rust-mobile/rust-android-examples).
### Middleware crates (i.e. not applications)
If you have a crate that would be considered a middleware library (for example using JNI to support access to Bluetooth, or Android's Camera APIs) then the crate should almost certainly remove any dependence on a specific glue crate because this imposes a strict compatibility constraint that means the crate can only be used by applications that use that exact same glue crate version.
Middleware libraries can instead look at using the [ndk-context](https://crates.io/crates/ndk-context) crate as a means for being able to use JNI without making any assumptions about the applications overall architecture. This way a middleware crate can work with alternative glue crates (including `ndk-glue` and `android-activity`) as well as work with embedded use cases (i.e. non-native applications that may just embed a dynamic library written in Rust to implement certain native functions).
### Other, non-Winit-based applications
The steps to switch a simple standalone application over from `ndk-glue` to `android-activity` (still based on `NativeActivity`) should be:
1. Remove `ndk-glue` from your Cargo.toml
2. Add a dependency on `android-activity`, like `android-activity = { version="0.5", features = [ "native-activity" ] }`
3. Optionally add a dependency on `android_logger = "0.13.0"`
4. Update the `main` entry point to look like this:
```rust
use android_activity::AndroidApp;
#[no_mangle]
fn android_main(app: AndroidApp) {
android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Info));
}
```
See this minimal [NativeActivity Mainloop](https://github.com/rust-mobile/android-activity/tree/main/examples/na-mainloop) for more details about how to poll for events.
There is is no `#[ndk_glue::main]` replacement considering that `android_main()` entry point needs to be passed an `AndroidApp` argument which isn't compatible with a traditional `main()` function. Having an Android specific entry point also gives a place to initialize Android logging and handle other Android specific details (such as building an event loop based on the `app` argument)
### Design Summary / Motivation behind android-activity
Prior to working on android-activity, the existing glue crates available for building standalone Rust applications on Android were found to have a number of technical limitations that this crate aimed to solve:
1. **Support alternative Activity classes**: Prior glue crates were based on `NativeActivity` and their API precluded supporting alternatives. In particular there was an interest in the [`GameActivity`] class in conjunction with it's [`GameTextInput`] library that can facilitate onscreen keyboard support. This also allows building applications based on the standard [`AppCompatActivity`] base class which isn't possible with `NativeActivity`. Finally there was interest in paving the way towards supporting a first-party `RustActivity` that could be best tailored towards the needs of Rust applications on Android.
2. **Encapsulate IPC + synchronization between the native thread and the JVM thread**: For example with `ndk-glue` the application itself needs to avoid race conditions between the native and Java thread by following a locking convention) and it wasn't clear how this would extend to support other requests (like state saving) that also require synchronization.
3. **Avoid static global state**: Keeping in mind the possibility of supporting applications with multiple native activities there was interest in having an API that didn't rely on global statics to track top-level state. Instead of having global getters for state then `android-activity` passes an explicit `app: AndroidApp` argument to the entry point that encapsulates the state connected with a single `Activity`.
[`GameTextInput`]: https://developer.android.com/games/agdk/add-support-for-text-input
[`AppCompatActivity`]: https://developer.android.com/reference/androidx/appcompat/app/AppCompatActivity
## MSRV
We aim to (at least) support stable releases of Rust from the last three months. Rust has a 6 week release cycle which means we will support the last three stable releases.
For example, when Rust 1.69 is released we would limit our `rust-version` to 1.67.
We will only bump the `rust-version` at the point where we either depend on a new features or a dependency has increased its MSRV, and we won't be greedy. In other words we will only set the MSRV to the lowest version that's _needed_.
MSRV updates are not considered to be inherently semver breaking (unless a new feature is exposed in the public API) and so a `rust-version` change may happen in patch releases.

51
vendor/android-activity/build.rs vendored Normal file
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#![allow(dead_code)]
fn build_glue_for_game_activity() {
for f in [
"GameActivity.h",
"GameActivity.cpp",
"GameActivityEvents.h",
"GameActivityEvents.cpp",
"GameActivityLog.h",
] {
println!("cargo:rerun-if-changed=game-activity-csrc/game-activity/{f}");
}
cc::Build::new()
.cpp(true)
.include("game-activity-csrc")
.file("game-activity-csrc/game-activity/GameActivity.cpp")
.file("game-activity-csrc/game-activity/GameActivityEvents.cpp")
.extra_warnings(false)
.cpp_link_stdlib("c++_static")
.compile("libgame_activity.a");
for f in ["gamecommon.h", "gametextinput.h", "gametextinput.cpp"] {
println!("cargo:rerun-if-changed=game-activity-csrc/game-text-input/{f}");
}
cc::Build::new()
.cpp(true)
.include("game-activity-csrc")
.file("game-activity-csrc/game-text-input/gametextinput.cpp")
.cpp_link_stdlib("c++_static")
.compile("libgame_text_input.a");
for f in ["android_native_app_glue.h", "android_native_app_glue.c"] {
println!("cargo:rerun-if-changed=game-activity-csrc/native_app_glue/{f}");
}
cc::Build::new()
.include("game-activity-csrc")
.include("game-activity-csrc/game-activity/native_app_glue")
.file("game-activity-csrc/game-activity/native_app_glue/android_native_app_glue.c")
.extra_warnings(false)
.cpp_link_stdlib("c++_static")
.compile("libnative_app_glue.a");
// We need to link to both c++_static and c++abi for the static C++ library.
// Ideally we'd link directly to libc++.a.
println!("cargo:rustc-link-lib=c++abi");
}
fn main() {
#[cfg(feature = "game-activity")]
build_glue_for_game_activity();
}

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View File

@@ -0,0 +1,19 @@
MIT License
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
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SOFTWARE.

View File

@@ -0,0 +1,41 @@
/*
* Copyright 2020 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.
*/
/*
* This is the main interface to the Android Performance Tuner library, also
* known as Tuning Fork.
*
* It is part of the Android Games SDK and produces best results when integrated
* with the Swappy Frame Pacing Library.
*
* See the documentation at
* https://developer.android.com/games/sdk/performance-tuner/custom-engine for
* more information on using this library in a native Android game.
*
*/
#pragma once
// There are separate versions for each GameSDK component that use this format:
#define ANDROID_GAMESDK_PACKED_VERSION(MAJOR, MINOR, BUGFIX) \
((MAJOR << 16) | (MINOR << 8) | (BUGFIX))
// Accessors
#define ANDROID_GAMESDK_MAJOR_VERSION(PACKED) ((PACKED) >> 16)
#define ANDROID_GAMESDK_MINOR_VERSION(PACKED) (((PACKED) >> 8) & 0xff)
#define ANDROID_GAMESDK_BUGFIX_VERSION(PACKED) ((PACKED) & 0xff)
#define AGDK_STRING_VERSION(MAJOR, MINOR, BUGFIX, GIT) \
#MAJOR "." #MINOR "." #BUGFIX "." #GIT

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/*
* 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.
*/
/**
* @addtogroup GameActivity Game Activity
* The interface to use GameActivity.
* @{
*/
/**
* @file GameActivity.h
*/
#ifndef ANDROID_GAME_SDK_GAME_ACTIVITY_H
#define ANDROID_GAME_SDK_GAME_ACTIVITY_H
#include <android/asset_manager.h>
#include <android/input.h>
#include <android/native_window.h>
#include <android/rect.h>
#include <jni.h>
#include <stdbool.h>
#include <stdint.h>
#include <sys/types.h>
#include "common/gamesdk_common.h"
#include "game-activity/GameActivityEvents.h"
#include "game-text-input/gametextinput.h"
#ifdef __cplusplus
extern "C" {
#endif
#define GAMEACTIVITY_MAJOR_VERSION 2
#define GAMEACTIVITY_MINOR_VERSION 0
#define GAMEACTIVITY_BUGFIX_VERSION 2
#define GAMEACTIVITY_PACKED_VERSION \
ANDROID_GAMESDK_PACKED_VERSION(GAMEACTIVITY_MAJOR_VERSION, \
GAMEACTIVITY_MINOR_VERSION, \
GAMEACTIVITY_BUGFIX_VERSION)
/**
* {@link GameActivityCallbacks}
*/
struct GameActivityCallbacks;
/**
* This structure defines the native side of an android.app.GameActivity.
* It is created by the framework, and handed to the application's native
* code as it is being launched.
*/
typedef struct GameActivity {
/**
* Pointer to the callback function table of the native application.
* You can set the functions here to your own callbacks. The callbacks
* pointer itself here should not be changed; it is allocated and managed
* for you by the framework.
*/
struct GameActivityCallbacks* callbacks;
/**
* The global handle on the process's Java VM.
*/
JavaVM* vm;
/**
* JNI context for the main thread of the app. Note that this field
* can ONLY be used from the main thread of the process; that is, the
* thread that calls into the GameActivityCallbacks.
*/
JNIEnv* env;
/**
* The GameActivity object handle.
*/
jobject javaGameActivity;
/**
* Path to this application's internal data directory.
*/
const char* internalDataPath;
/**
* Path to this application's external (removable/mountable) data directory.
*/
const char* externalDataPath;
/**
* The platform's SDK version code.
*/
int32_t sdkVersion;
/**
* This is the native instance of the application. It is not used by
* the framework, but can be set by the application to its own instance
* state.
*/
void* instance;
/**
* Pointer to the Asset Manager instance for the application. The
* application uses this to access binary assets bundled inside its own .apk
* file.
*/
AAssetManager* assetManager;
/**
* Available starting with Honeycomb: path to the directory containing
* the application's OBB files (if any). If the app doesn't have any
* OBB files, this directory may not exist.
*/
const char* obbPath;
} GameActivity;
/**
* A function the user should call from their callback with the data, its length
* and the library- supplied context.
*/
typedef void (*SaveInstanceStateRecallback)(const char* bytes, int len,
void* context);
/**
* These are the callbacks the framework makes into a native application.
* All of these callbacks happen on the main thread of the application.
* By default, all callbacks are NULL; set to a pointer to your own function
* to have it called.
*/
typedef struct GameActivityCallbacks {
/**
* GameActivity has started. See Java documentation for Activity.onStart()
* for more information.
*/
void (*onStart)(GameActivity* activity);
/**
* GameActivity has resumed. See Java documentation for Activity.onResume()
* for more information.
*/
void (*onResume)(GameActivity* activity);
/**
* The framework is asking GameActivity to save its current instance state.
* See the Java documentation for Activity.onSaveInstanceState() for more
* information. The user should call the recallback with their data, its
* length and the provided context; they retain ownership of the data. Note
* that the saved state will be persisted, so it can not contain any active
* entities (pointers to memory, file descriptors, etc).
*/
void (*onSaveInstanceState)(GameActivity* activity,
SaveInstanceStateRecallback recallback,
void* context);
/**
* GameActivity has paused. See Java documentation for Activity.onPause()
* for more information.
*/
void (*onPause)(GameActivity* activity);
/**
* GameActivity has stopped. See Java documentation for Activity.onStop()
* for more information.
*/
void (*onStop)(GameActivity* activity);
/**
* GameActivity is being destroyed. See Java documentation for
* Activity.onDestroy() for more information.
*/
void (*onDestroy)(GameActivity* activity);
/**
* Focus has changed in this GameActivity's window. This is often used,
* for example, to pause a game when it loses input focus.
*/
void (*onWindowFocusChanged)(GameActivity* activity, bool hasFocus);
/**
* The drawing window for this native activity has been created. You
* can use the given native window object to start drawing.
*/
void (*onNativeWindowCreated)(GameActivity* activity,
ANativeWindow* window);
/**
* The drawing window for this native activity has been resized. You should
* retrieve the new size from the window and ensure that your rendering in
* it now matches.
*/
void (*onNativeWindowResized)(GameActivity* activity, ANativeWindow* window,
int32_t newWidth, int32_t newHeight);
/**
* 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);
/**
* 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);
/**
* Callback called when the rectangle in the window where the content
* should be placed has changed.
*/
void (*onContentRectChanged)(GameActivity *activity, const ARect *rect);
} GameActivityCallbacks;
/**
* 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_C;
/**
* 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);
/**
* These are getters for Configuration class members. They may be called from
* any thread.
*/
int GameActivity_getOrientation(GameActivity* activity);
int GameActivity_getColorMode(GameActivity* activity);
int GameActivity_getDensityDpi(GameActivity* activity);
float GameActivity_getFontScale(GameActivity* activity);
int GameActivity_getFontWeightAdjustment(GameActivity* activity);
int GameActivity_getHardKeyboardHidden(GameActivity* activity);
int GameActivity_getKeyboard(GameActivity* activity);
int GameActivity_getKeyboardHidden(GameActivity* activity);
int GameActivity_getMcc(GameActivity* activity);
int GameActivity_getMnc(GameActivity* activity);
int GameActivity_getNavigation(GameActivity* activity);
int GameActivity_getNavigationHidden(GameActivity* activity);
int GameActivity_getOrientation(GameActivity* activity);
int GameActivity_getScreenHeightDp(GameActivity* activity);
int GameActivity_getScreenLayout(GameActivity* activity);
int GameActivity_getScreenWidthDp(GameActivity* activity);
int GameActivity_getSmallestScreenWidthDp(GameActivity* activity);
int GameActivity_getTouchscreen(GameActivity* activity);
int GameActivity_getUIMode(GameActivity* activity);
#ifdef __cplusplus
}
#endif
/** @} */
#endif // ANDROID_GAME_SDK_GAME_ACTIVITY_H

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@@ -0,0 +1,414 @@
/*
* Copyright (C) 2022 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 "GameActivityEvents.h"
#include <sys/system_properties.h>
#include <string>
#include "GameActivityLog.h"
// TODO(b/187147166): these functions were extracted from the Game SDK
// (gamesdk/src/common/system_utils.h). system_utils.h/cpp should be used
// instead.
namespace {
std::string getSystemPropViaGet(const char *key,
const char *default_value = "") {
char buffer[PROP_VALUE_MAX + 1] = ""; // +1 for terminator
int bufferLen = __system_property_get(key, buffer);
if (bufferLen > 0)
return buffer;
else
return "";
}
std::string GetSystemProp(const char *key, const char *default_value = "") {
return getSystemPropViaGet(key, default_value);
}
int GetSystemPropAsInt(const char *key, int default_value = 0) {
std::string prop = GetSystemProp(key);
return prop == "" ? default_value : strtoll(prop.c_str(), nullptr, 10);
}
} // anonymous namespace
#ifndef NELEM
#define NELEM(x) ((int)(sizeof(x) / sizeof((x)[0])))
#endif
static bool enabledAxes[GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT] = {
/* AMOTION_EVENT_AXIS_X */ true,
/* AMOTION_EVENT_AXIS_Y */ true,
// Disable all other axes by default (they can be enabled using
// `GameActivityPointerAxes_enableAxis`).
false};
extern "C" void GameActivityPointerAxes_enableAxis(int32_t axis) {
if (axis < 0 || axis >= GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT) {
return;
}
enabledAxes[axis] = true;
}
float GameActivityPointerAxes_getAxisValue(
const GameActivityPointerAxes *pointerInfo, int32_t axis) {
if (axis < 0 || axis >= GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT) {
return 0;
}
if (!enabledAxes[axis]) {
ALOGW("Axis %d must be enabled before it can be accessed.", axis);
return 0;
}
return pointerInfo->axisValues[axis];
}
extern "C" void GameActivityPointerAxes_disableAxis(int32_t axis) {
if (axis < 0 || axis >= GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT) {
return;
}
enabledAxes[axis] = false;
}
float GameActivityMotionEvent_getHistoricalAxisValue(
const GameActivityMotionEvent *event, int axis, int pointerIndex,
int historyPos) {
if (axis < 0 || axis >= GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT) {
ALOGE("Invalid axis %d", axis);
return -1;
}
if (pointerIndex < 0 || pointerIndex >= event->pointerCount) {
ALOGE("Invalid pointer index %d", pointerIndex);
return -1;
}
if (historyPos < 0 || historyPos >= event->historySize) {
ALOGE("Invalid history index %d", historyPos);
return -1;
}
if (!enabledAxes[axis]) {
ALOGW("Axis %d must be enabled before it can be accessed.", axis);
return 0;
}
int pointerOffset = pointerIndex * GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT;
int historyValuesOffset = historyPos * event->pointerCount *
GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT;
return event
->historicalAxisValues[historyValuesOffset + pointerOffset + axis];
}
static struct {
jmethodID getDeviceId;
jmethodID getSource;
jmethodID getAction;
jmethodID getEventTime;
jmethodID getDownTime;
jmethodID getFlags;
jmethodID getMetaState;
jmethodID getActionButton;
jmethodID getButtonState;
jmethodID getClassification;
jmethodID getEdgeFlags;
jmethodID getHistorySize;
jmethodID getHistoricalEventTime;
jmethodID getPointerCount;
jmethodID getPointerId;
jmethodID getToolType;
jmethodID getRawX;
jmethodID getRawY;
jmethodID getXPrecision;
jmethodID getYPrecision;
jmethodID getAxisValue;
jmethodID getHistoricalAxisValue;
} gMotionEventClassInfo;
extern "C" void GameActivityMotionEvent_destroy(
GameActivityMotionEvent *c_event) {
delete c_event->historicalAxisValues;
delete c_event->historicalEventTimesMillis;
delete c_event->historicalEventTimesNanos;
}
extern "C" void GameActivityMotionEvent_fromJava(
JNIEnv *env, jobject motionEvent, GameActivityMotionEvent *out_event) {
static bool gMotionEventClassInfoInitialized = false;
if (!gMotionEventClassInfoInitialized) {
int sdkVersion = GetSystemPropAsInt("ro.build.version.sdk");
gMotionEventClassInfo = {0};
jclass motionEventClass = env->FindClass("android/view/MotionEvent");
gMotionEventClassInfo.getDeviceId =
env->GetMethodID(motionEventClass, "getDeviceId", "()I");
gMotionEventClassInfo.getSource =
env->GetMethodID(motionEventClass, "getSource", "()I");
gMotionEventClassInfo.getAction =
env->GetMethodID(motionEventClass, "getAction", "()I");
gMotionEventClassInfo.getEventTime =
env->GetMethodID(motionEventClass, "getEventTime", "()J");
gMotionEventClassInfo.getDownTime =
env->GetMethodID(motionEventClass, "getDownTime", "()J");
gMotionEventClassInfo.getFlags =
env->GetMethodID(motionEventClass, "getFlags", "()I");
gMotionEventClassInfo.getMetaState =
env->GetMethodID(motionEventClass, "getMetaState", "()I");
if (sdkVersion >= 23) {
gMotionEventClassInfo.getActionButton =
env->GetMethodID(motionEventClass, "getActionButton", "()I");
}
if (sdkVersion >= 14) {
gMotionEventClassInfo.getButtonState =
env->GetMethodID(motionEventClass, "getButtonState", "()I");
}
if (sdkVersion >= 29) {
gMotionEventClassInfo.getClassification =
env->GetMethodID(motionEventClass, "getClassification", "()I");
}
gMotionEventClassInfo.getEdgeFlags =
env->GetMethodID(motionEventClass, "getEdgeFlags", "()I");
gMotionEventClassInfo.getHistorySize =
env->GetMethodID(motionEventClass, "getHistorySize", "()I");
gMotionEventClassInfo.getHistoricalEventTime = env->GetMethodID(
motionEventClass, "getHistoricalEventTime", "(I)J");
gMotionEventClassInfo.getPointerCount =
env->GetMethodID(motionEventClass, "getPointerCount", "()I");
gMotionEventClassInfo.getPointerId =
env->GetMethodID(motionEventClass, "getPointerId", "(I)I");
gMotionEventClassInfo.getToolType =
env->GetMethodID(motionEventClass, "getToolType", "(I)I");
if (sdkVersion >= 29) {
gMotionEventClassInfo.getRawX =
env->GetMethodID(motionEventClass, "getRawX", "(I)F");
gMotionEventClassInfo.getRawY =
env->GetMethodID(motionEventClass, "getRawY", "(I)F");
}
gMotionEventClassInfo.getXPrecision =
env->GetMethodID(motionEventClass, "getXPrecision", "()F");
gMotionEventClassInfo.getYPrecision =
env->GetMethodID(motionEventClass, "getYPrecision", "()F");
gMotionEventClassInfo.getAxisValue =
env->GetMethodID(motionEventClass, "getAxisValue", "(II)F");
gMotionEventClassInfo.getHistoricalAxisValue = env->GetMethodID(
motionEventClass, "getHistoricalAxisValue", "(III)F");
gMotionEventClassInfoInitialized = true;
}
int pointerCount =
env->CallIntMethod(motionEvent, gMotionEventClassInfo.getPointerCount);
pointerCount =
std::min(pointerCount, GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT);
out_event->pointerCount = pointerCount;
for (int i = 0; i < pointerCount; ++i) {
out_event->pointers[i] = {
/*id=*/env->CallIntMethod(motionEvent,
gMotionEventClassInfo.getPointerId, i),
/*toolType=*/
env->CallIntMethod(motionEvent, gMotionEventClassInfo.getToolType,
i),
/*axisValues=*/{0},
/*rawX=*/gMotionEventClassInfo.getRawX
? env->CallFloatMethod(motionEvent,
gMotionEventClassInfo.getRawX, i)
: 0,
/*rawY=*/gMotionEventClassInfo.getRawY
? env->CallFloatMethod(motionEvent,
gMotionEventClassInfo.getRawY, i)
: 0,
};
for (int axisIndex = 0;
axisIndex < GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT; ++axisIndex) {
if (enabledAxes[axisIndex]) {
out_event->pointers[i].axisValues[axisIndex] =
env->CallFloatMethod(motionEvent,
gMotionEventClassInfo.getAxisValue,
axisIndex, i);
}
}
}
int historySize =
env->CallIntMethod(motionEvent, gMotionEventClassInfo.getHistorySize);
out_event->historySize = historySize;
out_event->historicalAxisValues =
new float[historySize * pointerCount *
GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT];
out_event->historicalEventTimesMillis = new int64_t[historySize];
out_event->historicalEventTimesNanos = new int64_t[historySize];
for (int historyIndex = 0; historyIndex < historySize; historyIndex++) {
out_event->historicalEventTimesMillis[historyIndex] =
env->CallLongMethod(motionEvent,
gMotionEventClassInfo.getHistoricalEventTime,
historyIndex);
out_event->historicalEventTimesNanos[historyIndex] =
out_event->historicalEventTimesMillis[historyIndex] * 1000000;
for (int i = 0; i < pointerCount; ++i) {
int pointerOffset = i * GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT;
int historyAxisOffset = historyIndex * pointerCount *
GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT;
float *axisValues =
&out_event
->historicalAxisValues[historyAxisOffset + pointerOffset];
for (int axisIndex = 0;
axisIndex < GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT;
++axisIndex) {
if (enabledAxes[axisIndex]) {
axisValues[axisIndex] = env->CallFloatMethod(
motionEvent,
gMotionEventClassInfo.getHistoricalAxisValue, axisIndex,
i, historyIndex);
}
}
}
}
out_event->deviceId =
env->CallIntMethod(motionEvent, gMotionEventClassInfo.getDeviceId);
out_event->source =
env->CallIntMethod(motionEvent, gMotionEventClassInfo.getSource);
out_event->action =
env->CallIntMethod(motionEvent, gMotionEventClassInfo.getAction);
out_event->eventTime =
env->CallLongMethod(motionEvent, gMotionEventClassInfo.getEventTime) *
1000000;
out_event->downTime =
env->CallLongMethod(motionEvent, gMotionEventClassInfo.getDownTime) *
1000000;
out_event->flags =
env->CallIntMethod(motionEvent, gMotionEventClassInfo.getFlags);
out_event->metaState =
env->CallIntMethod(motionEvent, gMotionEventClassInfo.getMetaState);
out_event->actionButton =
gMotionEventClassInfo.getActionButton
? env->CallIntMethod(motionEvent,
gMotionEventClassInfo.getActionButton)
: 0;
out_event->buttonState =
gMotionEventClassInfo.getButtonState
? env->CallIntMethod(motionEvent,
gMotionEventClassInfo.getButtonState)
: 0;
out_event->classification =
gMotionEventClassInfo.getClassification
? env->CallIntMethod(motionEvent,
gMotionEventClassInfo.getClassification)
: 0;
out_event->edgeFlags =
env->CallIntMethod(motionEvent, gMotionEventClassInfo.getEdgeFlags);
out_event->precisionX =
env->CallFloatMethod(motionEvent, gMotionEventClassInfo.getXPrecision);
out_event->precisionY =
env->CallFloatMethod(motionEvent, gMotionEventClassInfo.getYPrecision);
}
static struct {
jmethodID getDeviceId;
jmethodID getSource;
jmethodID getAction;
jmethodID getEventTime;
jmethodID getDownTime;
jmethodID getFlags;
jmethodID getMetaState;
jmethodID getModifiers;
jmethodID getRepeatCount;
jmethodID getKeyCode;
jmethodID getScanCode;
//jmethodID getUnicodeChar;
} gKeyEventClassInfo;
extern "C" void GameActivityKeyEvent_fromJava(JNIEnv *env, jobject keyEvent,
GameActivityKeyEvent *out_event) {
static bool gKeyEventClassInfoInitialized = false;
if (!gKeyEventClassInfoInitialized) {
int sdkVersion = GetSystemPropAsInt("ro.build.version.sdk");
gKeyEventClassInfo = {0};
jclass keyEventClass = env->FindClass("android/view/KeyEvent");
gKeyEventClassInfo.getDeviceId =
env->GetMethodID(keyEventClass, "getDeviceId", "()I");
gKeyEventClassInfo.getSource =
env->GetMethodID(keyEventClass, "getSource", "()I");
gKeyEventClassInfo.getAction =
env->GetMethodID(keyEventClass, "getAction", "()I");
gKeyEventClassInfo.getEventTime =
env->GetMethodID(keyEventClass, "getEventTime", "()J");
gKeyEventClassInfo.getDownTime =
env->GetMethodID(keyEventClass, "getDownTime", "()J");
gKeyEventClassInfo.getFlags =
env->GetMethodID(keyEventClass, "getFlags", "()I");
gKeyEventClassInfo.getMetaState =
env->GetMethodID(keyEventClass, "getMetaState", "()I");
if (sdkVersion >= 13) {
gKeyEventClassInfo.getModifiers =
env->GetMethodID(keyEventClass, "getModifiers", "()I");
}
gKeyEventClassInfo.getRepeatCount =
env->GetMethodID(keyEventClass, "getRepeatCount", "()I");
gKeyEventClassInfo.getKeyCode =
env->GetMethodID(keyEventClass, "getKeyCode", "()I");
gKeyEventClassInfo.getScanCode =
env->GetMethodID(keyEventClass, "getScanCode", "()I");
//gKeyEventClassInfo.getUnicodeChar =
// env->GetMethodID(keyEventClass, "getUnicodeChar", "()I");
gKeyEventClassInfoInitialized = true;
}
*out_event = {
/*deviceId=*/env->CallIntMethod(keyEvent,
gKeyEventClassInfo.getDeviceId),
/*source=*/env->CallIntMethod(keyEvent, gKeyEventClassInfo.getSource),
/*action=*/env->CallIntMethod(keyEvent, gKeyEventClassInfo.getAction),
// TODO: introduce a millisecondsToNanoseconds helper:
/*eventTime=*/
env->CallLongMethod(keyEvent, gKeyEventClassInfo.getEventTime) *
1000000,
/*downTime=*/
env->CallLongMethod(keyEvent, gKeyEventClassInfo.getDownTime) * 1000000,
/*flags=*/env->CallIntMethod(keyEvent, gKeyEventClassInfo.getFlags),
/*metaState=*/
env->CallIntMethod(keyEvent, gKeyEventClassInfo.getMetaState),
/*modifiers=*/gKeyEventClassInfo.getModifiers
? env->CallIntMethod(keyEvent, gKeyEventClassInfo.getModifiers)
: 0,
/*repeatCount=*/
env->CallIntMethod(keyEvent, gKeyEventClassInfo.getRepeatCount),
/*keyCode=*/
env->CallIntMethod(keyEvent, gKeyEventClassInfo.getKeyCode),
/*scanCode=*/
env->CallIntMethod(keyEvent, gKeyEventClassInfo.getScanCode)
/*unicodeChar=*/
//env->CallIntMethod(keyEvent, gKeyEventClassInfo.getUnicodeChar)
};
}

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/*
* Copyright (C) 2022 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.
*/
/**
* @addtogroup GameActivity Game Activity Events
* The interface to use Game Activity Events.
* @{
*/
/**
* @file GameActivityEvents.h
*/
#ifndef ANDROID_GAME_SDK_GAME_ACTIVITY_EVENTS_H
#define ANDROID_GAME_SDK_GAME_ACTIVITY_EVENTS_H
#include <android/input.h>
#include <jni.h>
#include <stdbool.h>
#include <stdint.h>
#include <sys/types.h>
#ifdef __cplusplus
extern "C" {
#endif
/**
* The maximum number of axes supported in an Android MotionEvent.
* See https://developer.android.com/ndk/reference/group/input.
*/
#define GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT 48
/**
* \brief Describe information about a pointer, found in a
* GameActivityMotionEvent.
*
* You can read values directly from this structure, or use helper functions
* (`GameActivityPointerAxes_getX`, `GameActivityPointerAxes_getY` and
* `GameActivityPointerAxes_getAxisValue`).
*
* The X axis and Y axis are enabled by default but any other axis that you want
* to read **must** be enabled first, using
* `GameActivityPointerAxes_enableAxis`.
*
* \see GameActivityMotionEvent
*/
typedef struct GameActivityPointerAxes {
int32_t id;
int32_t toolType;
float axisValues[GAME_ACTIVITY_POINTER_INFO_AXIS_COUNT];
float rawX;
float rawY;
} GameActivityPointerAxes;
/** \brief Get the toolType of the pointer. */
inline int32_t GameActivityPointerAxes_getToolType(
const GameActivityPointerAxes* pointerInfo) {
return pointerInfo->toolType;
}
/** \brief Get the current X coordinate of the pointer. */
inline float GameActivityPointerAxes_getX(
const GameActivityPointerAxes* pointerInfo) {
return pointerInfo->axisValues[AMOTION_EVENT_AXIS_X];
}
/** \brief Get the current Y coordinate of the pointer. */
inline float GameActivityPointerAxes_getY(
const GameActivityPointerAxes* pointerInfo) {
return pointerInfo->axisValues[AMOTION_EVENT_AXIS_Y];
}
/**
* \brief Enable the specified axis, so that its value is reported in the
* GameActivityPointerAxes structures stored in a motion event.
*
* You must enable any axis that you want to read, apart from
* `AMOTION_EVENT_AXIS_X` and `AMOTION_EVENT_AXIS_Y` that are enabled by
* default.
*
* If the axis index is out of range, nothing is done.
*/
void GameActivityPointerAxes_enableAxis(int32_t axis);
/**
* \brief Disable the specified axis. Its value won't be reported in the
* GameActivityPointerAxes structures stored in a motion event anymore.
*
* Apart from X and Y, any axis that you want to read **must** be enabled first,
* using `GameActivityPointerAxes_enableAxis`.
*
* If the axis index is out of range, nothing is done.
*/
void GameActivityPointerAxes_disableAxis(int32_t axis);
/**
* \brief Get the value of the requested axis.
*
* Apart from X and Y, any axis that you want to read **must** be enabled first,
* using `GameActivityPointerAxes_enableAxis`.
*
* Find the valid enums for the axis (`AMOTION_EVENT_AXIS_X`,
* `AMOTION_EVENT_AXIS_Y`, `AMOTION_EVENT_AXIS_PRESSURE`...)
* in https://developer.android.com/ndk/reference/group/input.
*
* @param pointerInfo The structure containing information about the pointer,
* obtained from GameActivityMotionEvent.
* @param axis The axis to get the value from
* @return The value of the axis, or 0 if the axis is invalid or was not
* enabled.
*/
float GameActivityPointerAxes_getAxisValue(
const GameActivityPointerAxes* pointerInfo, int32_t axis);
inline float GameActivityPointerAxes_getPressure(
const GameActivityPointerAxes* pointerInfo) {
return GameActivityPointerAxes_getAxisValue(pointerInfo,
AMOTION_EVENT_AXIS_PRESSURE);
}
inline float GameActivityPointerAxes_getSize(
const GameActivityPointerAxes* pointerInfo) {
return GameActivityPointerAxes_getAxisValue(pointerInfo,
AMOTION_EVENT_AXIS_SIZE);
}
inline float GameActivityPointerAxes_getTouchMajor(
const GameActivityPointerAxes* pointerInfo) {
return GameActivityPointerAxes_getAxisValue(pointerInfo,
AMOTION_EVENT_AXIS_TOUCH_MAJOR);
}
inline float GameActivityPointerAxes_getTouchMinor(
const GameActivityPointerAxes* pointerInfo) {
return GameActivityPointerAxes_getAxisValue(pointerInfo,
AMOTION_EVENT_AXIS_TOUCH_MINOR);
}
inline float GameActivityPointerAxes_getToolMajor(
const GameActivityPointerAxes* pointerInfo) {
return GameActivityPointerAxes_getAxisValue(pointerInfo,
AMOTION_EVENT_AXIS_TOOL_MAJOR);
}
inline float GameActivityPointerAxes_getToolMinor(
const GameActivityPointerAxes* pointerInfo) {
return GameActivityPointerAxes_getAxisValue(pointerInfo,
AMOTION_EVENT_AXIS_TOOL_MINOR);
}
inline float GameActivityPointerAxes_getOrientation(
const GameActivityPointerAxes* pointerInfo) {
return GameActivityPointerAxes_getAxisValue(pointerInfo,
AMOTION_EVENT_AXIS_ORIENTATION);
}
/**
* The maximum number of pointers returned inside a motion event.
*/
#if (defined GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT_OVERRIDE)
#define GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT \
GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT_OVERRIDE
#else
#define GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT 8
#endif
/**
* \brief Describe a motion event that happened on the GameActivity SurfaceView.
*
* This is 1:1 mapping to the information contained in a Java `MotionEvent`
* (see https://developer.android.com/reference/android/view/MotionEvent).
*/
typedef struct GameActivityMotionEvent {
int32_t deviceId;
int32_t source;
int32_t action;
int64_t eventTime;
int64_t downTime;
int32_t flags;
int32_t metaState;
int32_t actionButton;
int32_t buttonState;
int32_t classification;
int32_t edgeFlags;
uint32_t pointerCount;
GameActivityPointerAxes
pointers[GAMEACTIVITY_MAX_NUM_POINTERS_IN_MOTION_EVENT];
int historySize;
int64_t* historicalEventTimesMillis;
int64_t* historicalEventTimesNanos;
float* historicalAxisValues;
float precisionX;
float precisionY;
} GameActivityMotionEvent;
float GameActivityMotionEvent_getHistoricalAxisValue(
const GameActivityMotionEvent* event, int axis, int pointerIndex,
int historyPos);
inline int GameActivityMotionEvent_getHistorySize(
const GameActivityMotionEvent* event) {
return event->historySize;
}
inline float GameActivityMotionEvent_getHistoricalX(
const GameActivityMotionEvent* event, int pointerIndex, int historyPos) {
return GameActivityMotionEvent_getHistoricalAxisValue(
event, AMOTION_EVENT_AXIS_X, pointerIndex, historyPos);
}
inline float GameActivityMotionEvent_getHistoricalY(
const GameActivityMotionEvent* event, int pointerIndex, int historyPos) {
return GameActivityMotionEvent_getHistoricalAxisValue(
event, AMOTION_EVENT_AXIS_Y, pointerIndex, historyPos);
}
inline float GameActivityMotionEvent_getHistoricalPressure(
const GameActivityMotionEvent* event, int pointerIndex, int historyPos) {
return GameActivityMotionEvent_getHistoricalAxisValue(
event, AMOTION_EVENT_AXIS_PRESSURE, pointerIndex, historyPos);
}
inline float GameActivityMotionEvent_getHistoricalSize(
const GameActivityMotionEvent* event, int pointerIndex, int historyPos) {
return GameActivityMotionEvent_getHistoricalAxisValue(
event, AMOTION_EVENT_AXIS_SIZE, pointerIndex, historyPos);
}
inline float GameActivityMotionEvent_getHistoricalTouchMajor(
const GameActivityMotionEvent* event, int pointerIndex, int historyPos) {
return GameActivityMotionEvent_getHistoricalAxisValue(
event, AMOTION_EVENT_AXIS_TOUCH_MAJOR, pointerIndex, historyPos);
}
inline float GameActivityMotionEvent_getHistoricalTouchMinor(
const GameActivityMotionEvent* event, int pointerIndex, int historyPos) {
return GameActivityMotionEvent_getHistoricalAxisValue(
event, AMOTION_EVENT_AXIS_TOUCH_MINOR, pointerIndex, historyPos);
}
inline float GameActivityMotionEvent_getHistoricalToolMajor(
const GameActivityMotionEvent* event, int pointerIndex, int historyPos) {
return GameActivityMotionEvent_getHistoricalAxisValue(
event, AMOTION_EVENT_AXIS_TOOL_MAJOR, pointerIndex, historyPos);
}
inline float GameActivityMotionEvent_getHistoricalToolMinor(
const GameActivityMotionEvent* event, int pointerIndex, int historyPos) {
return GameActivityMotionEvent_getHistoricalAxisValue(
event, AMOTION_EVENT_AXIS_TOOL_MINOR, pointerIndex, historyPos);
}
inline float GameActivityMotionEvent_getHistoricalOrientation(
const GameActivityMotionEvent* event, int pointerIndex, int historyPos) {
return GameActivityMotionEvent_getHistoricalAxisValue(
event, AMOTION_EVENT_AXIS_ORIENTATION, pointerIndex, historyPos);
}
/** \brief Handle the freeing of the GameActivityMotionEvent struct. */
void GameActivityMotionEvent_destroy(GameActivityMotionEvent* c_event);
/**
* \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.
* Ownership of out_event is maintained by the caller.
*/
void GameActivityMotionEvent_fromJava(JNIEnv* env, jobject motionEvent,
GameActivityMotionEvent* out_event);
/**
* \brief Describe a key event that happened on the GameActivity SurfaceView.
*
* This is 1:1 mapping to the information contained in a Java `KeyEvent`
* (see https://developer.android.com/reference/android/view/KeyEvent).
* The only exception is the event times, which are reported as
* nanoseconds in this struct.
*/
typedef struct GameActivityKeyEvent {
int32_t deviceId;
int32_t source;
int32_t action;
int64_t eventTime;
int64_t downTime;
int32_t flags;
int32_t metaState;
int32_t modifiers;
int32_t repeatCount;
int32_t keyCode;
int32_t scanCode;
//int32_t unicodeChar;
} GameActivityKeyEvent;
/**
* \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);
#ifdef __cplusplus
}
#endif
/** @} */
#endif // ANDROID_GAME_SDK_GAME_ACTIVITY_EVENTS_H

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/*
* Copyright (C) 2022 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.
*/
#ifndef ANDROID_GAME_SDK_GAME_ACTIVITY_LOG_H_
#define ANDROID_GAME_SDK_GAME_ACTIVITY_LOG_H_
#define LOG_TAG "GameActivity"
#include <android/log.h>
#define ALOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__);
#define ALOGW(...) __android_log_print(ANDROID_LOG_WARN, LOG_TAG, __VA_ARGS__);
#define ALOGD(...) __android_log_print(ANDROID_LOG_DEBUG, LOG_TAG, __VA_ARGS__);
#ifdef NDEBUG
#define ALOGV(...)
#else
#define ALOGV(...) \
__android_log_print(ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__);
#endif
/* Returns 2nd arg. Used to substitute default value if caller's vararg list
* is empty.
*/
#define __android_second(first, second, ...) second
/* If passed multiple args, returns ',' followed by all but 1st arg, otherwise
* returns nothing.
*/
#define __android_rest(first, ...) , ##__VA_ARGS__
#define android_printAssert(cond, tag, fmt...) \
__android_log_assert(cond, tag, \
__android_second(0, ##fmt, NULL) __android_rest(fmt))
#define CONDITION(cond) (__builtin_expect((cond) != 0, 0))
#ifndef LOG_ALWAYS_FATAL_IF
#define LOG_ALWAYS_FATAL_IF(cond, ...) \
((CONDITION(cond)) \
? ((void)android_printAssert(#cond, LOG_TAG, ##__VA_ARGS__)) \
: (void)0)
#endif
#ifndef LOG_ALWAYS_FATAL
#define LOG_ALWAYS_FATAL(...) \
(((void)android_printAssert(NULL, LOG_TAG, ##__VA_ARGS__)))
#endif
/*
* Simplified macro to send a warning system log message using current LOG_TAG.
*/
#ifndef SLOGW
#define SLOGW(...) \
((void)__android_log_print(ANDROID_LOG_WARN, LOG_TAG, __VA_ARGS__))
#endif
#ifndef SLOGW_IF
#define SLOGW_IF(cond, ...) \
((__predict_false(cond)) \
? ((void)__android_log_print(ANDROID_LOG_WARN, LOG_TAG, __VA_ARGS__)) \
: (void)0)
#endif
/*
* Versions of LOG_ALWAYS_FATAL_IF and LOG_ALWAYS_FATAL that
* are stripped out of release builds.
*/
#if LOG_NDEBUG
#ifndef LOG_FATAL_IF
#define LOG_FATAL_IF(cond, ...) ((void)0)
#endif
#ifndef LOG_FATAL
#define LOG_FATAL(...) ((void)0)
#endif
#else
#ifndef LOG_FATAL_IF
#define LOG_FATAL_IF(cond, ...) LOG_ALWAYS_FATAL_IF(cond, ##__VA_ARGS__)
#endif
#ifndef LOG_FATAL
#define LOG_FATAL(...) LOG_ALWAYS_FATAL(__VA_ARGS__)
#endif
#endif
/*
* Assertion that generates a log message when the assertion fails.
* Stripped out of release builds. Uses the current LOG_TAG.
*/
#ifndef ALOG_ASSERT
#define ALOG_ASSERT(cond, ...) LOG_FATAL_IF(!(cond), ##__VA_ARGS__)
#endif
#define LOG_TRACE(...)
#endif // ANDROID_GAME_SDK_GAME_ACTIVITY_LOG_H_

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/*
* 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 <assert.h>
#include <errno.h>
#include <jni.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <unistd.h>
#define NATIVE_APP_GLUE_MOTION_EVENTS_DEFAULT_BUF_SIZE 16
#define NATIVE_APP_GLUE_KEY_EVENTS_DEFAULT_BUF_SIZE 4
#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;
int input_buf_idx = 0;
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);
/* initialize event buffers */
for (input_buf_idx = 0; input_buf_idx < NATIVE_APP_GLUE_MAX_INPUT_BUFFERS; input_buf_idx++) {
struct android_input_buffer *buf = &android_app->inputBuffers[input_buf_idx];
buf->motionEventsBufferSize = NATIVE_APP_GLUE_MOTION_EVENTS_DEFAULT_BUF_SIZE;
buf->motionEvents = (GameActivityMotionEvent *) malloc(sizeof(GameActivityMotionEvent) *
buf->motionEventsBufferSize);
buf->keyEventsBufferSize = NATIVE_APP_GLUE_KEY_EVENTS_DEFAULT_BUF_SIZE;
buf->keyEvents = (GameActivityKeyEvent *) malloc(sizeof(GameActivityKeyEvent) *
buf->keyEventsBufferSize);
}
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) {
int input_buf_idx = 0;
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);
for (input_buf_idx = 0; input_buf_idx < NATIVE_APP_GLUE_MAX_INPUT_BUFFERS; input_buf_idx++) {
struct android_input_buffer *buf = &android_app->inputBuffers[input_buf_idx];
android_app_clear_motion_events(buf);
free(buf->motionEvents);
free(buf->keyEvents);
}
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);
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) {
// 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) {
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 >= inputBuffer->motionEventsBufferSize) {
inputBuffer->motionEventsBufferSize *= 2;
inputBuffer->motionEvents = (GameActivityMotionEvent *) realloc(inputBuffer->motionEvents,
sizeof(GameActivityMotionEvent) * inputBuffer->motionEventsBufferSize);
if (inputBuffer->motionEvents == NULL) {
LOGE("onTouchEvent: out of memory");
abort();
}
}
int new_ix = inputBuffer->motionEventsCount;
memcpy(&inputBuffer->motionEvents[new_ix], event, sizeof(GameActivityMotionEvent));
++inputBuffer->motionEventsCount;
notifyInput(android_app);
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) {
// We do not need to lock here if the inputBuffer has already been swapped
// as is handled by the game loop thread
while (inputBuffer->motionEventsCount > 0) {
GameActivityMotionEvent_destroy(
&inputBuffer->motionEvents[inputBuffer->motionEventsCount - 1]);
inputBuffer->motionEventsCount--;
}
assert(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 >= inputBuffer->keyEventsBufferSize) {
inputBuffer->keyEventsBufferSize = inputBuffer->keyEventsBufferSize * 2;
inputBuffer->keyEvents = (GameActivityKeyEvent *) realloc(inputBuffer->keyEvents,
sizeof(GameActivityKeyEvent) * inputBuffer->keyEventsBufferSize);
if (inputBuffer->keyEvents == NULL) {
LOGE("onKey: out of memory");
abort();
}
}
int new_ix = inputBuffer->keyEventsCount;
memcpy(&inputBuffer->keyEvents[new_ix], event, sizeof(GameActivityKeyEvent));
++inputBuffer->keyEventsCount;
notifyInput(android_app);
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;
notifyInput(android_app);
}
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);
}
static void onContentRectChanged(GameActivity* activity, const ARect *rect) {
LOGV("ContentRectChanged: %p -- (%d %d) (%d %d)", activity, rect->left, rect->top,
rect->right, rect->bottom);
struct android_app* android_app = ToApp(activity);
pthread_mutex_lock(&android_app->mutex);
android_app->contentRect = *rect;
android_app_write_cmd(android_app, APP_CMD_CONTENT_RECT_CHANGED);
pthread_mutex_unlock(&android_app->mutex);
}
// XXX: This symbol is renamed with a _C suffix and then re-exported from
// Rust because Rust/Cargo don't give us a way to directly export symbols
// from C/C++ code: https://github.com/rust-lang/rfcs/issues/2771
//
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;
activity->callbacks->onContentRectChanged = onContentRectChanged;
LOGV("Callbacks set: %p", activity->callbacks);
activity->instance =
android_app_create(activity, savedState, savedStateSize);
}

View File

@@ -0,0 +1,507 @@
/*
* 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"
#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 GameActivityMotionEvent.
* Only the first motionEventsCount events are valid.
*/
GameActivityMotionEvent *motionEvents;
/**
* The number of valid motion events in `motionEvents`.
*/
uint64_t motionEventsCount;
/**
* The size of the `motionEvents` buffer.
*/
uint64_t motionEventsBufferSize;
/**
* Pointer to a read-only array of GameActivityKeyEvent.
* Only the first keyEventsCount events are valid.
*/
GameActivityKeyEvent *keyEvents;
/**
* The number of valid "Key" events in `keyEvents`.
*/
uint64_t keyEventsCount;
/**
* The size of the `keyEvents` buffer.
*/
uint64_t keyEventsBufferSize;
};
/**
* 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);
#ifdef __cplusplus
}
#endif
/** @} */

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/*
* 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;

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/*
* 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 restartInput();
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_;
jmethodID restartInputMethod_;
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_restartInput(struct GameTextInput *input) {
input->restartInput();
}
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");
restartInputMethod_ =
env_->GetMethodID(inputConnectionClass_, "restartInput", "()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_, &currentState_);
}
}
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_, &currentInsets_);
}
}
void GameTextInput::hideIme(uint32_t flags) {
if (inputConnection_ == nullptr) return;
env_->CallVoidMethod(inputConnection_, setSoftKeyboardActiveMethod_, false,
flags);
}
void GameTextInput::restartInput() {
if (inputConnection_ == nullptr) return;
env_->CallVoidMethod(inputConnection_, restartInputMethod_, false);
}
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);
}

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/*
* 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 "common/gamesdk_common.h"
#include "gamecommon.h"
#ifdef __cplusplus
extern "C" {
#endif
#define GAMETEXTINPUT_MAJOR_VERSION 2
#define GAMETEXTINPUT_MINOR_VERSION 0
#define GAMETEXTINPUT_BUGFIX_VERSION 0
#define GAMETEXTINPUT_PACKED_VERSION \
ANDROID_GAMESDK_PACKED_VERSION(GAMETEXTINPUT_MAJOR_VERSION, \
GAMETEXTINPUT_MINOR_VERSION, \
GAMETEXTINPUT_BUGFIX_VERSION)
/**
* 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);
/**
* Restarts the input method. Calls InputMethodManager.restartInput().
* @param input A valid GameTextInput library handle.
*/
void GameTextInput_restartInput(GameTextInput *input);
/**
* 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
/** @} */

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@@ -0,0 +1,3 @@
#include <game-activity/GameActivity.h>
#include <game-activity/native_app_glue/android_native_app_glue.h>
#include <game-text-input/gametextinput.h>

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@@ -0,0 +1,51 @@
#!/bin/sh
# First install bindgen-cli via `cargo install bindgen-cli`
if test -z "${ANDROID_NDK_ROOT}"; then
export ANDROID_NDK_ROOT=${ANDROID_NDK_HOME}
fi
SYSROOT="${ANDROID_NDK_ROOT}"/toolchains/llvm/prebuilt/linux-x86_64/sysroot/
if ! test -d $SYSROOT; then
SYSROOT="${ANDROID_NDK_ROOT}"/toolchains/llvm/prebuilt/windows-x86_64/sysroot/
fi
while read ARCH && read TARGET ; do
# --module-raw-line 'use '
bindgen game-activity-ffi.h -o src/game_activity/ffi_$ARCH.rs \
--blocklist-item 'JNI\w+' \
--blocklist-item 'C?_?JNIEnv' \
--blocklist-item '_?JavaVM' \
--blocklist-item '_?j\w+' \
--blocklist-item 'size_t' \
--blocklist-item 'pthread_\w*' \
--blocklist-function 'pthread_\w' \
--blocklist-item 'ARect' \
--blocklist-item 'ALooper\w*' \
--blocklist-function 'ALooper\w*' \
--blocklist-item 'AAsset\w*' \
--blocklist-item 'AAssetManager\w*' \
--blocklist-function 'AAssetManager\w*' \
--blocklist-item 'ANativeWindow\w*' \
--blocklist-function 'ANativeWindow\w*' \
--blocklist-item 'AConfiguration\w*' \
--blocklist-function 'AConfiguration\w*' \
--blocklist-function 'android_main' \
--blocklist-item 'GameActivity_onCreate' \
--blocklist-function 'GameActivity_onCreate_C' \
--newtype-enum '\w+_(result|status)_t' \
-- \
-Igame-activity-csrc \
--sysroot="$SYSROOT" --target=$TARGET
done << EOF
arm
arm-linux-androideabi
aarch64
aarch64-linux-android
i686
i686-linux-android
x86_64
x86_64-linux-android
EOF

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@@ -0,0 +1 @@
#include <native-activity/native_app_glue/android_native_app_glue.h>

151
vendor/android-activity/src/config.rs vendored Normal file
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use core::fmt;
use std::sync::{Arc, RwLock};
use ndk::configuration::{
Configuration, Keyboard, KeysHidden, LayoutDir, NavHidden, Navigation, Orientation, ScreenLong,
ScreenSize, Touchscreen, UiModeNight, UiModeType,
};
/// A (cheaply clonable) reference to this application's [`ndk::configuration::Configuration`]
///
/// This provides a thread-safe way to access the latest configuration state for
/// an application without deeply copying the large [`ndk::configuration::Configuration`] struct.
///
/// If the application is notified of configuration changes then those changes
/// will become visible via pre-existing configuration references.
#[derive(Clone)]
pub struct ConfigurationRef {
config: Arc<RwLock<Configuration>>,
}
impl PartialEq for ConfigurationRef {
fn eq(&self, other: &Self) -> bool {
if Arc::ptr_eq(&self.config, &other.config) {
true
} else {
let other_guard = other.config.read().unwrap();
self.config.read().unwrap().eq(&*other_guard)
}
}
}
impl Eq for ConfigurationRef {}
unsafe impl Send for ConfigurationRef {}
unsafe impl Sync for ConfigurationRef {}
impl fmt::Debug for ConfigurationRef {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
self.config.read().unwrap().fmt(f)
}
}
impl ConfigurationRef {
pub(crate) fn new(config: Configuration) -> Self {
Self {
config: Arc::new(RwLock::new(config)),
}
}
pub(crate) fn replace(&self, src: Configuration) {
self.config.write().unwrap().copy(&src);
}
// Returns a deep copy of the full application configuration
pub fn copy(&self) -> Configuration {
let mut dest = Configuration::new();
dest.copy(&self.config.read().unwrap());
dest
}
/// Returns the country code, as a [`String`] of two characters, if set
pub fn country(&self) -> Option<String> {
self.config.read().unwrap().country()
}
/// Returns the screen density in dpi.
///
/// On some devices it can return values outside of the density enum.
pub fn density(&self) -> Option<u32> {
self.config.read().unwrap().density()
}
/// Returns the keyboard type.
pub fn keyboard(&self) -> Keyboard {
self.config.read().unwrap().keyboard()
}
/// Returns keyboard visibility/availability.
pub fn keys_hidden(&self) -> KeysHidden {
self.config.read().unwrap().keys_hidden()
}
/// Returns the language, as a `String` of two characters, if a language is set
pub fn language(&self) -> Option<String> {
self.config.read().unwrap().language()
}
/// Returns the layout direction
pub fn layout_direction(&self) -> LayoutDir {
self.config.read().unwrap().layout_direction()
}
/// Returns the mobile country code.
pub fn mcc(&self) -> i32 {
self.config.read().unwrap().mcc()
}
/// Returns the mobile network code, if one is defined
pub fn mnc(&self) -> Option<i32> {
self.config.read().unwrap().mnc()
}
pub fn nav_hidden(&self) -> NavHidden {
self.config.read().unwrap().nav_hidden()
}
pub fn navigation(&self) -> Navigation {
self.config.read().unwrap().navigation()
}
pub fn orientation(&self) -> Orientation {
self.config.read().unwrap().orientation()
}
pub fn screen_height_dp(&self) -> Option<i32> {
self.config.read().unwrap().screen_height_dp()
}
pub fn screen_width_dp(&self) -> Option<i32> {
self.config.read().unwrap().screen_width_dp()
}
pub fn screen_long(&self) -> ScreenLong {
self.config.read().unwrap().screen_long()
}
#[cfg(feature = "api-level-30")]
pub fn screen_round(&self) -> ScreenRound {
self.config.read().unwrap().screen_round()
}
pub fn screen_size(&self) -> ScreenSize {
self.config.read().unwrap().screen_size()
}
pub fn sdk_version(&self) -> i32 {
self.config.read().unwrap().sdk_version()
}
pub fn smallest_screen_width_dp(&self) -> Option<i32> {
self.config.read().unwrap().smallest_screen_width_dp()
}
pub fn touchscreen(&self) -> Touchscreen {
self.config.read().unwrap().touchscreen()
}
pub fn ui_mode_night(&self) -> UiModeNight {
self.config.read().unwrap().ui_mode_night()
}
pub fn ui_mode_type(&self) -> UiModeType {
self.config.read().unwrap().ui_mode_type()
}
}

58
vendor/android-activity/src/error.rs vendored Normal file
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use thiserror::Error;
#[derive(Error, Debug)]
pub enum AppError {
#[error("Operation only supported from the android_main() thread: {0}")]
NonMainThread(String),
#[error("Java VM or JNI error, including Java exceptions")]
JavaError(String),
#[error("Input unavailable")]
InputUnavailable,
}
pub type Result<T> = std::result::Result<T, AppError>;
// XXX: we don't want to expose jni-rs in the public API
// so we have an internal error type that we can generally
// use in the backends and then we can strip the error
// in the frontend of the API.
//
// This way we avoid exposing a public trait implementation for
// `From<jni::errors::Error>`
#[derive(Error, Debug)]
pub(crate) enum InternalAppError {
#[error("A JNI error")]
JniError(jni::errors::JniError),
#[error("A Java Exception was thrown via a JNI method call")]
JniException(String),
#[error("A Java VM error")]
JvmError(jni::errors::Error),
#[error("Input unavailable")]
InputUnavailable,
}
pub(crate) type InternalResult<T> = std::result::Result<T, InternalAppError>;
impl From<jni::errors::Error> for InternalAppError {
fn from(value: jni::errors::Error) -> Self {
InternalAppError::JvmError(value)
}
}
impl From<jni::errors::JniError> for InternalAppError {
fn from(value: jni::errors::JniError) -> Self {
InternalAppError::JniError(value)
}
}
impl From<InternalAppError> for AppError {
fn from(value: InternalAppError) -> Self {
match value {
InternalAppError::JniError(err) => AppError::JavaError(err.to_string()),
InternalAppError::JniException(msg) => AppError::JavaError(msg),
InternalAppError::JvmError(err) => AppError::JavaError(err.to_string()),
InternalAppError::InputUnavailable => AppError::InputUnavailable,
}
}
}

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//! The bindings are pre-generated and the right one for the platform is selected at compile time.
// Bindgen lints
#![allow(non_upper_case_globals)]
#![allow(non_camel_case_types)]
#![allow(non_snake_case)]
#![allow(improper_ctypes)]
#![allow(clippy::all)]
// Temporarily allow UB nullptr dereference in bindgen layout tests until fixed upstream:
// https://github.com/rust-lang/rust-bindgen/pull/2055
// https://github.com/rust-lang/rust-bindgen/pull/2064
#![allow(deref_nullptr)]
#![allow(dead_code)]
use jni_sys::*;
use libc::{pthread_cond_t, pthread_mutex_t, pthread_t};
use ndk_sys::{AAssetManager, AConfiguration, ALooper, ALooper_callbackFunc, ANativeWindow, ARect};
#[cfg(all(
any(target_os = "android", feature = "test"),
any(target_arch = "arm", target_arch = "armv7")
))]
include!("ffi_arm.rs");
#[cfg(all(any(target_os = "android", feature = "test"), target_arch = "aarch64"))]
include!("ffi_aarch64.rs");
#[cfg(all(any(target_os = "android", feature = "test"), target_arch = "x86"))]
include!("ffi_i686.rs");
#[cfg(all(any(target_os = "android", feature = "test"), target_arch = "x86_64"))]
include!("ffi_x86_64.rs");

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// GameActivity handles input events by double buffering MotionEvent and KeyEvent structs which
// essentially just mirror state from the corresponding Java objects.
//
// See also the javadocs for
// [`android.view.InputEvent`](https://developer.android.com/reference/android/view/InputEvent.html),
// [`android.view.MotionEvent`](https://developer.android.com/reference/android/view/MotionEvent.html),
// and [`android.view.KeyEvent`](https://developer.android.com/reference/android/view/KeyEvent).
//
// This code is mostly based on https://github.com/rust-windowing/android-ndk-rs/blob/master/ndk/src/event.rs
//
// The `Source` enum was defined based on the Java docs since there are a couple of source types that
// aren't exposed via the AInputQueue API
// The `Class` was also bound differently to `android-ndk-rs` considering how the class is defined
// by masking bits from the `Source`.
use crate::activity_impl::ffi::{GameActivityKeyEvent, GameActivityMotionEvent};
use crate::input::{
Axis, Button, ButtonState, EdgeFlags, KeyAction, KeyEventFlags, Keycode, MetaState,
MotionAction, MotionEventFlags, Pointer, PointersIter, Source, ToolType,
};
// Note: try to keep this wrapper API compatible with the AInputEvent API if possible
#[derive(Debug, Clone)]
#[non_exhaustive]
pub enum InputEvent<'a> {
MotionEvent(MotionEvent<'a>),
KeyEvent(KeyEvent<'a>),
TextEvent(crate::input::TextInputState),
}
/// A motion event.
///
/// For general discussion of motion events in Android, see [the relevant
/// javadoc](https://developer.android.com/reference/android/view/MotionEvent).
#[derive(Clone, Debug)]
pub struct MotionEvent<'a> {
ga_event: &'a GameActivityMotionEvent,
}
impl<'a> MotionEvent<'a> {
pub(crate) fn new(ga_event: &'a GameActivityMotionEvent) -> Self {
Self { ga_event }
}
/// Get the source of the event.
///
#[inline]
pub fn source(&self) -> Source {
let source = self.ga_event.source as u32;
source.into()
}
/// Get the device id associated with the event.
///
#[inline]
pub fn device_id(&self) -> i32 {
self.ga_event.deviceId
}
/// Returns the motion action associated with the event.
///
/// See [the MotionEvent docs](https://developer.android.com/reference/android/view/MotionEvent#getActionMasked())
#[inline]
pub fn action(&self) -> MotionAction {
let action = self.ga_event.action as u32 & ndk_sys::AMOTION_EVENT_ACTION_MASK;
action.into()
}
/// Returns which button has been modified during a press or release action.
///
/// For actions other than [`MotionAction::ButtonPress`] and
/// [`MotionAction::ButtonRelease`] the returned value is undefined.
///
/// See [the MotionEvent docs](https://developer.android.com/reference/android/view/MotionEvent#getActionButton())
#[inline]
pub fn action_button(&self) -> Button {
let action = self.ga_event.actionButton as u32;
action.into()
}
/// Returns the pointer index of an `Up` or `Down` event.
///
/// Pointer indices can change per motion event. For an identifier that stays the same, see
/// [`Pointer::pointer_id()`].
///
/// This only has a meaning when the [action](self::action) is one of [`Up`](MotionAction::Up),
/// [`Down`](MotionAction::Down), [`PointerUp`](MotionAction::PointerUp),
/// or [`PointerDown`](MotionAction::PointerDown).
#[inline]
pub fn pointer_index(&self) -> usize {
let action = self.ga_event.action as u32;
let index = (action & ndk_sys::AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
>> ndk_sys::AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
index as usize
}
/*
/// Returns the pointer id associated with the given pointer index.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getpointerid)
// TODO: look at output with out-of-range pointer index
// Probably -1 though
pub fn pointer_id_for(&self.ga_event, pointer_index: usize) -> i32 {
unsafe { ndk_sys::AMotionEvent_getPointerId(self.ga_event.ptr.as_ptr(), pointer_index) }
}
*/
/// Returns the number of pointers in this event
///
/// See [the MotionEvent docs](https://developer.android.com/reference/android/view/MotionEvent#getPointerCount())
#[inline]
pub fn pointer_count(&self) -> usize {
self.ga_event.pointerCount as usize
}
/// An iterator over the pointers in this motion event
#[inline]
pub fn pointers(&self) -> PointersIter<'_> {
PointersIter {
inner: PointersIterImpl {
event: self,
next_index: 0,
count: self.pointer_count(),
},
}
}
/// The pointer at a given pointer index. Panics if the pointer index is out of bounds.
///
/// If you need to loop over all the pointers, prefer the [`pointers()`](self::pointers) method.
#[inline]
pub fn pointer_at_index(&self, index: usize) -> Pointer<'_> {
if index >= self.pointer_count() {
panic!("Pointer index {} is out of bounds", index);
}
Pointer {
inner: PointerImpl { event: self, index },
}
}
/*
/// Returns the size of the history contained in this event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_gethistorysize)
#[inline]
pub fn history_size(&self) -> usize {
unsafe { ndk_sys::AMotionEvent_getHistorySize(self.ga_event.ptr.as_ptr()) as usize }
}
/// An iterator over the historical events contained in this event.
#[inline]
pub fn history(&self) -> HistoricalMotionEventsIter<'_> {
HistoricalMotionEventsIter {
event: self.ga_event.ptr,
next_history_index: 0,
history_size: self.history_size(),
_marker: std::marker::PhantomData,
}
}
*/
/// Returns the state of any modifier keys that were pressed during the event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getmetastate)
#[inline]
pub fn meta_state(&self) -> MetaState {
MetaState(self.ga_event.metaState as u32)
}
/// Returns the button state during this event, as a bitfield.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getbuttonstate)
#[inline]
pub fn button_state(&self) -> ButtonState {
ButtonState(self.ga_event.buttonState as u32)
}
/// Returns the time of the start of this gesture, in the `java.lang.System.nanoTime()` time
/// base
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getdowntime)
#[inline]
pub fn down_time(&self) -> i64 {
self.ga_event.downTime
}
/// Returns a bitfield indicating which edges were touched by this event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getedgeflags)
#[inline]
pub fn edge_flags(&self) -> EdgeFlags {
EdgeFlags(self.ga_event.edgeFlags as u32)
}
/// Returns the time of this event, in the `java.lang.System.nanoTime()` time base
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_geteventtime)
#[inline]
pub fn event_time(&self) -> i64 {
self.ga_event.eventTime
}
/// The flags associated with a motion event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getflags)
#[inline]
pub fn flags(&self) -> MotionEventFlags {
MotionEventFlags(self.ga_event.flags as u32)
}
/* Missing from GameActivity currently...
/// Returns the offset in the x direction between the coordinates and the raw coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getxoffset)
#[inline]
pub fn x_offset(&self.ga_event) -> f32 {
self.ga_event.x_offset
}
/// Returns the offset in the y direction between the coordinates and the raw coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getyoffset)
#[inline]
pub fn y_offset(&self.ga_event) -> f32 {
self.ga_event.y_offset
}
*/
/// Returns the precision of the x value of the coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getxprecision)
#[inline]
pub fn x_precision(&self) -> f32 {
self.ga_event.precisionX
}
/// Returns the precision of the y value of the coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getyprecision)
#[inline]
pub fn y_precision(&self) -> f32 {
self.ga_event.precisionY
}
}
/// A view into the data of a specific pointer in a motion event.
#[derive(Debug)]
pub(crate) struct PointerImpl<'a> {
event: &'a MotionEvent<'a>,
index: usize,
}
impl<'a> PointerImpl<'a> {
#[inline]
pub fn pointer_index(&self) -> usize {
self.index
}
#[inline]
pub fn pointer_id(&self) -> i32 {
let pointer = &self.event.ga_event.pointers[self.index];
pointer.id
}
#[inline]
pub fn axis_value(&self, axis: Axis) -> f32 {
let pointer = &self.event.ga_event.pointers[self.index];
let axis: u32 = axis.into();
pointer.axisValues[axis as usize]
}
#[inline]
pub fn raw_x(&self) -> f32 {
let pointer = &self.event.ga_event.pointers[self.index];
pointer.rawX
}
#[inline]
pub fn raw_y(&self) -> f32 {
let pointer = &self.event.ga_event.pointers[self.index];
pointer.rawY
}
#[inline]
pub fn tool_type(&self) -> ToolType {
let pointer = &self.event.ga_event.pointers[self.index];
let tool_type = pointer.toolType as u32;
tool_type.into()
}
}
/// An iterator over the pointers in a [`MotionEvent`].
#[derive(Debug)]
pub(crate) struct PointersIterImpl<'a> {
event: &'a MotionEvent<'a>,
next_index: usize,
count: usize,
}
impl<'a> Iterator for PointersIterImpl<'a> {
type Item = Pointer<'a>;
fn next(&mut self) -> Option<Pointer<'a>> {
if self.next_index < self.count {
let ptr = Pointer {
inner: PointerImpl {
event: self.event,
index: self.next_index,
},
};
self.next_index += 1;
Some(ptr)
} else {
None
}
}
fn size_hint(&self) -> (usize, Option<usize>) {
let size = self.count - self.next_index;
(size, Some(size))
}
}
impl<'a> ExactSizeIterator for PointersIterImpl<'a> {
fn len(&self) -> usize {
self.count - self.next_index
}
}
/*
/// Represents a view into a past moment of a motion event
#[derive(Debug)]
pub struct HistoricalMotionEvent<'a> {
event: NonNull<ndk_sys::AInputEvent>,
history_index: usize,
_marker: std::marker::PhantomData<&'a MotionEvent>,
}
// TODO: thread safety?
impl<'a> HistoricalMotionEvent<'a> {
/// Returns the "history index" associated with this historical event. Older events have smaller indices.
#[inline]
pub fn history_index(&self) -> usize {
self.history_index
}
/// Returns the time of the historical event, in the `java.lang.System.nanoTime()` time base
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_gethistoricaleventtime)
#[inline]
pub fn event_time(&self) -> i64 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalEventTime(
self.event.as_ptr(),
self.history_index as ndk_sys::size_t,
)
}
}
/// An iterator over the pointers of this historical motion event
#[inline]
pub fn pointers(&self) -> HistoricalPointersIter<'a> {
HistoricalPointersIter {
event: self.event,
history_index: self.history_index,
next_pointer_index: 0,
pointer_count: unsafe {
ndk_sys::AMotionEvent_getPointerCount(self.event.as_ptr()) as usize
},
_marker: std::marker::PhantomData,
}
}
}
/// An iterator over all the historical moments in a [`MotionEvent`].
///
/// It iterates from oldest to newest.
#[derive(Debug)]
pub struct HistoricalMotionEventsIter<'a> {
event: NonNull<ndk_sys::AInputEvent>,
next_history_index: usize,
history_size: usize,
_marker: std::marker::PhantomData<&'a MotionEvent>,
}
// TODO: thread safety?
impl<'a> Iterator for HistoricalMotionEventsIter<'a> {
type Item = HistoricalMotionEvent<'a>;
fn next(&mut self) -> Option<HistoricalMotionEvent<'a>> {
if self.next_history_index < self.history_size {
let res = HistoricalMotionEvent {
event: self.event,
history_index: self.next_history_index,
_marker: std::marker::PhantomData,
};
self.next_history_index += 1;
Some(res)
} else {
None
}
}
fn size_hint(&self) -> (usize, Option<usize>) {
let size = self.history_size - self.next_history_index;
(size, Some(size))
}
}
impl ExactSizeIterator for HistoricalMotionEventsIter<'_> {
fn len(&self) -> usize {
self.history_size - self.next_history_index
}
}
impl<'a> DoubleEndedIterator for HistoricalMotionEventsIter<'a> {
fn next_back(&mut self) -> Option<HistoricalMotionEvent<'a>> {
if self.next_history_index < self.history_size {
self.history_size -= 1;
Some(HistoricalMotionEvent {
event: self.event,
history_index: self.history_size,
_marker: std::marker::PhantomData,
})
} else {
None
}
}
}
/// A view into a pointer at a historical moment
#[derive(Debug)]
pub struct HistoricalPointer<'a> {
event: NonNull<ndk_sys::AInputEvent>,
pointer_index: usize,
history_index: usize,
_marker: std::marker::PhantomData<&'a MotionEvent>,
}
// TODO: thread safety?
impl<'a> HistoricalPointer<'a> {
#[inline]
pub fn pointer_index(&self) -> usize {
self.pointer_index
}
#[inline]
pub fn pointer_id(&self) -> i32 {
unsafe {
ndk_sys::AMotionEvent_getPointerId(self.event.as_ptr(), self.pointer_index as ndk_sys::size_t)
}
}
#[inline]
pub fn history_index(&self) -> usize {
self.history_index
}
#[inline]
pub fn axis_value(&self, axis: Axis) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalAxisValue(
self.event.as_ptr(),
axis as i32,
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn orientation(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalOrientation(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn pressure(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalPressure(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn raw_x(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalRawX(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn raw_y(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalRawY(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn x(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalX(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn y(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalY(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn size(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalSize(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn tool_major(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalToolMajor(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn tool_minor(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalToolMinor(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn touch_major(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalTouchMajor(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
#[inline]
pub fn touch_minor(&self) -> f32 {
unsafe {
ndk_sys::AMotionEvent_getHistoricalTouchMinor(
self.event.as_ptr(),
self.pointer_index as ndk_sys::size_t,
self.history_index as ndk_sys::size_t,
)
}
}
}
/// An iterator over the pointers in a historical motion event
#[derive(Debug)]
pub struct HistoricalPointersIter<'a> {
event: NonNull<ndk_sys::AInputEvent>,
history_index: usize,
next_pointer_index: usize,
pointer_count: usize,
_marker: std::marker::PhantomData<&'a MotionEvent>,
}
// TODO: thread safety?
impl<'a> Iterator for HistoricalPointersIter<'a> {
type Item = HistoricalPointer<'a>;
fn next(&mut self) -> Option<HistoricalPointer<'a>> {
if self.next_pointer_index < self.pointer_count {
let ptr = HistoricalPointer {
event: self.event,
history_index: self.history_index,
pointer_index: self.next_pointer_index,
_marker: std::marker::PhantomData,
};
self.next_pointer_index += 1;
Some(ptr)
} else {
None
}
}
fn size_hint(&self) -> (usize, Option<usize>) {
let size = self.pointer_count - self.next_pointer_index;
(size, Some(size))
}
}
impl ExactSizeIterator for HistoricalPointersIter<'_> {
fn len(&self) -> usize {
self.pointer_count - self.next_pointer_index
}
}
*/
/// A key event.
///
/// For general discussion of key events in Android, see [the relevant
/// javadoc](https://developer.android.com/reference/android/view/KeyEvent).
#[derive(Debug, Clone)]
pub struct KeyEvent<'a> {
ga_event: &'a GameActivityKeyEvent,
}
impl<'a> KeyEvent<'a> {
pub(crate) fn new(ga_event: &'a GameActivityKeyEvent) -> Self {
Self { ga_event }
}
/// Get the source of the event.
///
#[inline]
pub fn source(&self) -> Source {
let source = self.ga_event.source as u32;
source.into()
}
/// Get the device id associated with the event.
///
#[inline]
pub fn device_id(&self) -> i32 {
self.ga_event.deviceId
}
/// Returns the key action associated with the event.
///
/// See [the KeyEvent docs](https://developer.android.com/reference/android/view/KeyEvent#getAction())
#[inline]
pub fn action(&self) -> KeyAction {
let action = self.ga_event.action as u32;
action.into()
}
#[inline]
pub fn action_button(&self) -> KeyAction {
let action = self.ga_event.action as u32;
action.into()
}
/// Returns the last time the key was pressed. This is on the scale of
/// `java.lang.System.nanoTime()`, which has nanosecond precision, but no defined start time.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getdowntime)
#[inline]
pub fn down_time(&self) -> i64 {
self.ga_event.downTime
}
/// Returns the time this event occured. This is on the scale of
/// `java.lang.System.nanoTime()`, which has nanosecond precision, but no defined start time.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_geteventtime)
#[inline]
pub fn event_time(&self) -> i64 {
self.ga_event.eventTime
}
/// Returns the keycode associated with this key event
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getkeycode)
#[inline]
pub fn key_code(&self) -> Keycode {
let keycode = self.ga_event.keyCode as u32;
keycode.into()
}
/// Returns the number of repeats of a key.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getrepeatcount)
#[inline]
pub fn repeat_count(&self) -> i32 {
self.ga_event.repeatCount
}
/// Returns the hardware keycode of a key. This varies from device to device.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getscancode)
#[inline]
pub fn scan_code(&self) -> i32 {
self.ga_event.scanCode
}
}
impl<'a> KeyEvent<'a> {
/// Flags associated with this [`KeyEvent`].
///
/// See [the NDK docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getflags)
#[inline]
pub fn flags(&self) -> KeyEventFlags {
KeyEventFlags(self.ga_event.flags as u32)
}
/// Returns the state of the modifiers during this key event, represented by a bitmask.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getmetastate)
#[inline]
pub fn meta_state(&self) -> MetaState {
MetaState(self.ga_event.metaState as u32)
}
}

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@@ -0,0 +1,961 @@
#![cfg(feature = "game-activity")]
use std::collections::HashMap;
use std::marker::PhantomData;
use std::ops::Deref;
use std::panic::catch_unwind;
use std::ptr;
use std::ptr::NonNull;
use std::sync::Weak;
use std::sync::{Arc, Mutex, RwLock};
use std::time::Duration;
use libc::c_void;
use log::{error, trace};
use jni_sys::*;
use ndk_sys::ALooper_wake;
use ndk_sys::{ALooper, ALooper_pollAll};
use ndk::asset::AssetManager;
use ndk::configuration::Configuration;
use ndk::native_window::NativeWindow;
use crate::error::InternalResult;
use crate::input::{Axis, KeyCharacterMap, KeyCharacterMapBinding};
use crate::jni_utils::{self, CloneJavaVM};
use crate::util::{abort_on_panic, forward_stdio_to_logcat, log_panic, try_get_path_from_ptr};
use crate::{
AndroidApp, ConfigurationRef, InputStatus, MainEvent, PollEvent, Rect, WindowManagerFlags,
};
mod ffi;
pub mod input;
use crate::input::{TextInputState, TextSpan};
use input::{InputEvent, KeyEvent, MotionEvent};
// The only time it's safe to update the android_app->savedState pointer is
// while handling a SaveState event, so this API is only exposed for those
// events...
#[derive(Debug)]
pub struct StateSaver<'a> {
app: &'a AndroidAppInner,
}
impl<'a> StateSaver<'a> {
pub fn store(&self, state: &'a [u8]) {
// android_native_app_glue specifically expects savedState to have been allocated
// via libc::malloc since it will automatically handle freeing the data once it
// has been handed over to the Java Activity / main thread.
unsafe {
let app_ptr = self.app.native_app.as_ptr();
// In case the application calls store() multiple times for some reason we
// make sure to free any pre-existing state...
if !(*app_ptr).savedState.is_null() {
libc::free((*app_ptr).savedState);
(*app_ptr).savedState = ptr::null_mut();
(*app_ptr).savedStateSize = 0;
}
let buf = libc::malloc(state.len());
if buf.is_null() {
panic!("Failed to allocate save_state buffer");
}
// Since it's a byte array there's no special alignment requirement here.
//
// Since we re-define `buf` we ensure it's not possible to access the buffer
// via its original pointer for the lifetime of the slice.
{
let buf: &mut [u8] = std::slice::from_raw_parts_mut(buf.cast(), state.len());
buf.copy_from_slice(state);
}
(*app_ptr).savedState = buf;
(*app_ptr).savedStateSize = state.len() as _;
}
}
}
#[derive(Debug)]
pub struct StateLoader<'a> {
app: &'a AndroidAppInner,
}
impl<'a> StateLoader<'a> {
pub fn load(&self) -> Option<Vec<u8>> {
unsafe {
let app_ptr = self.app.native_app.as_ptr();
if !(*app_ptr).savedState.is_null() && (*app_ptr).savedStateSize > 0 {
let buf: &mut [u8] = std::slice::from_raw_parts_mut(
(*app_ptr).savedState.cast(),
(*app_ptr).savedStateSize,
);
let state = buf.to_vec();
Some(state)
} else {
None
}
}
}
}
#[derive(Clone)]
pub struct AndroidAppWaker {
// The looper pointer is owned by the android_app and effectively
// has a 'static lifetime, and the ALooper_wake C API is thread
// safe, so this can be cloned safely and is send + sync safe
looper: NonNull<ALooper>,
}
unsafe impl Send for AndroidAppWaker {}
unsafe impl Sync for AndroidAppWaker {}
impl AndroidAppWaker {
pub fn wake(&self) {
unsafe {
ALooper_wake(self.looper.as_ptr());
}
}
}
impl AndroidApp {
pub(crate) unsafe fn from_ptr(ptr: NonNull<ffi::android_app>, jvm: CloneJavaVM) -> Self {
let mut env = jvm.get_env().unwrap(); // We attach to the thread before creating the AndroidApp
let key_map_binding = match KeyCharacterMapBinding::new(&mut env) {
Ok(b) => b,
Err(err) => {
panic!("Failed to create KeyCharacterMap JNI bindings: {err:?}");
}
};
// Note: we don't use from_ptr since we don't own the android_app.config
// and need to keep in mind that the Drop handler is going to call
// AConfiguration_delete()
let config = Configuration::clone_from_ptr(NonNull::new_unchecked((*ptr.as_ptr()).config));
Self {
inner: Arc::new(RwLock::new(AndroidAppInner {
jvm,
native_app: NativeAppGlue { ptr },
config: ConfigurationRef::new(config),
native_window: Default::default(),
key_map_binding: Arc::new(key_map_binding),
key_maps: Mutex::new(HashMap::new()),
input_receiver: Mutex::new(None),
})),
}
}
}
#[derive(Debug, Clone)]
struct NativeAppGlue {
ptr: NonNull<ffi::android_app>,
}
impl Deref for NativeAppGlue {
type Target = NonNull<ffi::android_app>;
fn deref(&self) -> &Self::Target {
&self.ptr
}
}
unsafe impl Send for NativeAppGlue {}
unsafe impl Sync for NativeAppGlue {}
impl NativeAppGlue {
// TODO: move into a trait
pub fn text_input_state(&self) -> TextInputState {
unsafe {
let activity = (*self.as_ptr()).activity;
let mut out_state = TextInputState {
text: String::new(),
selection: TextSpan { start: 0, end: 0 },
compose_region: None,
};
let out_ptr = &mut out_state as *mut TextInputState;
let app_ptr = self.as_ptr();
(*app_ptr).textInputState = 0;
// NEON WARNING:
//
// It's not clearly documented but the GameActivity API over the
// GameTextInput library directly exposes _modified_ UTF8 text
// from Java so we need to be careful to convert text to and
// from UTF8
//
// GameTextInput also uses a pre-allocated, fixed-sized buffer for
// the current text state and has shared `currentState_` that
// appears to have no lock to guard access from multiple threads.
//
// There's also no locking at the GameActivity level, so I'm fairly
// certain that `GameActivity_getTextInputState` isn't thread
// safe: https://issuetracker.google.com/issues/294112477
//
// Overall this is all quite gnarly - and probably a good reminder
// of why we want to use Rust instead of C/C++.
ffi::GameActivity_getTextInputState(
activity,
Some(AndroidAppInner::map_input_state_to_text_event_callback),
out_ptr.cast(),
);
out_state
}
}
// TODO: move into a trait
pub fn set_text_input_state(&self, state: TextInputState) {
unsafe {
let activity = (*self.as_ptr()).activity;
let modified_utf8 = cesu8::to_java_cesu8(&state.text);
let text_length = modified_utf8.len() as i32;
let modified_utf8_bytes = modified_utf8.as_ptr();
let ffi_state = ffi::GameTextInputState {
text_UTF8: modified_utf8_bytes.cast(), // NB: may be signed or unsigned depending on target
text_length,
selection: ffi::GameTextInputSpan {
start: state.selection.start as i32,
end: state.selection.end as i32,
},
composingRegion: match state.compose_region {
Some(span) => {
// The GameText subclass of InputConnection only has a special case for removing the
// compose region if `start == -1` but the docs for `setComposingRegion` imply that
// the region should effectively be removed if any empty region is given (unlike for the
// selection region, it's not meaningful to maintain an empty compose region)
//
// We aim for more consistent behaviour by normalizing any empty region into `(-1, -1)`
// to remove the compose region.
//
// NB `setComposingRegion` itself is documented to clamp start/end to the text bounds
// so apart from this special-case handling in GameText's implementation of
// `setComposingRegion` then there's nothing special about `(-1, -1)` - it's just an empty
// region that should get clamped to `(0, 0)` and then get removed.
if span.start == span.end {
ffi::GameTextInputSpan { start: -1, end: -1 }
} else {
ffi::GameTextInputSpan {
start: span.start as i32,
end: span.end as i32,
}
}
}
None => ffi::GameTextInputSpan { start: -1, end: -1 },
},
};
ffi::GameActivity_setTextInputState(activity, &ffi_state as *const _);
}
}
}
#[derive(Debug)]
pub struct AndroidAppInner {
pub(crate) jvm: CloneJavaVM,
native_app: NativeAppGlue,
config: ConfigurationRef,
native_window: RwLock<Option<NativeWindow>>,
/// Shared JNI bindings for the `KeyCharacterMap` class
key_map_binding: Arc<KeyCharacterMapBinding>,
/// A table of `KeyCharacterMap`s per `InputDevice` ID
/// these are used to be able to map key presses to unicode
/// characters
key_maps: Mutex<HashMap<i32, KeyCharacterMap>>,
/// While an app is reading input events it holds an
/// InputReceiver reference which we track to ensure
/// we don't hand out more than one receiver at a time
input_receiver: Mutex<Option<Weak<InputReceiver>>>,
}
impl AndroidAppInner {
pub fn vm_as_ptr(&self) -> *mut c_void {
let app_ptr = self.native_app.as_ptr();
unsafe { (*(*app_ptr).activity).vm as _ }
}
pub fn activity_as_ptr(&self) -> *mut c_void {
let app_ptr = self.native_app.as_ptr();
unsafe { (*(*app_ptr).activity).javaGameActivity as _ }
}
pub fn native_window(&self) -> Option<NativeWindow> {
self.native_window.read().unwrap().clone()
}
pub fn poll_events<F>(&self, timeout: Option<Duration>, mut callback: F)
where
F: FnMut(PollEvent),
{
trace!("poll_events");
unsafe {
let native_app = &self.native_app;
let mut fd: i32 = 0;
let mut events: i32 = 0;
let mut source: *mut core::ffi::c_void = ptr::null_mut();
let timeout_milliseconds = if let Some(timeout) = timeout {
timeout.as_millis() as i32
} else {
-1
};
trace!("Calling ALooper_pollAll, timeout = {timeout_milliseconds}");
let id = ALooper_pollAll(
timeout_milliseconds,
&mut fd,
&mut events,
&mut source as *mut *mut core::ffi::c_void,
);
match id {
ffi::ALOOPER_POLL_WAKE => {
trace!("ALooper_pollAll returned POLL_WAKE");
if ffi::android_app_input_available_wake_up(native_app.as_ptr()) {
log::debug!("Notifying Input Available");
callback(PollEvent::Main(MainEvent::InputAvailable));
}
callback(PollEvent::Wake);
}
ffi::ALOOPER_POLL_CALLBACK => {
// ALooper_pollAll is documented to handle all callback sources internally so it should
// never return a _CALLBACK source id...
error!("Spurious ALOOPER_POLL_CALLBACK from ALopper_pollAll() (ignored)");
}
ffi::ALOOPER_POLL_TIMEOUT => {
trace!("ALooper_pollAll returned POLL_TIMEOUT");
callback(PollEvent::Timeout);
}
ffi::ALOOPER_POLL_ERROR => {
// If we have an IO error with our pipe to the main Java thread that's surely
// not something we can recover from
panic!("ALooper_pollAll returned POLL_ERROR");
}
id if id >= 0 => {
match id as u32 {
ffi::NativeAppGlueLooperId_LOOPER_ID_MAIN => {
trace!("ALooper_pollAll returned ID_MAIN");
let source: *mut ffi::android_poll_source = source.cast();
if !source.is_null() {
let cmd_i = ffi::android_app_read_cmd(native_app.as_ptr());
let cmd = match cmd_i as u32 {
//NativeAppGlueAppCmd_UNUSED_APP_CMD_INPUT_CHANGED => AndroidAppMainEvent::InputChanged,
ffi::NativeAppGlueAppCmd_APP_CMD_INIT_WINDOW => {
MainEvent::InitWindow {}
}
ffi::NativeAppGlueAppCmd_APP_CMD_TERM_WINDOW => {
MainEvent::TerminateWindow {}
}
ffi::NativeAppGlueAppCmd_APP_CMD_WINDOW_RESIZED => {
MainEvent::WindowResized {}
}
ffi::NativeAppGlueAppCmd_APP_CMD_WINDOW_REDRAW_NEEDED => {
MainEvent::RedrawNeeded {}
}
ffi::NativeAppGlueAppCmd_APP_CMD_CONTENT_RECT_CHANGED => {
MainEvent::ContentRectChanged {}
}
ffi::NativeAppGlueAppCmd_APP_CMD_GAINED_FOCUS => {
MainEvent::GainedFocus
}
ffi::NativeAppGlueAppCmd_APP_CMD_LOST_FOCUS => {
MainEvent::LostFocus
}
ffi::NativeAppGlueAppCmd_APP_CMD_CONFIG_CHANGED => {
MainEvent::ConfigChanged {}
}
ffi::NativeAppGlueAppCmd_APP_CMD_LOW_MEMORY => {
MainEvent::LowMemory
}
ffi::NativeAppGlueAppCmd_APP_CMD_START => MainEvent::Start,
ffi::NativeAppGlueAppCmd_APP_CMD_RESUME => MainEvent::Resume {
loader: StateLoader { app: self },
},
ffi::NativeAppGlueAppCmd_APP_CMD_SAVE_STATE => {
MainEvent::SaveState {
saver: StateSaver { app: self },
}
}
ffi::NativeAppGlueAppCmd_APP_CMD_PAUSE => MainEvent::Pause,
ffi::NativeAppGlueAppCmd_APP_CMD_STOP => MainEvent::Stop,
ffi::NativeAppGlueAppCmd_APP_CMD_DESTROY => MainEvent::Destroy,
ffi::NativeAppGlueAppCmd_APP_CMD_WINDOW_INSETS_CHANGED => {
MainEvent::InsetsChanged {}
}
_ => unreachable!(),
};
trace!("Read ID_MAIN command {cmd_i} = {cmd:?}");
trace!("Calling android_app_pre_exec_cmd({cmd_i})");
ffi::android_app_pre_exec_cmd(native_app.as_ptr(), cmd_i);
match cmd {
MainEvent::ConfigChanged { .. } => {
self.config.replace(Configuration::clone_from_ptr(
NonNull::new_unchecked((*native_app.as_ptr()).config),
));
}
MainEvent::InitWindow { .. } => {
let win_ptr = (*native_app.as_ptr()).window;
// It's important that we use ::clone_from_ptr() here
// because NativeWindow has a Drop implementation that
// will unconditionally _release() the native window
*self.native_window.write().unwrap() =
Some(NativeWindow::clone_from_ptr(
NonNull::new(win_ptr).unwrap(),
));
}
MainEvent::TerminateWindow { .. } => {
*self.native_window.write().unwrap() = None;
}
_ => {}
}
trace!("Invoking callback for ID_MAIN command = {:?}", cmd);
callback(PollEvent::Main(cmd));
trace!("Calling android_app_post_exec_cmd({cmd_i})");
ffi::android_app_post_exec_cmd(native_app.as_ptr(), cmd_i);
} else {
panic!("ALooper_pollAll returned ID_MAIN event with NULL android_poll_source!");
}
}
_ => {
error!("Ignoring spurious ALooper event source: id = {id}, fd = {fd}, events = {events:?}, data = {source:?}");
}
}
}
_ => {
error!("Spurious ALooper_pollAll return value {id} (ignored)");
}
}
}
}
pub fn set_window_flags(
&self,
add_flags: WindowManagerFlags,
remove_flags: WindowManagerFlags,
) {
unsafe {
let activity = (*self.native_app.as_ptr()).activity;
ffi::GameActivity_setWindowFlags(activity, add_flags.bits(), remove_flags.bits())
}
}
// TODO: move into a trait
pub fn show_soft_input(&self, show_implicit: bool) {
unsafe {
let activity = (*self.native_app.as_ptr()).activity;
let flags = if show_implicit {
ffi::ShowImeFlags_SHOW_IMPLICIT
} else {
0
};
ffi::GameActivity_showSoftInput(activity, flags);
}
}
// TODO: move into a trait
pub fn hide_soft_input(&self, hide_implicit_only: bool) {
unsafe {
let activity = (*self.native_app.as_ptr()).activity;
let flags = if hide_implicit_only {
ffi::HideImeFlags_HIDE_IMPLICIT_ONLY
} else {
0
};
ffi::GameActivity_hideSoftInput(activity, flags);
}
}
unsafe extern "C" fn map_input_state_to_text_event_callback(
context: *mut c_void,
state: *const ffi::GameTextInputState,
) {
// Java uses a modified UTF-8 format, which is a modified cesu8 format
let out_ptr: *mut TextInputState = context.cast();
let text_modified_utf8: *const u8 = (*state).text_UTF8.cast();
let text_modified_utf8 =
std::slice::from_raw_parts(text_modified_utf8, (*state).text_length as usize);
match cesu8::from_java_cesu8(text_modified_utf8) {
Ok(str) => {
let len = str.len();
(*out_ptr).text = String::from(str);
let selection_start = (*state).selection.start.clamp(0, len as i32 + 1);
let selection_end = (*state).selection.end.clamp(0, len as i32 + 1);
(*out_ptr).selection = TextSpan {
start: selection_start as usize,
end: selection_end as usize,
};
if (*state).composingRegion.start < 0 || (*state).composingRegion.end < 0 {
(*out_ptr).compose_region = None;
} else {
(*out_ptr).compose_region = Some(TextSpan {
start: (*state).composingRegion.start as usize,
end: (*state).composingRegion.end as usize,
});
}
}
Err(err) => {
log::error!("Invalid UTF8 text in TextEvent: {}", err);
}
}
}
// TODO: move into a trait
pub fn text_input_state(&self) -> TextInputState {
self.native_app.text_input_state()
}
// TODO: move into a trait
pub fn set_text_input_state(&self, state: TextInputState) {
self.native_app.set_text_input_state(state);
}
pub(crate) fn device_key_character_map(
&self,
device_id: i32,
) -> InternalResult<KeyCharacterMap> {
let mut guard = self.key_maps.lock().unwrap();
let key_map = match guard.entry(device_id) {
std::collections::hash_map::Entry::Occupied(occupied) => occupied.get().clone(),
std::collections::hash_map::Entry::Vacant(vacant) => {
let character_map = jni_utils::device_key_character_map(
self.jvm.clone(),
self.key_map_binding.clone(),
device_id,
)?;
vacant.insert(character_map.clone());
character_map
}
};
Ok(key_map)
}
pub fn enable_motion_axis(&mut self, axis: Axis) {
let axis: u32 = axis.into();
unsafe { ffi::GameActivityPointerAxes_enableAxis(axis as i32) }
}
pub fn disable_motion_axis(&mut self, axis: Axis) {
let axis: u32 = axis.into();
unsafe { ffi::GameActivityPointerAxes_disableAxis(axis as i32) }
}
pub fn create_waker(&self) -> AndroidAppWaker {
unsafe {
// From the application's pov we assume the app_ptr and looper pointer
// have static lifetimes and we can safely assume they are never NULL.
let app_ptr = self.native_app.as_ptr();
AndroidAppWaker {
looper: NonNull::new_unchecked((*app_ptr).looper),
}
}
}
pub fn config(&self) -> ConfigurationRef {
self.config.clone()
}
pub fn content_rect(&self) -> Rect {
unsafe {
let app_ptr = self.native_app.as_ptr();
Rect {
left: (*app_ptr).contentRect.left,
right: (*app_ptr).contentRect.right,
top: (*app_ptr).contentRect.top,
bottom: (*app_ptr).contentRect.bottom,
}
}
}
pub fn asset_manager(&self) -> AssetManager {
unsafe {
let app_ptr = self.native_app.as_ptr();
let am_ptr = NonNull::new_unchecked((*(*app_ptr).activity).assetManager);
AssetManager::from_ptr(am_ptr)
}
}
pub(crate) fn input_events_receiver(&self) -> InternalResult<Arc<InputReceiver>> {
let mut guard = self.input_receiver.lock().unwrap();
// Make sure we don't hand out more than one receiver at a time because
// turning the reciever into an interator will perform a swap_buffers
// for the buffered input events which shouldn't happen while we're in
// the middle of iterating events
if let Some(receiver) = &*guard {
if receiver.strong_count() > 0 {
return Err(crate::error::InternalAppError::InputUnavailable);
}
}
*guard = None;
let receiver = Arc::new(InputReceiver {
native_app: self.native_app.clone(),
});
*guard = Some(Arc::downgrade(&receiver));
Ok(receiver)
}
pub fn internal_data_path(&self) -> Option<std::path::PathBuf> {
unsafe {
let app_ptr = self.native_app.as_ptr();
try_get_path_from_ptr((*(*app_ptr).activity).internalDataPath)
}
}
pub fn external_data_path(&self) -> Option<std::path::PathBuf> {
unsafe {
let app_ptr = self.native_app.as_ptr();
try_get_path_from_ptr((*(*app_ptr).activity).externalDataPath)
}
}
pub fn obb_path(&self) -> Option<std::path::PathBuf> {
unsafe {
let app_ptr = self.native_app.as_ptr();
try_get_path_from_ptr((*(*app_ptr).activity).obbPath)
}
}
}
struct MotionEventsLendingIterator {
pos: usize,
count: usize,
}
impl MotionEventsLendingIterator {
fn new(buffer: &InputBuffer) -> Self {
Self {
pos: 0,
count: buffer.motion_events_count(),
}
}
fn next<'buf>(&mut self, buffer: &'buf InputBuffer) -> Option<MotionEvent<'buf>> {
if self.pos < self.count {
// Safety:
// - This iterator currently has exclusive access to the front buffer of events
// - We know the buffer is non-null
// - `pos` is less than the number of events stored in the buffer
let ga_event = unsafe {
(*buffer.ptr.as_ptr())
.motionEvents
.add(self.pos)
.as_ref()
.unwrap()
};
let event = MotionEvent::new(ga_event);
self.pos += 1;
Some(event)
} else {
None
}
}
}
struct KeyEventsLendingIterator {
pos: usize,
count: usize,
}
impl KeyEventsLendingIterator {
fn new(buffer: &InputBuffer) -> Self {
Self {
pos: 0,
count: buffer.key_events_count(),
}
}
fn next<'buf>(&mut self, buffer: &'buf InputBuffer) -> Option<KeyEvent<'buf>> {
if self.pos < self.count {
// Safety:
// - This iterator currently has exclusive access to the front buffer of events
// - We know the buffer is non-null
// - `pos` is less than the number of events stored in the buffer
let ga_event = unsafe {
(*buffer.ptr.as_ptr())
.keyEvents
.add(self.pos)
.as_ref()
.unwrap()
};
let event = KeyEvent::new(ga_event);
self.pos += 1;
Some(event)
} else {
None
}
}
}
struct InputBuffer<'a> {
ptr: NonNull<ffi::android_input_buffer>,
_lifetime: PhantomData<&'a ffi::android_input_buffer>,
}
impl<'a> InputBuffer<'a> {
pub(crate) fn from_ptr(ptr: NonNull<ffi::android_input_buffer>) -> InputBuffer<'a> {
Self {
ptr,
_lifetime: PhantomData,
}
}
pub fn motion_events_count(&self) -> usize {
unsafe { (*self.ptr.as_ptr()).motionEventsCount as usize }
}
pub fn key_events_count(&self) -> usize {
unsafe { (*self.ptr.as_ptr()).keyEventsCount as usize }
}
}
impl<'a> Drop for InputBuffer<'a> {
fn drop(&mut self) {
unsafe {
ffi::android_app_clear_motion_events(self.ptr.as_ptr());
ffi::android_app_clear_key_events(self.ptr.as_ptr());
}
}
}
/// Conceptually we can think of this like the receiver end of an
/// input events channel.
///
/// After being passed back to AndroidApp it gets turned into a
/// lending iterator for pending input events.
///
/// It serves two purposes:
/// 1. It represents an exclusive access to input events (the application
/// can only have one receiver at a time) and it's intended to support
/// the double-buffering design for input events in GameActivity where
/// we issue a swap_buffers before iterating events and wouldn't want
/// another swap to be possible before finishing - especially since
/// we want to borrow directly from the buffer while dispatching.
/// 2. It doesn't borrow from AndroidAppInner so we can pass it back to
/// AndroidApp which can drop its lock around AndroidAppInner and
/// it can then be turned into a lending iterator. (We wouldn't
/// be able to pass the iterator back to the application if it
/// borrowed from within the lock and we need to drop the lock
/// because otherwise the app wouldn't be able to access the AndroidApp
/// API in any way while iterating events)
#[derive(Debug)]
pub(crate) struct InputReceiver {
// Safety: the native_app effectively has a static lifetime and it
// has its own internal locking when calling
// `android_app_swap_input_buffers`
native_app: NativeAppGlue,
}
impl<'a> From<Arc<InputReceiver>> for InputIteratorInner<'a> {
fn from(receiver: Arc<InputReceiver>) -> Self {
let buffered = unsafe {
let app_ptr = receiver.native_app.as_ptr();
let input_buffer = ffi::android_app_swap_input_buffers(app_ptr);
NonNull::new(input_buffer).map(|input_buffer| {
let buffer = InputBuffer::from_ptr(input_buffer);
let keys_iter = KeyEventsLendingIterator::new(&buffer);
let motion_iter = MotionEventsLendingIterator::new(&buffer);
BufferedEvents::<'a> {
buffer,
keys_iter,
motion_iter,
}
})
};
let native_app = receiver.native_app.clone();
Self {
_receiver: receiver,
buffered,
native_app,
text_event_checked: false,
}
}
}
struct BufferedEvents<'a> {
buffer: InputBuffer<'a>,
keys_iter: KeyEventsLendingIterator,
motion_iter: MotionEventsLendingIterator,
}
pub(crate) struct InputIteratorInner<'a> {
// Held to maintain exclusive access to buffered input events
_receiver: Arc<InputReceiver>,
buffered: Option<BufferedEvents<'a>>,
native_app: NativeAppGlue,
text_event_checked: bool,
}
impl<'a> InputIteratorInner<'a> {
pub(crate) fn next<F>(&mut self, callback: F) -> bool
where
F: FnOnce(&input::InputEvent) -> InputStatus,
{
if let Some(buffered) = &mut self.buffered {
if let Some(key_event) = buffered.keys_iter.next(&buffered.buffer) {
let _ = callback(&InputEvent::KeyEvent(key_event));
return true;
}
if let Some(motion_event) = buffered.motion_iter.next(&buffered.buffer) {
let _ = callback(&InputEvent::MotionEvent(motion_event));
return true;
}
self.buffered = None;
}
if !self.text_event_checked {
self.text_event_checked = true;
unsafe {
let app_ptr = self.native_app.as_ptr();
// XXX: It looks like the GameActivity implementation should
// be using atomic ops to set this flag, and require us to
// use atomics to check and clear it too.
//
// We currently just hope that with the lack of atomic ops that
// the compiler isn't reordering code so this gets flagged
// before the java main thread really updates the state.
if (*app_ptr).textInputState != 0 {
let state = self.native_app.text_input_state(); // Will clear .textInputState
let _ = callback(&InputEvent::TextEvent(state));
return true;
}
}
}
false
}
}
// Rust doesn't give us a clean way to directly export symbols from C/C++
// so we rename the C/C++ symbols and re-export these JNI entrypoints from
// Rust...
//
// https://github.com/rust-lang/rfcs/issues/2771
extern "C" {
pub fn Java_com_google_androidgamesdk_GameActivity_initializeNativeCode_C(
env: *mut JNIEnv,
javaGameActivity: jobject,
internalDataDir: jstring,
obbDir: jstring,
externalDataDir: jstring,
jAssetMgr: jobject,
savedState: jbyteArray,
javaConfig: jobject,
) -> jlong;
pub fn GameActivity_onCreate_C(
activity: *mut ffi::GameActivity,
savedState: *mut ::std::os::raw::c_void,
savedStateSize: libc::size_t,
);
}
#[no_mangle]
pub unsafe extern "C" fn Java_com_google_androidgamesdk_GameActivity_initializeNativeCode(
env: *mut JNIEnv,
java_game_activity: jobject,
internal_data_dir: jstring,
obb_dir: jstring,
external_data_dir: jstring,
jasset_mgr: jobject,
saved_state: jbyteArray,
java_config: jobject,
) -> jni_sys::jlong {
Java_com_google_androidgamesdk_GameActivity_initializeNativeCode_C(
env,
java_game_activity,
internal_data_dir,
obb_dir,
external_data_dir,
jasset_mgr,
saved_state,
java_config,
)
}
#[no_mangle]
pub unsafe extern "C" fn GameActivity_onCreate(
activity: *mut ffi::GameActivity,
saved_state: *mut ::std::os::raw::c_void,
saved_state_size: libc::size_t,
) {
GameActivity_onCreate_C(activity, saved_state, saved_state_size);
}
extern "Rust" {
pub fn android_main(app: AndroidApp);
}
// This is a spring board between android_native_app_glue and the user's
// `app_main` function. This is run on a dedicated thread spawned
// by android_native_app_glue.
#[no_mangle]
pub unsafe extern "C" fn _rust_glue_entry(native_app: *mut ffi::android_app) {
abort_on_panic(|| {
let _join_log_forwarder = forward_stdio_to_logcat();
let jvm = unsafe {
let jvm = (*(*native_app).activity).vm;
let activity: jobject = (*(*native_app).activity).javaGameActivity;
ndk_context::initialize_android_context(jvm.cast(), activity.cast());
let jvm = CloneJavaVM::from_raw(jvm).unwrap();
// Since this is a newly spawned thread then the JVM hasn't been attached
// to the thread yet. Attach before calling the applications main function
// so they can safely make JNI calls
jvm.attach_current_thread_permanently().unwrap();
jvm
};
unsafe {
// Name thread - this needs to happen here after attaching to a JVM thread,
// since that changes the thread name to something like "Thread-2".
let thread_name = std::ffi::CStr::from_bytes_with_nul(b"android_main\0").unwrap();
libc::pthread_setname_np(libc::pthread_self(), thread_name.as_ptr());
let app = AndroidApp::from_ptr(NonNull::new(native_app).unwrap(), jvm.clone());
// We want to specifically catch any panic from the application's android_main
// so we can finish + destroy the Activity gracefully via the JVM
catch_unwind(|| {
// XXX: If we were in control of the Java Activity subclass then
// we could potentially run the android_main function via a Java native method
// springboard (e.g. call an Activity subclass method that calls a jni native
// method that then just calls android_main()) that would make sure there was
// a Java frame at the base of our call stack which would then be recognised
// when calling FindClass to lookup a suitable classLoader, instead of
// defaulting to the system loader. Without this then it's difficult for native
// code to look up non-standard Java classes.
android_main(app);
})
.unwrap_or_else(|panic| log_panic(panic));
// Let JVM know that our Activity can be destroyed before detaching from the JVM
//
// "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"
ffi::GameActivity_finish((*native_app).activity);
// This should detach automatically but lets detach explicitly to avoid depending
// on the TLS trickery in `jni-rs`
jvm.detach_current_thread();
ndk_context::release_android_context();
}
})
}

1033
vendor/android-activity/src/input.rs vendored Normal file

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351
vendor/android-activity/src/input/sdk.rs vendored Normal file
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@@ -0,0 +1,351 @@
use std::sync::Arc;
use jni::{
objects::{GlobalRef, JClass, JMethodID, JObject, JStaticMethodID, JValue},
signature::{Primitive, ReturnType},
JNIEnv,
};
use jni_sys::jint;
use crate::{
input::{Keycode, MetaState},
jni_utils::CloneJavaVM,
};
use crate::{
error::{AppError, InternalAppError},
jni_utils,
};
/// An enum representing the types of keyboards that may generate key events
///
/// See [getKeyboardType() docs](https://developer.android.com/reference/android/view/KeyCharacterMap#getKeyboardType())
///
/// # Android Extensible Enum
///
/// This is a runtime [extensible enum](`crate#android-extensible-enums`) and
/// should be handled similar to a `#[non_exhaustive]` enum to maintain
/// forwards compatibility.
///
/// This implements `Into<u32>` and `From<u32>` for converting to/from Android
/// SDK integer values.
#[derive(
Debug, Clone, Copy, PartialEq, Eq, Hash, num_enum::FromPrimitive, num_enum::IntoPrimitive,
)]
#[non_exhaustive]
#[repr(u32)]
pub enum KeyboardType {
/// A numeric (12-key) keyboard.
///
/// A numeric keyboard supports text entry using a multi-tap approach. It may be necessary to tap a key multiple times to generate the desired letter or symbol.
///
/// This type of keyboard is generally designed for thumb typing.
Numeric,
/// A keyboard with all the letters, but with more than one letter per key.
///
/// This type of keyboard is generally designed for thumb typing.
Predictive,
/// A keyboard with all the letters, and maybe some numbers.
///
/// An alphabetic keyboard supports text entry directly but may have a condensed layout with a small form factor. In contrast to a full keyboard, some symbols may only be accessible using special on-screen character pickers. In addition, to improve typing speed and accuracy, the framework provides special affordances for alphabetic keyboards such as auto-capitalization and toggled / locked shift and alt keys.
///
/// This type of keyboard is generally designed for thumb typing.
Alpha,
/// A full PC-style keyboard.
///
/// A full keyboard behaves like a PC keyboard. All symbols are accessed directly by pressing keys on the keyboard without on-screen support or affordances such as auto-capitalization.
///
/// This type of keyboard is generally designed for full two hand typing.
Full,
/// A keyboard that is only used to control special functions rather than for typing.
///
/// A special function keyboard consists only of non-printing keys such as HOME and POWER that are not actually used for typing.
SpecialFunction,
#[doc(hidden)]
#[num_enum(catch_all)]
__Unknown(u32),
}
/// Either represents, a unicode character or combining accent from a
/// [`KeyCharacterMap`], or `None` for non-printable keys.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum KeyMapChar {
None,
Unicode(char),
CombiningAccent(char),
}
// I've also tried to think here about how to we could potentially automatically
// generate a binding struct like `KeyCharacterMapBinding` with a procmacro and
// so have intentionally limited the `Binding` being a very thin, un-opinionated
// wrapper based on basic JNI types.
/// Lower-level JNI binding for `KeyCharacterMap` class only holds 'static state
/// and can be shared with an `Arc` ref count.
///
/// The separation here also neatly helps us separate `InternalAppError` from
/// `AppError` for mapping JNI errors without exposing any `jni-rs` types in the
/// public API.
#[derive(Debug)]
pub(crate) struct KeyCharacterMapBinding {
//vm: JavaVM,
klass: GlobalRef,
get_method_id: JMethodID,
get_dead_char_method_id: JStaticMethodID,
get_keyboard_type_method_id: JMethodID,
}
impl KeyCharacterMapBinding {
pub(crate) fn new(env: &mut JNIEnv) -> Result<Self, InternalAppError> {
let binding = env.with_local_frame::<_, _, InternalAppError>(10, |env| {
let klass = env.find_class("android/view/KeyCharacterMap")?; // Creates a local ref
Ok(Self {
get_method_id: env.get_method_id(&klass, "get", "(II)I")?,
get_dead_char_method_id: env.get_static_method_id(
&klass,
"getDeadChar",
"(II)I",
)?,
get_keyboard_type_method_id: env.get_method_id(&klass, "getKeyboardType", "()I")?,
klass: env.new_global_ref(&klass)?,
})
})?;
Ok(binding)
}
pub fn get<'local>(
&self,
env: &'local mut JNIEnv,
key_map: impl AsRef<JObject<'local>>,
key_code: jint,
meta_state: jint,
) -> Result<jint, InternalAppError> {
let key_map = key_map.as_ref();
// Safety:
// - we know our global `key_map` reference is non-null and valid.
// - we know `get_method_id` remains valid
// - we know that the signature of KeyCharacterMap::get is `(int, int) -> int`
// - we know this won't leak any local references as a side effect
//
// We know it's ok to unwrap the `.i()` value since we explicitly
// specify the return type as `Int`
let unicode = unsafe {
env.call_method_unchecked(
key_map,
self.get_method_id,
ReturnType::Primitive(Primitive::Int),
&[
JValue::Int(key_code).as_jni(),
JValue::Int(meta_state).as_jni(),
],
)
}
.map_err(|err| jni_utils::clear_and_map_exception_to_err(env, err))?;
Ok(unicode.i().unwrap())
}
pub fn get_dead_char(
&self,
env: &mut JNIEnv,
accent_char: jint,
base_char: jint,
) -> Result<jint, InternalAppError> {
// Safety:
// - we know `get_dead_char_method_id` remains valid
// - we know that KeyCharacterMap::getDeadKey is a static method
// - we know that the signature of KeyCharacterMap::getDeadKey is `(int, int) -> int`
// - we know this won't leak any local references as a side effect
//
// We know it's ok to unwrap the `.i()` value since we explicitly
// specify the return type as `Int`
// Urgh, it's pretty terrible that there's no ergonomic/safe way to get a JClass reference from a GlobalRef
// Safety: we don't do anything that would try to delete the JClass as if it were a real local reference
let klass = unsafe { JClass::from_raw(self.klass.as_obj().as_raw()) };
let unicode = unsafe {
env.call_static_method_unchecked(
&klass,
self.get_dead_char_method_id,
ReturnType::Primitive(Primitive::Int),
&[
JValue::Int(accent_char).as_jni(),
JValue::Int(base_char).as_jni(),
],
)
}
.map_err(|err| jni_utils::clear_and_map_exception_to_err(env, err))?;
Ok(unicode.i().unwrap())
}
pub fn get_keyboard_type<'local>(
&self,
env: &'local mut JNIEnv,
key_map: impl AsRef<JObject<'local>>,
) -> Result<jint, InternalAppError> {
let key_map = key_map.as_ref();
// Safety:
// - we know our global `key_map` reference is non-null and valid.
// - we know `get_keyboard_type_method_id` remains valid
// - we know that the signature of KeyCharacterMap::getKeyboardType is `() -> int`
// - we know this won't leak any local references as a side effect
//
// We know it's ok to unwrap the `.i()` value since we explicitly
// specify the return type as `Int`
Ok(unsafe {
env.call_method_unchecked(
key_map,
self.get_keyboard_type_method_id,
ReturnType::Primitive(Primitive::Int),
&[],
)
}
.map_err(|err| jni_utils::clear_and_map_exception_to_err(env, err))?
.i()
.unwrap())
}
}
/// Describes the keys provided by a keyboard device and their associated labels.
#[derive(Clone, Debug)]
pub struct KeyCharacterMap {
jvm: CloneJavaVM,
binding: Arc<KeyCharacterMapBinding>,
key_map: GlobalRef,
}
impl KeyCharacterMap {
pub(crate) fn new(
jvm: CloneJavaVM,
binding: Arc<KeyCharacterMapBinding>,
key_map: GlobalRef,
) -> Self {
Self {
jvm,
binding,
key_map,
}
}
/// Gets the Unicode character generated by the specified [`Keycode`] and [`MetaState`] combination.
///
/// Returns [`KeyMapChar::None`] if the key is not one that is used to type Unicode characters.
///
/// Returns [`KeyMapChar::CombiningAccent`] if the key is a "dead key" that should be combined with
/// another to actually produce a character -- see [`KeyCharacterMap::get_dead_char`].
///
/// # Errors
///
/// Since this API needs to use JNI internally to call into the Android JVM it may return
/// a [`AppError::JavaError`] in case there is a spurious JNI error or an exception
/// is caught.
pub fn get(&self, key_code: Keycode, meta_state: MetaState) -> Result<KeyMapChar, AppError> {
let key_code: u32 = key_code.into();
let key_code = key_code as jni_sys::jint;
let meta_state: u32 = meta_state.0;
let meta_state = meta_state as jni_sys::jint;
// Since we expect this API to be called from the `main` thread then we expect to already be
// attached to the JVM
//
// Safety: there's no other JNIEnv in scope so this env can't be used to subvert the mutable
// borrow rules that ensure we can only add local references to the top JNI frame.
let mut env = self.jvm.get_env().map_err(|err| {
let err: InternalAppError = err.into();
err
})?;
let unicode = self
.binding
.get(&mut env, self.key_map.as_obj(), key_code, meta_state)?;
let unicode = unicode as u32;
const COMBINING_ACCENT: u32 = 0x80000000;
const COMBINING_ACCENT_MASK: u32 = !COMBINING_ACCENT;
if unicode == 0 {
Ok(KeyMapChar::None)
} else if unicode & COMBINING_ACCENT == COMBINING_ACCENT {
let accent = unicode & COMBINING_ACCENT_MASK;
// Safety: assumes Android key maps don't contain invalid unicode characters
Ok(KeyMapChar::CombiningAccent(unsafe {
char::from_u32_unchecked(accent)
}))
} else {
// Safety: assumes Android key maps don't contain invalid unicode characters
Ok(KeyMapChar::Unicode(unsafe {
char::from_u32_unchecked(unicode)
}))
}
}
/// Get the character that is produced by combining the dead key producing accent with the key producing character c.
///
/// For example, ```get_dead_char('`', 'e')``` returns 'è'. `get_dead_char('^', ' ')` returns '^' and `get_dead_char('^', '^')` returns '^'.
///
/// # Errors
///
/// Since this API needs to use JNI internally to call into the Android JVM it may return
/// a [`AppError::JavaError`] in case there is a spurious JNI error or an exception
/// is caught.
pub fn get_dead_char(
&self,
accent_char: char,
base_char: char,
) -> Result<Option<char>, AppError> {
let accent_char = accent_char as jni_sys::jint;
let base_char = base_char as jni_sys::jint;
// Since we expect this API to be called from the `main` thread then we expect to already be
// attached to the JVM
//
// Safety: there's no other JNIEnv in scope so this env can't be used to subvert the mutable
// borrow rules that ensure we can only add local references to the top JNI frame.
let mut env = self.jvm.get_env().map_err(|err| {
let err: InternalAppError = err.into();
err
})?;
let unicode = self
.binding
.get_dead_char(&mut env, accent_char, base_char)?;
let unicode = unicode as u32;
// Safety: assumes Android key maps don't contain invalid unicode characters
Ok(if unicode == 0 {
None
} else {
Some(unsafe { char::from_u32_unchecked(unicode) })
})
}
/// Gets the keyboard type.
///
/// Different keyboard types have different semantics. See [`KeyboardType`] for details.
///
/// # Errors
///
/// Since this API needs to use JNI internally to call into the Android JVM it may return
/// a [`AppError::JavaError`] in case there is a spurious JNI error or an exception
/// is caught.
pub fn get_keyboard_type(&self) -> Result<KeyboardType, AppError> {
// Since we expect this API to be called from the `main` thread then we expect to already be
// attached to the JVM
//
// Safety: there's no other JNIEnv in scope so this env can't be used to subvert the mutable
// borrow rules that ensure we can only add local references to the top JNI frame.
let mut env = self.jvm.get_env().map_err(|err| {
let err: InternalAppError = err.into();
err
})?;
let keyboard_type = self
.binding
.get_keyboard_type(&mut env, self.key_map.as_obj())?;
let keyboard_type = keyboard_type as u32;
Ok(keyboard_type.into())
}
}

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//! The JNI calls we make in this crate are often not part of a Java native
//! method implementation and so we can't assume we have a JNI local frame that
//! is going to unwind and free local references, and we also can't just leave
//! exceptions to get thrown when returning to Java.
//!
//! These utilities help us check + clear exceptions and map them into Rust Errors.
use std::{ops::Deref, sync::Arc};
use jni::{
objects::{JObject, JString},
JavaVM,
};
use crate::{
error::{InternalAppError, InternalResult},
input::{KeyCharacterMap, KeyCharacterMapBinding},
};
// TODO: JavaVM should implement Clone
#[derive(Debug)]
pub(crate) struct CloneJavaVM {
pub jvm: JavaVM,
}
impl Clone for CloneJavaVM {
fn clone(&self) -> Self {
Self {
jvm: unsafe { JavaVM::from_raw(self.jvm.get_java_vm_pointer()).unwrap() },
}
}
}
impl CloneJavaVM {
pub unsafe fn from_raw(jvm: *mut jni_sys::JavaVM) -> InternalResult<Self> {
Ok(Self {
jvm: JavaVM::from_raw(jvm)?,
})
}
}
unsafe impl Send for CloneJavaVM {}
unsafe impl Sync for CloneJavaVM {}
impl Deref for CloneJavaVM {
type Target = JavaVM;
fn deref(&self) -> &Self::Target {
&self.jvm
}
}
/// Use with `.map_err()` to map `jni::errors::Error::JavaException` into a
/// richer error based on the actual contents of the `JThrowable`
///
/// (The `jni` crate doesn't do that automatically since it's more
/// common to let the exception get thrown when returning to Java)
///
/// This will also clear the exception
pub(crate) fn clear_and_map_exception_to_err(
env: &mut jni::JNIEnv<'_>,
err: jni::errors::Error,
) -> InternalAppError {
if matches!(err, jni::errors::Error::JavaException) {
let result = env.with_local_frame::<_, _, InternalAppError>(5, |env| {
let e = env.exception_occurred()?;
assert!(!e.is_null()); // should only be called after receiving a JavaException Result
env.exception_clear()?;
let class = env.get_object_class(&e)?;
//let get_stack_trace_method = env.get_method_id(&class, "getStackTrace", "()[Ljava/lang/StackTraceElement;")?;
let get_message_method =
env.get_method_id(&class, "getMessage", "()Ljava/lang/String;")?;
let msg = unsafe {
env.call_method_unchecked(
&e,
get_message_method,
jni::signature::ReturnType::Object,
&[],
)?
.l()
.unwrap()
};
let msg = unsafe { JString::from_raw(JObject::into_raw(msg)) };
let msg = env.get_string(&msg)?;
let msg: String = msg.into();
// TODO: get Java backtrace:
/*
if let JValue::Object(elements) = env.call_method_unchecked(&e, get_stack_trace_method, jni::signature::ReturnType::Array, &[])? {
let elements = env.auto_local(elements);
}
*/
Ok(msg)
});
match result {
Ok(msg) => InternalAppError::JniException(msg),
Err(err) => InternalAppError::JniException(format!(
"UNKNOWN (Failed to query JThrowable: {err:?})"
)),
}
} else {
err.into()
}
}
pub(crate) fn device_key_character_map(
jvm: CloneJavaVM,
key_map_binding: Arc<KeyCharacterMapBinding>,
device_id: i32,
) -> InternalResult<KeyCharacterMap> {
// Don't really need to 'attach' since this should be called from the app's main thread that
// should already be attached, but the redundancy should be fine
//
// Attach 'permanently' to avoid any chance of detaching the thread from the VM
let mut env = jvm.attach_current_thread_permanently()?;
// We don't want to accidentally leak any local references while we
// aren't going to be returning from here back to the JVM, to unwind, so
// we make a local frame
let character_map = env.with_local_frame::<_, _, jni::errors::Error>(10, |env| {
let input_device_class = env.find_class("android/view/InputDevice")?; // Creates a local ref
let device = env
.call_static_method(
input_device_class,
"getDevice",
"(I)Landroid/view/InputDevice;",
&[device_id.into()],
)?
.l()?; // Creates a local ref
let character_map = env
.call_method(
&device,
"getKeyCharacterMap",
"()Landroid/view/KeyCharacterMap;",
&[],
)?
.l()?;
let character_map = env.new_global_ref(character_map)?;
Ok(character_map)
})?;
Ok(KeyCharacterMap::new(
jvm.clone(),
key_map_binding,
character_map,
))
}

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//! A glue layer for building standalone, Rust applications on Android
//!
//! This crate provides a "glue" layer for building native Rust
//! applications on Android, supporting multiple [`Activity`] base classes.
//! It's comparable to [`android_native_app_glue.c`][ndk_concepts]
//! for C/C++ applications.
//!
//! Currently the crate supports two `Activity` base classes:
//! 1. [`NativeActivity`] - Built in to Android, this doesn't require compiling any Java or Kotlin code.
//! 2. [`GameActivity`] - From the Android Game Development Kit, it has more
//! sophisticated input handling support than `NativeActivity`. `GameActivity`
//! is also based on the `AndroidAppCompat` class which can help with supporting
//! a wider range of devices.
//!
//! Standalone applications based on this crate need to be built as `cdylib` libraries, like:
//! ```
//! [lib]
//! crate_type=["cdylib"]
//! ```
//!
//! and implement a `#[no_mangle]` `android_main` entry point like this:
//! ```rust
//! #[no_mangle]
//! fn android_main(app: AndroidApp) {
//!
//! }
//! ```
//!
//! Once your application's `Activity` class has loaded and it calls `onCreate` then
//! `android-activity` will spawn a dedicated thread to run your `android_main` function,
//! separate from the Java thread that created the corresponding `Activity`.
//!
//! [`AndroidApp`] provides an interface to query state for the application as
//! well as monitor events, such as lifecycle and input events, that are
//! marshalled between the Java thread that owns the `Activity` and the native
//! thread that runs the `android_main()` code.
//!
//! # Cheaply Clonable [`AndroidApp`]
//!
//! [`AndroidApp`] is intended to be something that can be cheaply passed around
//! by referenced within an application. It is reference counted and can be
//! cheaply cloned.
//!
//! # `Send` and `Sync` [`AndroidApp`]
//!
//! Although an [`AndroidApp`] implements `Send` and `Sync` you do need to take
//! into consideration that some APIs, such as [`AndroidApp::poll_events()`] are
//! explicitly documented to only be usable from your `android_main()` thread.
//!
//! # Main Thread Initialization
//!
//! Before `android_main()` is called, the following application state
//! is also initialized:
//!
//! 1. An I/O thread is spawned that will handle redirecting standard input
//! and output to the Android log, visible via `logcat`.
//! 2. A `JavaVM` and `Activity` instance will be associated with the [`ndk_context`] crate
//! so that other, independent, Rust crates are able to find a JavaVM
//! for making JNI calls.
//! 3. The `JavaVM` will be attached to the native thread
//! 4. A [Looper] is attached to the Rust native thread.
//!
//!
//! These are undone after `android_main()` returns
//!
//! # Android Extensible Enums
//!
//! There are numerous enums in the `android-activity` API which are effectively
//! bindings to enums declared in the Android SDK which need to be considered
//! _runtime_ extensible.
//!
//! Any enum variants that come from the Android SDK may be extended in future
//! versions of Android and your code could be exposed to new variants if you
//! build an application that might be installed on new versions of Android.
//!
//! This crate follows a convention of adding a hidden `__Unknown(u32)` variant
//! to these enum to ensure we can always do lossless conversions between the
//! integers from the SDK and our corresponding Rust enums. This can be
//! important in case you need to pass certain variants back to the SDK
//! regardless of whether you knew about that variants specific semantics at
//! compile time.
//!
//! You should never include this `__Unknown(u32)` variant within any exhaustive
//! pattern match and should instead treat the enums like `#[non_exhaustive]`
//! enums that require you to add a catch-all for any `unknown => {}` values.
//!
//! Any code that would exhaustively include the `__Unknown(u32)` variant when
//! pattern matching can not be guaranteed to be forwards compatible with new
//! releases of `android-activity` which may add new Rust variants to these
//! enums without requiring a breaking semver bump.
//!
//! You can (infallibly) convert these enums to and from primitive `u32` values
//! using `.into()`:
//!
//! For example, here is how you could ensure forwards compatibility with both
//! compile-time and runtime extensions of a `SomeEnum` enum:
//!
//! ```rust
//! match some_enum {
//! SomeEnum::Foo => {},
//! SomeEnum::Bar => {},
//! unhandled => {
//! let sdk_val: u32 = unhandled.into();
//! println!("Unhandled enum variant {some_enum:?} has SDK value: {sdk_val}");
//! }
//! }
//! ```
//!
//! [`Activity`]: https://developer.android.com/reference/android/app/Activity
//! [`NativeActivity`]: https://developer.android.com/reference/android/app/NativeActivity
//! [ndk_concepts]: https://developer.android.com/ndk/guides/concepts#naa
//! [`GameActivity`]: https://developer.android.com/games/agdk/integrate-game-activity
//! [Looper]: https://developer.android.com/reference/android/os/Looper
#![deny(clippy::manual_let_else)]
use std::hash::Hash;
use std::sync::Arc;
use std::sync::RwLock;
use std::time::Duration;
use input::KeyCharacterMap;
use libc::c_void;
use ndk::asset::AssetManager;
use ndk::native_window::NativeWindow;
use bitflags::bitflags;
#[cfg(not(target_os = "android"))]
compile_error!("android-activity only supports compiling for Android");
#[cfg(all(feature = "game-activity", feature = "native-activity"))]
compile_error!(
r#"The "game-activity" and "native-activity" features cannot be enabled at the same time"#
);
#[cfg(all(
not(any(feature = "game-activity", feature = "native-activity")),
not(doc)
))]
compile_error!(
r#"Either "game-activity" or "native-activity" must be enabled as features
If you have set one of these features then this error indicates that Cargo is trying to
link together multiple implementations of android-activity (with incompatible versions)
which is not supported.
Since android-activity is responsible for the `android_main` entrypoint of your application
then there can only be a single implementation of android-activity linked with your application.
You can use `cargo tree` (e.g. via `cargo ndk -t arm64-v8a tree`) to identify why multiple
versions have been resolved.
You may need to add a `[patch]` into your Cargo.toml to ensure a specific version of
android-activity is used across all of your application's crates."#
);
#[cfg_attr(any(feature = "native-activity", doc), path = "native_activity/mod.rs")]
#[cfg_attr(any(feature = "game-activity", doc), path = "game_activity/mod.rs")]
pub(crate) mod activity_impl;
pub mod error;
use error::Result;
pub mod input;
mod config;
pub use config::ConfigurationRef;
mod util;
mod jni_utils;
/// A rectangle with integer edge coordinates. Used to represent window insets, for example.
#[derive(Clone, Debug, Default, Eq, PartialEq)]
pub struct Rect {
pub left: i32,
pub top: i32,
pub right: i32,
pub bottom: i32,
}
impl Rect {
/// An empty `Rect` with all components set to zero.
pub fn empty() -> Self {
Self {
left: 0,
top: 0,
right: 0,
bottom: 0,
}
}
}
impl From<Rect> for ndk_sys::ARect {
fn from(rect: Rect) -> Self {
Self {
left: rect.left,
right: rect.right,
top: rect.top,
bottom: rect.bottom,
}
}
}
impl From<ndk_sys::ARect> for Rect {
fn from(arect: ndk_sys::ARect) -> Self {
Self {
left: arect.left,
right: arect.right,
top: arect.top,
bottom: arect.bottom,
}
}
}
pub use activity_impl::StateLoader;
pub use activity_impl::StateSaver;
/// An application event delivered during [`AndroidApp::poll_events`]
#[non_exhaustive]
#[derive(Debug)]
pub enum MainEvent<'a> {
/// New input events are available via [`AndroidApp::input_events_iter()`]
///
/// _Note: Even if more input is received this event will not be resent
/// until [`AndroidApp::input_events_iter()`] has been called, which enables
/// applications to batch up input processing without there being lots of
/// redundant event loop wake ups._
///
/// [`AndroidApp::input_events_iter()`]: AndroidApp::input_events_iter
InputAvailable,
/// Command from main thread: a new [`NativeWindow`] is ready for use. Upon
/// receiving this command, [`AndroidApp::native_window()`] will return the new window
#[non_exhaustive]
InitWindow {},
/// Command from main thread: the existing [`NativeWindow`] needs to be
/// terminated. Upon receiving this command, [`AndroidApp::native_window()`] still
/// returns the existing window; after returning from the [`AndroidApp::poll_events()`]
/// callback then [`AndroidApp::native_window()`] will return `None`.
#[non_exhaustive]
TerminateWindow {},
// TODO: include the prev and new size in the event
/// Command from main thread: the current [`NativeWindow`] has been resized.
/// Please redraw with its new size.
#[non_exhaustive]
WindowResized {},
/// Command from main thread: the current [`NativeWindow`] needs to be redrawn.
/// You should redraw the window before the [`AndroidApp::poll_events()`]
/// callback returns in order to avoid transient drawing glitches.
#[non_exhaustive]
RedrawNeeded {},
/// 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
/// get the new content rect by calling [`AndroidApp::content_rect()`]
#[non_exhaustive]
ContentRectChanged {},
/// Command from main thread: the app's activity window has gained
/// input focus.
GainedFocus,
/// Command from main thread: the app's activity window has lost
/// input focus.
LostFocus,
/// Command from main thread: the current device configuration has changed.
/// You can get a copy of the latest [`ndk::configuration::Configuration`] by calling
/// [`AndroidApp::config()`]
#[non_exhaustive]
ConfigChanged {},
/// Command from main thread: the system is running low on memory.
/// Try to reduce your memory use.
LowMemory,
/// Command from main thread: the app's activity has been started.
Start,
/// Command from main thread: the app's activity has been resumed.
#[non_exhaustive]
Resume { loader: StateLoader<'a> },
/// 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.
#[non_exhaustive]
SaveState { saver: StateSaver<'a> },
/// Command from main thread: the app's activity has been paused.
Pause,
/// Command from main thread: the app's activity has been stopped.
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.
Destroy,
/// Command from main thread: the app's insets have changed.
#[non_exhaustive]
InsetsChanged {},
}
/// An event delivered during [`AndroidApp::poll_events`]
#[derive(Debug)]
#[non_exhaustive]
pub enum PollEvent<'a> {
Wake,
Timeout,
Main(MainEvent<'a>),
}
/// Indicates whether an application has handled or ignored an event
///
/// If an event is not handled by an application then some default handling may happen.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum InputStatus {
Handled,
Unhandled,
}
use activity_impl::AndroidAppInner;
pub use activity_impl::AndroidAppWaker;
bitflags! {
/// Flags for [`AndroidApp::set_window_flags`]
/// as per the [android.view.WindowManager.LayoutParams Java API](https://developer.android.com/reference/android/view/WindowManager.LayoutParams)
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
pub struct WindowManagerFlags: u32 {
/// 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
/// [`Self::KEEP_SCREEN_ON`] and/or [`Self::SHOW_WHEN_LOCKED`]
const ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001;
/// Everything behind this window will be dimmed. */
const DIM_BEHIND = 0x00000002;
/// Blur everything behind this window.
#[deprecated = "Blurring is no longer supported"]
const 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 [`Self::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 [`Self::ALT_FOCUSABLE_IM`] to modify this
/// behavior.
const NOT_FOCUSABLE = 0x00000008;
/// This window can never receive touch events.
const NOT_TOUCHABLE = 0x00000010;
/// Even when this window is focusable (if
/// [`Self::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.
const 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]
const TOUCHABLE_WHEN_WAKING = 0x00000040;
/// As long as this window is visible to the user, keep
/// the device's screen turned on and bright.
const 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.
const LAYOUT_IN_SCREEN = 0x00000100;
/// Allows the window to extend outside of the screen.
const 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
/// [`Self::SOFT_INPUT_ADJUST_RESIZE`] the window will stay
/// fullscreen and will not resize.
const FULLSCREEN = 0x00000400;
/// Override [`Self::FULLSCREEN`] and force the
/// screen decorations (such as the status bar) to be shown.
const FORCE_NOT_FULLSCREEN = 0x00000800;
/// Turn on dithering when compositing this window to
/// the screen.
#[deprecated="This flag is no longer used"]
const DITHER = 0x00001000;
/// Treat the content of the window as secure, preventing
/// it from appearing in screenshots or from being viewed on non-secure
/// displays.
const SECURE = 0x00002000;
/// A special mode where the layout parameters are used
/// to perform scaling of the surface when it is composited to the
/// screen.
const 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 `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.
const IGNORE_CHEEK_PRESSES = 0x00008000;
/// A special option only for use in combination with
/// [`Self::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.
const LAYOUT_INSET_DECOR = 0x00010000;
/// Invert the state of [`Self::NOT_FOCUSABLE`] with
/// respect to how this window interacts with the current method.
/// That is, if [`Self::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
/// [`Self::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.
const ALT_FOCUSABLE_IM = 0x00020000;
/// If you have set [`Self::NOT_TOUCH_MODAL`], you
/// can set this flag to receive a single special MotionEvent with
/// the action
/// `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 `AMOTION_EVENT_ACTION_OUTSIDE`.
const 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
/// [`Self::KEEP_SCREEN_ON`] to turn screen on and display
/// windows directly before showing the key guard window. Can be used with
/// [`Self::DISMISS_KEYGUARD`] to automatically fully
/// dismiss non-secure key guards. This flag only applies to the top-most
/// full-screen window.
const 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.
const 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.
const TURN_SCREEN_ON = 0x00200000;
/// When set the window will cause the key guard to
/// be dismissed, only if it is not a secure lock key guard. Because such
/// a key guard is not needed for security, it will never re-appear if
/// the user navigates to another window (in contrast to
/// [`Self::SHOW_WHEN_LOCKED`], which will only temporarily
/// hide both secure and non-secure key guards but ensure they reappear
/// when the user moves to another UI that doesn't hide them).
/// If the key guard is currently active and is secure (requires an
/// unlock pattern) then the user will still need to confirm it before
/// seeing this window, unless [`Self::SHOW_WHEN_LOCKED`] has
/// also been set.
const DISMISS_KEYGUARD = 0x00400000;
}
}
/// The top-level state and interface for a native Rust application
///
/// `AndroidApp` provides an interface to query state for the application as
/// well as monitor events, such as lifecycle and input events, that are
/// marshalled between the Java thread that owns the `Activity` and the native
/// thread that runs the `android_main()` code.
///
/// # Cheaply Clonable [`AndroidApp`]
///
/// [`AndroidApp`] is intended to be something that can be cheaply passed around
/// by referenced within an application. It is reference counted and can be
/// cheaply cloned.
///
/// # `Send` and `Sync` [`AndroidApp`]
///
/// Although an [`AndroidApp`] implements `Send` and `Sync` you do need to take
/// into consideration that some APIs, such as [`AndroidApp::poll_events()`] are
/// explicitly documented to only be usable from your `android_main()` thread.
///
#[derive(Debug, Clone)]
pub struct AndroidApp {
pub(crate) inner: Arc<RwLock<AndroidAppInner>>,
}
impl PartialEq for AndroidApp {
fn eq(&self, other: &Self) -> bool {
Arc::ptr_eq(&self.inner, &other.inner)
}
}
impl Eq for AndroidApp {}
impl Hash for AndroidApp {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
Arc::as_ptr(&self.inner).hash(state);
}
}
impl AndroidApp {
/// Queries the current [`NativeWindow`] for the application.
///
/// This will only return `Some(window)` between
/// [`MainEvent::InitWindow`] and [`MainEvent::TerminateWindow`]
/// events.
pub fn native_window(&self) -> Option<NativeWindow> {
self.inner.read().unwrap().native_window()
}
/// Returns a pointer to the Java Virtual Machine, for making JNI calls
///
/// This returns a pointer to the Java Virtual Machine which can be used
/// with the [`jni`] crate (or similar crates) to make JNI calls that bridge
/// between native Rust code and Java/Kotlin code running within the JVM.
///
/// If you use the [`jni`] crate you can wrap this as a [`JavaVM`] via:
/// ```ignore
/// # use jni::JavaVM;
/// # let app: AndroidApp = todo!();
/// let vm = unsafe { JavaVM::from_raw(app.vm_as_ptr()) };
/// ```
///
/// [`jni`]: https://crates.io/crates/jni
/// [`JavaVM`]: https://docs.rs/jni/latest/jni/struct.JavaVM.html
pub fn vm_as_ptr(&self) -> *mut c_void {
self.inner.read().unwrap().vm_as_ptr()
}
/// Returns a JNI object reference for this application's JVM `Activity` as a pointer
///
/// If you use the [`jni`] crate you can wrap this as an object reference via:
/// ```ignore
/// # use jni::objects::JObject;
/// # let app: AndroidApp = todo!();
/// let activity = unsafe { JObject::from_raw(app.activity_as_ptr()) };
/// ```
///
/// # JNI Safety
///
/// Note that the object reference will be a JNI global reference, not a
/// local reference and it should not be deleted. Don't wrap the reference
/// in an [`AutoLocal`] which would try to explicitly delete the reference
/// when dropped. Similarly, don't wrap the reference as a [`GlobalRef`]
/// which would also try to explicitly delete the reference when dropped.
///
/// [`jni`]: https://crates.io/crates/jni
/// [`AutoLocal`]: https://docs.rs/jni/latest/jni/objects/struct.AutoLocal.html
/// [`GlobalRef`]: https://docs.rs/jni/latest/jni/objects/struct.GlobalRef.html
pub fn activity_as_ptr(&self) -> *mut c_void {
self.inner.read().unwrap().activity_as_ptr()
}
/// Polls for any events associated with this [AndroidApp] and processes those events
/// (such as lifecycle events) via the given `callback`.
///
/// It's important to use this API for polling, and not call [`ALooper_pollAll`] directly since
/// some events require pre- and post-processing either side of the callback. For correct
/// behavior events should be handled immediately, before returning from the callback and
/// not simply queued for batch processing later. For example the existing [`NativeWindow`]
/// is accessible during a [`MainEvent::TerminateWindow`] callback and will be
/// set to `None` once the callback returns, and this is also synchronized with the Java
/// main thread. The [`MainEvent::SaveState`] event is also synchronized with the
/// Java main thread.
///
/// # Panics
///
/// This must only be called from your `android_main()` thread and it may panic if called
/// from another thread.
///
/// [`ALooper_pollAll`]: ndk::looper::ThreadLooper::poll_all
pub fn poll_events<F>(&self, timeout: Option<Duration>, callback: F)
where
F: FnMut(PollEvent<'_>),
{
self.inner.read().unwrap().poll_events(timeout, callback);
}
/// Creates a means to wake up the main loop while it is blocked waiting for
/// events within [`AndroidApp::poll_events()`].
pub fn create_waker(&self) -> AndroidAppWaker {
self.inner.read().unwrap().create_waker()
}
/// Returns a (cheaply clonable) reference to this application's [`ndk::configuration::Configuration`]
pub fn config(&self) -> ConfigurationRef {
self.inner.read().unwrap().config()
}
/// Queries the current content rectangle of the window; this is the area where the
/// window's content should be placed to be seen by the user.
pub fn content_rect(&self) -> Rect {
self.inner.read().unwrap().content_rect()
}
/// Queries the Asset Manager instance for the application.
///
/// Use this to access binary assets bundled inside your application's .apk file.
pub fn asset_manager(&self) -> AssetManager {
self.inner.read().unwrap().asset_manager()
}
/// Change the window flags 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)>`.
pub fn set_window_flags(
&self,
add_flags: WindowManagerFlags,
remove_flags: WindowManagerFlags,
) {
self.inner
.write()
.unwrap()
.set_window_flags(add_flags, remove_flags);
}
/// Enable additional input axis
///
/// To reduce overhead, by default only [`input::Axis::X`] and [`input::Axis::Y`] are enabled
/// and other axis should be enabled explicitly.
pub fn enable_motion_axis(&self, axis: input::Axis) {
self.inner.write().unwrap().enable_motion_axis(axis);
}
/// Disable input axis
///
/// To reduce overhead, by default only [`input::Axis::X`] and [`input::Axis::Y`] are enabled
/// and other axis should be enabled explicitly.
pub fn disable_motion_axis(&self, axis: input::Axis) {
self.inner.write().unwrap().disable_motion_axis(axis);
}
/// Explicitly request that the current input method's soft input area be
/// shown to the user, if needed.
///
/// Call this if the user interacts with your view in such a way that they
/// have expressed they would like to start performing input into it.
pub fn show_soft_input(&self, show_implicit: bool) {
self.inner.read().unwrap().show_soft_input(show_implicit);
}
/// Request to hide the soft input window from the context of the window
/// that is currently accepting input.
///
/// This should be called as a result of the user doing some action that
/// fairly explicitly requests to have the input window hidden.
pub fn hide_soft_input(&self, hide_implicit_only: bool) {
self.inner
.read()
.unwrap()
.hide_soft_input(hide_implicit_only);
}
/// Fetch the current input text state, as updated by any active IME.
pub fn text_input_state(&self) -> input::TextInputState {
self.inner.read().unwrap().text_input_state()
}
/// Forward the given input text `state` to any active IME.
pub fn set_text_input_state(&self, state: input::TextInputState) {
self.inner.read().unwrap().set_text_input_state(state);
}
/// Get an exclusive, lending iterator over buffered input events
///
/// Applications are expected to call this in-sync with their rendering or
/// in response to a [`MainEvent::InputAvailable`] event being delivered.
///
/// _**Note:** your application is will only be delivered a single
/// [`MainEvent::InputAvailable`] event between calls to this API._
///
/// To reduce overhead, by default, only [`input::Axis::X`] and [`input::Axis::Y`] are enabled
/// and other axis should be enabled explicitly via [`Self::enable_motion_axis`].
///
/// This isn't the most ergonomic iteration API since we can't return a standard `Iterator`:
/// - This API returns a lending iterator may borrow from the internal buffer
/// of pending events without copying them.
/// - For each event we want to ensure the application reports whether the
/// event was handled.
///
/// # Example
/// Code to iterate all pending input events would look something like this:
///
/// ```rust
/// match app.input_events_iter() {
/// Ok(mut iter) => {
/// loop {
/// let read_input = iter.next(|event| {
/// let handled = match event {
/// InputEvent::KeyEvent(key_event) => {
/// // Snip
/// }
/// InputEvent::MotionEvent(motion_event) => {
/// // Snip
/// }
/// event => {
/// // Snip
/// }
/// };
///
/// handled
/// });
///
/// if !read_input {
/// break;
/// }
/// }
/// }
/// Err(err) => {
/// log::error!("Failed to get input events iterator: {err:?}");
/// }
/// }
/// ```
///
/// # Panics
///
/// This must only be called from your `android_main()` thread and it may panic if called
/// from another thread.
pub fn input_events_iter(&self) -> Result<input::InputIterator> {
let receiver = {
let guard = self.inner.read().unwrap();
guard.input_events_receiver()?
};
Ok(input::InputIterator {
inner: receiver.into(),
})
}
/// Lookup the [`KeyCharacterMap`] for the given input `device_id`
///
/// Use [`KeyCharacterMap::get`] to map key codes + meta state into unicode characters
/// or dead keys that compose with the next key.
///
/// # Example
///
/// Code to handle unicode character mapping as well as combining dead keys could look some thing like:
///
/// ```rust
/// let mut combining_accent = None;
/// // Snip
///
/// let combined_key_char = if let Ok(map) = app.device_key_character_map(device_id) {
/// match map.get(key_event.key_code(), key_event.meta_state()) {
/// Ok(KeyMapChar::Unicode(unicode)) => {
/// let combined_unicode = if let Some(accent) = combining_accent {
/// match map.get_dead_char(accent, unicode) {
/// Ok(Some(key)) => {
/// info!("KeyEvent: Combined '{unicode}' with accent '{accent}' to give '{key}'");
/// Some(key)
/// }
/// Ok(None) => None,
/// Err(err) => {
/// log::error!("KeyEvent: Failed to combine 'dead key' accent '{accent}' with '{unicode}': {err:?}");
/// None
/// }
/// }
/// } else {
/// info!("KeyEvent: Pressed '{unicode}'");
/// Some(unicode)
/// };
/// combining_accent = None;
/// combined_unicode.map(|unicode| KeyMapChar::Unicode(unicode))
/// }
/// Ok(KeyMapChar::CombiningAccent(accent)) => {
/// info!("KeyEvent: Pressed 'dead key' combining accent '{accent}'");
/// combining_accent = Some(accent);
/// Some(KeyMapChar::CombiningAccent(accent))
/// }
/// Ok(KeyMapChar::None) => {
/// info!("KeyEvent: Pressed non-unicode key");
/// combining_accent = None;
/// None
/// }
/// Err(err) => {
/// log::error!("KeyEvent: Failed to get key map character: {err:?}");
/// combining_accent = None;
/// None
/// }
/// }
/// } else {
/// None
/// };
/// ```
///
/// # Errors
///
/// Since this API needs to use JNI internally to call into the Android JVM it may return
/// a [`error::AppError::JavaError`] in case there is a spurious JNI error or an exception
/// is caught.
pub fn device_key_character_map(&self, device_id: i32) -> Result<KeyCharacterMap> {
Ok(self
.inner
.read()
.unwrap()
.device_key_character_map(device_id)?)
}
/// The user-visible SDK version of the framework
///
/// Also referred to as [`Build.VERSION_CODES`](https://developer.android.com/reference/android/os/Build.VERSION_CODES)
pub fn sdk_version() -> i32 {
let mut prop = android_properties::getprop("ro.build.version.sdk");
if let Some(val) = prop.value() {
val.parse::<i32>()
.expect("Failed to parse ro.build.version.sdk property")
} else {
panic!("Couldn't read ro.build.version.sdk system property");
}
}
/// Path to this application's internal data directory
pub fn internal_data_path(&self) -> Option<std::path::PathBuf> {
self.inner.read().unwrap().internal_data_path()
}
/// Path to this application's external data directory
pub fn external_data_path(&self) -> Option<std::path::PathBuf> {
self.inner.read().unwrap().external_data_path()
}
/// Path to the directory containing the application's OBB files (if any).
pub fn obb_path(&self) -> Option<std::path::PathBuf> {
self.inner.read().unwrap().obb_path()
}
}
#[test]
fn test_app_is_send_sync() {
fn needs_send_sync<T: Send + Sync>() {}
needs_send_sync::<AndroidApp>();
}

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@@ -0,0 +1,920 @@
//! This 'glue' layer acts as an IPC shim between the JVM main thread and the Rust
//! main thread. Notifying Rust of lifecycle events from the JVM and handling
//! synchronization between the two threads.
use std::{
ops::Deref,
panic::catch_unwind,
ptr::{self, NonNull},
sync::{Arc, Condvar, Mutex, Weak},
};
use ndk::{configuration::Configuration, input_queue::InputQueue, native_window::NativeWindow};
use crate::{
jni_utils::CloneJavaVM,
util::{abort_on_panic, forward_stdio_to_logcat, log_panic},
ConfigurationRef,
};
use super::{AndroidApp, Rect};
#[derive(Clone, Copy, Eq, PartialEq, Debug)]
pub enum AppCmd {
InputQueueChanged = 0,
InitWindow = 1,
TermWindow = 2,
WindowResized = 3,
WindowRedrawNeeded = 4,
ContentRectChanged = 5,
GainedFocus = 6,
LostFocus = 7,
ConfigChanged = 8,
LowMemory = 9,
Start = 10,
Resume = 11,
SaveState = 12,
Pause = 13,
Stop = 14,
Destroy = 15,
}
impl TryFrom<i8> for AppCmd {
type Error = ();
fn try_from(value: i8) -> Result<Self, Self::Error> {
match value {
0 => Ok(AppCmd::InputQueueChanged),
1 => Ok(AppCmd::InitWindow),
2 => Ok(AppCmd::TermWindow),
3 => Ok(AppCmd::WindowResized),
4 => Ok(AppCmd::WindowRedrawNeeded),
5 => Ok(AppCmd::ContentRectChanged),
6 => Ok(AppCmd::GainedFocus),
7 => Ok(AppCmd::LostFocus),
8 => Ok(AppCmd::ConfigChanged),
9 => Ok(AppCmd::LowMemory),
10 => Ok(AppCmd::Start),
11 => Ok(AppCmd::Resume),
12 => Ok(AppCmd::SaveState),
13 => Ok(AppCmd::Pause),
14 => Ok(AppCmd::Stop),
15 => Ok(AppCmd::Destroy),
_ => Err(()),
}
}
}
#[derive(Clone, Copy, Eq, PartialEq, Debug)]
pub enum State {
Init,
Start,
Resume,
Pause,
Stop,
}
#[derive(Debug)]
pub struct WaitableNativeActivityState {
pub activity: *mut ndk_sys::ANativeActivity,
pub mutex: Mutex<NativeActivityState>,
pub cond: Condvar,
}
#[derive(Debug, Clone)]
pub struct NativeActivityGlue {
pub inner: Arc<WaitableNativeActivityState>,
}
unsafe impl Send for NativeActivityGlue {}
unsafe impl Sync for NativeActivityGlue {}
impl Deref for NativeActivityGlue {
type Target = WaitableNativeActivityState;
fn deref(&self) -> &Self::Target {
&self.inner
}
}
impl NativeActivityGlue {
pub fn new(
activity: *mut ndk_sys::ANativeActivity,
saved_state: *const libc::c_void,
saved_state_size: libc::size_t,
) -> Self {
let glue = Self {
inner: Arc::new(WaitableNativeActivityState::new(
activity,
saved_state,
saved_state_size,
)),
};
let weak_ref = Arc::downgrade(&glue.inner);
let weak_ptr = Weak::into_raw(weak_ref);
unsafe {
(*activity).instance = weak_ptr as *mut _;
(*(*activity).callbacks).onDestroy = Some(on_destroy);
(*(*activity).callbacks).onStart = Some(on_start);
(*(*activity).callbacks).onResume = Some(on_resume);
(*(*activity).callbacks).onSaveInstanceState = Some(on_save_instance_state);
(*(*activity).callbacks).onPause = Some(on_pause);
(*(*activity).callbacks).onStop = Some(on_stop);
(*(*activity).callbacks).onConfigurationChanged = Some(on_configuration_changed);
(*(*activity).callbacks).onLowMemory = Some(on_low_memory);
(*(*activity).callbacks).onWindowFocusChanged = Some(on_window_focus_changed);
(*(*activity).callbacks).onNativeWindowCreated = Some(on_native_window_created);
(*(*activity).callbacks).onNativeWindowResized = Some(on_native_window_resized);
(*(*activity).callbacks).onNativeWindowRedrawNeeded =
Some(on_native_window_redraw_needed);
(*(*activity).callbacks).onNativeWindowDestroyed = Some(on_native_window_destroyed);
(*(*activity).callbacks).onInputQueueCreated = Some(on_input_queue_created);
(*(*activity).callbacks).onInputQueueDestroyed = Some(on_input_queue_destroyed);
(*(*activity).callbacks).onContentRectChanged = Some(on_content_rect_changed);
}
glue
}
/// Returns the file descriptor that needs to be polled by the Rust main thread
/// for events/commands from the JVM thread
pub fn cmd_read_fd(&self) -> libc::c_int {
self.mutex.lock().unwrap().msg_read
}
/// For the Rust main thread to read a single pending command sent from the JVM main thread
pub fn read_cmd(&self) -> Option<AppCmd> {
self.inner.mutex.lock().unwrap().read_cmd()
}
/// For the Rust main thread to get an [`InputQueue`] that wraps the AInputQueue pointer
/// we have and at the same time ensure that the input queue is attached to the given looper.
///
/// NB: it's expected that the input queue is detached as soon as we know there is new
/// input (knowing the app will be notified) and only re-attached when the application
/// reads the input (to avoid lots of redundant wake ups)
pub fn looper_attached_input_queue(
&self,
looper: *mut ndk_sys::ALooper,
ident: libc::c_int,
) -> Option<InputQueue> {
let mut guard = self.mutex.lock().unwrap();
if guard.input_queue.is_null() {
return None;
}
unsafe {
// Reattach the input queue to the looper so future input will again deliver an
// `InputAvailable` event.
guard.attach_input_queue_to_looper(looper, ident);
Some(InputQueue::from_ptr(NonNull::new_unchecked(
guard.input_queue,
)))
}
}
pub fn detach_input_queue_from_looper(&self) {
unsafe {
self.inner
.mutex
.lock()
.unwrap()
.detach_input_queue_from_looper();
}
}
pub fn config(&self) -> ConfigurationRef {
self.mutex.lock().unwrap().config.clone()
}
pub fn content_rect(&self) -> Rect {
self.mutex.lock().unwrap().content_rect.into()
}
}
/// The status of the native thread that's created to run
/// `android_main`
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum NativeThreadState {
/// The `android_main` thread hasn't been created yet
Init,
/// The `android_main` thread has been spawned and started running
Running,
/// The `android_main` thread has finished
Stopped,
}
#[derive(Debug)]
pub struct NativeActivityState {
pub msg_read: libc::c_int,
pub msg_write: libc::c_int,
pub config: ConfigurationRef,
pub saved_state: Vec<u8>,
pub input_queue: *mut ndk_sys::AInputQueue,
pub window: Option<NativeWindow>,
pub content_rect: ndk_sys::ARect,
pub activity_state: State,
pub destroy_requested: bool,
pub thread_state: NativeThreadState,
pub app_has_saved_state: bool,
/// Set as soon as the Java main thread notifies us of an
/// `onDestroyed` callback.
pub destroyed: bool,
pub redraw_needed: bool,
pub pending_input_queue: *mut ndk_sys::AInputQueue,
pub pending_window: Option<NativeWindow>,
}
impl NativeActivityState {
pub fn read_cmd(&mut self) -> Option<AppCmd> {
let mut cmd_i: i8 = 0;
loop {
match unsafe { libc::read(self.msg_read, &mut cmd_i as *mut _ as *mut _, 1) } {
1 => {
let cmd = AppCmd::try_from(cmd_i);
return match cmd {
Ok(cmd) => Some(cmd),
Err(_) => {
log::error!("Spurious, unknown NativeActivityGlue cmd: {}", cmd_i);
None
}
};
}
-1 => {
let err = std::io::Error::last_os_error();
if err.kind() != std::io::ErrorKind::Interrupted {
log::error!("Failure reading NativeActivityGlue cmd: {}", err);
return None;
}
}
count => {
log::error!(
"Spurious read of {count} bytes while reading NativeActivityGlue cmd"
);
return None;
}
}
}
}
fn write_cmd(&mut self, cmd: AppCmd) {
let cmd = cmd as i8;
loop {
match unsafe { libc::write(self.msg_write, &cmd as *const _ as *const _, 1) } {
1 => break,
-1 => {
let err = std::io::Error::last_os_error();
if err.kind() != std::io::ErrorKind::Interrupted {
log::error!("Failure writing NativeActivityGlue cmd: {}", err);
return;
}
}
count => {
log::error!(
"Spurious write of {count} bytes while writing NativeActivityGlue cmd"
);
return;
}
}
}
}
pub unsafe fn attach_input_queue_to_looper(
&mut self,
looper: *mut ndk_sys::ALooper,
ident: libc::c_int,
) {
if !self.input_queue.is_null() {
log::trace!("Attaching input queue to looper");
ndk_sys::AInputQueue_attachLooper(
self.input_queue,
looper,
ident,
None,
ptr::null_mut(),
);
}
}
pub unsafe fn detach_input_queue_from_looper(&mut self) {
if !self.input_queue.is_null() {
log::trace!("Detaching input queue from looper");
ndk_sys::AInputQueue_detachLooper(self.input_queue);
}
}
}
impl Drop for WaitableNativeActivityState {
fn drop(&mut self) {
log::debug!("WaitableNativeActivityState::drop!");
unsafe {
let mut guard = self.mutex.lock().unwrap();
guard.detach_input_queue_from_looper();
}
}
}
impl WaitableNativeActivityState {
///////////////////////////////
// Java-side callback handling
///////////////////////////////
pub fn new(
activity: *mut ndk_sys::ANativeActivity,
saved_state_in: *const libc::c_void,
saved_state_size: libc::size_t,
) -> Self {
let mut msgpipe: [libc::c_int; 2] = [-1, -1];
unsafe {
if libc::pipe(msgpipe.as_mut_ptr()) != 0 {
panic!(
"could not create Rust <-> Java IPC pipe: {}",
std::io::Error::last_os_error()
);
}
}
let saved_state = if saved_state_in.is_null() {
Vec::new()
} else {
unsafe { std::slice::from_raw_parts(saved_state_in as *const u8, saved_state_size) }
.to_vec()
};
let config = unsafe {
let config = ndk_sys::AConfiguration_new();
ndk_sys::AConfiguration_fromAssetManager(config, (*activity).assetManager);
let config = super::ConfigurationRef::new(Configuration::from_ptr(
NonNull::new_unchecked(config),
));
log::trace!("Config: {:#?}", config);
config
};
Self {
activity,
mutex: Mutex::new(NativeActivityState {
msg_read: msgpipe[0],
msg_write: msgpipe[1],
config,
saved_state,
input_queue: ptr::null_mut(),
window: None,
content_rect: Rect::empty().into(),
activity_state: State::Init,
destroy_requested: false,
thread_state: NativeThreadState::Init,
app_has_saved_state: false,
destroyed: false,
redraw_needed: false,
pending_input_queue: ptr::null_mut(),
pending_window: None,
}),
cond: Condvar::new(),
}
}
pub fn notify_destroyed(&self) {
let mut guard = self.mutex.lock().unwrap();
guard.destroyed = true;
unsafe {
guard.write_cmd(AppCmd::Destroy);
while guard.thread_state != NativeThreadState::Stopped {
guard = self.cond.wait(guard).unwrap();
}
libc::close(guard.msg_read);
guard.msg_read = -1;
libc::close(guard.msg_write);
guard.msg_write = -1;
}
}
pub fn notify_config_changed(&self) {
let mut guard = self.mutex.lock().unwrap();
guard.write_cmd(AppCmd::ConfigChanged);
}
pub fn notify_low_memory(&self) {
let mut guard = self.mutex.lock().unwrap();
guard.write_cmd(AppCmd::LowMemory);
}
pub fn notify_focus_changed(&self, focused: bool) {
let mut guard = self.mutex.lock().unwrap();
guard.write_cmd(if focused {
AppCmd::GainedFocus
} else {
AppCmd::LostFocus
});
}
pub fn notify_window_resized(&self, native_window: *mut ndk_sys::ANativeWindow) {
let mut guard = self.mutex.lock().unwrap();
// set_window always syncs .pending_window back to .window before returning. This callback
// from Android can never arrive at an interim state, and validates that Android:
// 1. Only provides resizes in between onNativeWindowCreated and onNativeWindowDestroyed;
// 2. Doesn't call it on a bogus window pointer that we don't know about.
debug_assert_eq!(guard.window.as_ref().unwrap().ptr().as_ptr(), native_window);
guard.write_cmd(AppCmd::WindowResized);
}
pub fn notify_window_redraw_needed(&self, native_window: *mut ndk_sys::ANativeWindow) {
let mut guard = self.mutex.lock().unwrap();
// set_window always syncs .pending_window back to .window before returning. This callback
// from Android can never arrive at an interim state, and validates that Android:
// 1. Only provides resizes in between onNativeWindowCreated and onNativeWindowDestroyed;
// 2. Doesn't call it on a bogus window pointer that we don't know about.
debug_assert_eq!(guard.window.as_ref().unwrap().ptr().as_ptr(), native_window);
guard.write_cmd(AppCmd::WindowRedrawNeeded);
}
unsafe fn set_input(&self, input_queue: *mut ndk_sys::AInputQueue) {
let mut guard = self.mutex.lock().unwrap();
// The pending_input_queue state should only be set while in this method, and since
// it doesn't allow re-entrance and is cleared before returning then we expect
// this to be null
debug_assert!(
guard.pending_input_queue.is_null(),
"InputQueue update clash"
);
guard.pending_input_queue = input_queue;
guard.write_cmd(AppCmd::InputQueueChanged);
while guard.input_queue != guard.pending_input_queue {
guard = self.cond.wait(guard).unwrap();
}
guard.pending_input_queue = ptr::null_mut();
}
unsafe fn set_window(&self, window: Option<NativeWindow>) {
let mut guard = self.mutex.lock().unwrap();
// The pending_window state should only be set while in this method, and since
// it doesn't allow re-entrance and is cleared before returning then we expect
// this to be None
debug_assert!(guard.pending_window.is_none(), "NativeWindow update clash");
if guard.window.is_some() {
guard.write_cmd(AppCmd::TermWindow);
}
guard.pending_window = window;
if guard.pending_window.is_some() {
guard.write_cmd(AppCmd::InitWindow);
}
while guard.window != guard.pending_window {
guard = self.cond.wait(guard).unwrap();
}
guard.pending_window = None;
}
unsafe fn set_content_rect(&self, rect: *const ndk_sys::ARect) {
let mut guard = self.mutex.lock().unwrap();
guard.content_rect = *rect;
guard.write_cmd(AppCmd::ContentRectChanged);
}
unsafe fn set_activity_state(&self, state: State) {
let mut guard = self.mutex.lock().unwrap();
let cmd = match state {
State::Init => panic!("Can't explicitly transition into 'init' state"),
State::Start => AppCmd::Start,
State::Resume => AppCmd::Resume,
State::Pause => AppCmd::Pause,
State::Stop => AppCmd::Stop,
};
guard.write_cmd(cmd);
while guard.activity_state != state {
guard = self.cond.wait(guard).unwrap();
}
}
fn request_save_state(&self) -> (*mut libc::c_void, libc::size_t) {
let mut guard = self.mutex.lock().unwrap();
// The state_saved flag should only be set while in this method, and since
// it doesn't allow re-entrance and is cleared before returning then we expect
// this to be None
debug_assert!(!guard.app_has_saved_state, "SaveState request clash");
guard.write_cmd(AppCmd::SaveState);
while !guard.app_has_saved_state {
guard = self.cond.wait(guard).unwrap();
}
guard.app_has_saved_state = false;
// `ANativeActivity` explicitly documents that it expects save state to be
// given via a `malloc()` allocated pointer since it will automatically
// `free()` the state after it has been converted to a buffer for the JVM.
if !guard.saved_state.is_empty() {
let saved_state_size = guard.saved_state.len();
let saved_state_src_ptr = guard.saved_state.as_ptr();
unsafe {
let saved_state = libc::malloc(saved_state_size);
assert!(
!saved_state.is_null(),
"Failed to allocate {} bytes for restoring saved application state",
saved_state_size
);
libc::memcpy(saved_state, saved_state_src_ptr as _, saved_state_size);
(saved_state, saved_state_size)
}
} else {
(ptr::null_mut(), 0)
}
}
pub fn saved_state(&self) -> Option<Vec<u8>> {
let guard = self.mutex.lock().unwrap();
if !guard.saved_state.is_empty() {
Some(guard.saved_state.clone())
} else {
None
}
}
pub fn set_saved_state(&self, state: &[u8]) {
let mut guard = self.mutex.lock().unwrap();
guard.saved_state.clear();
guard.saved_state.extend_from_slice(state);
}
////////////////////////////
// Rust-side event loop
////////////////////////////
pub fn notify_main_thread_running(&self) {
let mut guard = self.mutex.lock().unwrap();
guard.thread_state = NativeThreadState::Running;
self.cond.notify_one();
}
pub fn notify_main_thread_stopped_running(&self) {
let mut guard = self.mutex.lock().unwrap();
guard.thread_state = NativeThreadState::Stopped;
self.cond.notify_one();
}
pub unsafe fn pre_exec_cmd(
&self,
cmd: AppCmd,
looper: *mut ndk_sys::ALooper,
input_queue_ident: libc::c_int,
) {
log::trace!("Pre: AppCmd::{:#?}", cmd);
match cmd {
AppCmd::InputQueueChanged => {
let mut guard = self.mutex.lock().unwrap();
guard.detach_input_queue_from_looper();
guard.input_queue = guard.pending_input_queue;
if !guard.input_queue.is_null() {
guard.attach_input_queue_to_looper(looper, input_queue_ident);
}
self.cond.notify_one();
}
AppCmd::InitWindow => {
let mut guard = self.mutex.lock().unwrap();
guard.window = guard.pending_window.clone();
self.cond.notify_one();
}
AppCmd::Resume | AppCmd::Start | AppCmd::Pause | AppCmd::Stop => {
let mut guard = self.mutex.lock().unwrap();
guard.activity_state = match cmd {
AppCmd::Start => State::Start,
AppCmd::Pause => State::Pause,
AppCmd::Resume => State::Resume,
AppCmd::Stop => State::Stop,
_ => unreachable!(),
};
self.cond.notify_one();
}
AppCmd::ConfigChanged => {
let guard = self.mutex.lock().unwrap();
let config = ndk_sys::AConfiguration_new();
ndk_sys::AConfiguration_fromAssetManager(config, (*self.activity).assetManager);
let config = Configuration::from_ptr(NonNull::new_unchecked(config));
guard.config.replace(config);
log::debug!("Config: {:#?}", guard.config);
}
AppCmd::Destroy => {
let mut guard = self.mutex.lock().unwrap();
guard.destroy_requested = true;
}
_ => {}
}
}
pub unsafe fn post_exec_cmd(&self, cmd: AppCmd) {
log::trace!("Post: AppCmd::{:#?}", cmd);
match cmd {
AppCmd::TermWindow => {
let mut guard = self.mutex.lock().unwrap();
guard.window = None;
self.cond.notify_one();
}
AppCmd::SaveState => {
let mut guard = self.mutex.lock().unwrap();
guard.app_has_saved_state = true;
self.cond.notify_one();
}
_ => {}
}
}
}
extern "Rust" {
pub fn android_main(app: AndroidApp);
}
unsafe fn try_with_waitable_activity_ref(
activity: *mut ndk_sys::ANativeActivity,
closure: impl FnOnce(Arc<WaitableNativeActivityState>),
) {
assert!(!(*activity).instance.is_null());
let weak_ptr: *const WaitableNativeActivityState = (*activity).instance.cast();
let weak_ref = Weak::from_raw(weak_ptr);
if let Some(waitable_activity) = weak_ref.upgrade() {
closure(waitable_activity);
} else {
log::error!("Ignoring spurious JVM callback after last activity reference was dropped!")
}
let _ = weak_ref.into_raw();
}
unsafe extern "C" fn on_destroy(activity: *mut ndk_sys::ANativeActivity) {
abort_on_panic(|| {
log::debug!("Destroy: {:p}\n", activity);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.notify_destroyed()
});
})
}
unsafe extern "C" fn on_start(activity: *mut ndk_sys::ANativeActivity) {
abort_on_panic(|| {
log::debug!("Start: {:p}\n", activity);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.set_activity_state(State::Start);
});
})
}
unsafe extern "C" fn on_resume(activity: *mut ndk_sys::ANativeActivity) {
abort_on_panic(|| {
log::debug!("Resume: {:p}\n", activity);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.set_activity_state(State::Resume);
});
})
}
unsafe extern "C" fn on_save_instance_state(
activity: *mut ndk_sys::ANativeActivity,
out_len: *mut usize,
) -> *mut libc::c_void {
abort_on_panic(|| {
log::debug!("SaveInstanceState: {:p}\n", activity);
*out_len = 0;
let mut ret = ptr::null_mut();
try_with_waitable_activity_ref(activity, |waitable_activity| {
let (state, len) = waitable_activity.request_save_state();
*out_len = len;
ret = state
});
log::debug!("Saved state = {:p}, len = {}", ret, *out_len);
ret
})
}
unsafe extern "C" fn on_pause(activity: *mut ndk_sys::ANativeActivity) {
abort_on_panic(|| {
log::debug!("Pause: {:p}\n", activity);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.set_activity_state(State::Pause);
});
})
}
unsafe extern "C" fn on_stop(activity: *mut ndk_sys::ANativeActivity) {
abort_on_panic(|| {
log::debug!("Stop: {:p}\n", activity);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.set_activity_state(State::Stop);
});
})
}
unsafe extern "C" fn on_configuration_changed(activity: *mut ndk_sys::ANativeActivity) {
abort_on_panic(|| {
log::debug!("ConfigurationChanged: {:p}\n", activity);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.notify_config_changed();
});
})
}
unsafe extern "C" fn on_low_memory(activity: *mut ndk_sys::ANativeActivity) {
abort_on_panic(|| {
log::debug!("LowMemory: {:p}\n", activity);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.notify_low_memory();
});
})
}
unsafe extern "C" fn on_window_focus_changed(
activity: *mut ndk_sys::ANativeActivity,
focused: libc::c_int,
) {
abort_on_panic(|| {
log::debug!("WindowFocusChanged: {:p} -- {}\n", activity, focused);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.notify_focus_changed(focused != 0);
});
})
}
unsafe extern "C" fn on_native_window_created(
activity: *mut ndk_sys::ANativeActivity,
window: *mut ndk_sys::ANativeWindow,
) {
abort_on_panic(|| {
log::debug!("NativeWindowCreated: {:p} -- {:p}\n", activity, window);
try_with_waitable_activity_ref(activity, |waitable_activity| {
// Use clone_from_ptr to acquire additional ownership on the NativeWindow,
// which will unconditionally be _release()'d on Drop.
let window = NativeWindow::clone_from_ptr(NonNull::new_unchecked(window));
waitable_activity.set_window(Some(window));
});
})
}
unsafe extern "C" fn on_native_window_resized(
activity: *mut ndk_sys::ANativeActivity,
window: *mut ndk_sys::ANativeWindow,
) {
log::debug!("NativeWindowResized: {:p} -- {:p}\n", activity, window);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.notify_window_resized(window);
});
}
unsafe extern "C" fn on_native_window_redraw_needed(
activity: *mut ndk_sys::ANativeActivity,
window: *mut ndk_sys::ANativeWindow,
) {
log::debug!("NativeWindowRedrawNeeded: {:p} -- {:p}\n", activity, window);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.notify_window_redraw_needed(window)
});
}
unsafe extern "C" fn on_native_window_destroyed(
activity: *mut ndk_sys::ANativeActivity,
window: *mut ndk_sys::ANativeWindow,
) {
abort_on_panic(|| {
log::debug!("NativeWindowDestroyed: {:p} -- {:p}\n", activity, window);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.set_window(None);
});
})
}
unsafe extern "C" fn on_input_queue_created(
activity: *mut ndk_sys::ANativeActivity,
queue: *mut ndk_sys::AInputQueue,
) {
abort_on_panic(|| {
log::debug!("InputQueueCreated: {:p} -- {:p}\n", activity, queue);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.set_input(queue);
});
})
}
unsafe extern "C" fn on_input_queue_destroyed(
activity: *mut ndk_sys::ANativeActivity,
queue: *mut ndk_sys::AInputQueue,
) {
abort_on_panic(|| {
log::debug!("InputQueueDestroyed: {:p} -- {:p}\n", activity, queue);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.set_input(ptr::null_mut());
});
})
}
unsafe extern "C" fn on_content_rect_changed(
activity: *mut ndk_sys::ANativeActivity,
rect: *const ndk_sys::ARect,
) {
log::debug!("ContentRectChanged: {:p} -- {:p}\n", activity, rect);
try_with_waitable_activity_ref(activity, |waitable_activity| {
waitable_activity.set_content_rect(rect)
});
}
/// This is the native entrypoint for our cdylib library that `ANativeActivity` will look for via `dlsym`
#[no_mangle]
extern "C" fn ANativeActivity_onCreate(
activity: *mut ndk_sys::ANativeActivity,
saved_state: *const libc::c_void,
saved_state_size: libc::size_t,
) {
abort_on_panic(|| {
let _join_log_forwarder = forward_stdio_to_logcat();
log::trace!(
"Creating: {:p}, saved_state = {:p}, save_state_size = {}",
activity,
saved_state,
saved_state_size
);
// Conceptually we associate a glue reference with the JVM main thread, and another
// reference with the Rust main thread
let jvm_glue = NativeActivityGlue::new(activity, saved_state, saved_state_size);
let rust_glue = jvm_glue.clone();
// Let us Send the NativeActivity pointer to the Rust main() thread without a wrapper type
let activity_ptr: libc::intptr_t = activity as _;
// Note: we drop the thread handle which will detach the thread
std::thread::spawn(move || {
let activity: *mut ndk_sys::ANativeActivity = activity_ptr as *mut _;
let jvm = abort_on_panic(|| unsafe {
let na = activity;
let jvm: *mut jni_sys::JavaVM = (*na).vm;
let activity = (*na).clazz; // Completely bogus name; this is the _instance_ not class pointer
ndk_context::initialize_android_context(jvm.cast(), activity.cast());
let jvm = CloneJavaVM::from_raw(jvm).unwrap();
// Since this is a newly spawned thread then the JVM hasn't been attached
// to the thread yet. Attach before calling the applications main function
// so they can safely make JNI calls
jvm.attach_current_thread_permanently().unwrap();
jvm
});
let app = AndroidApp::new(rust_glue.clone(), jvm.clone());
rust_glue.notify_main_thread_running();
unsafe {
// Name thread - this needs to happen here after attaching to a JVM thread,
// since that changes the thread name to something like "Thread-2".
let thread_name = std::ffi::CStr::from_bytes_with_nul(b"android_main\0").unwrap();
libc::pthread_setname_np(libc::pthread_self(), thread_name.as_ptr());
// We want to specifically catch any panic from the application's android_main
// so we can finish + destroy the Activity gracefully via the JVM
catch_unwind(|| {
// XXX: If we were in control of the Java Activity subclass then
// we could potentially run the android_main function via a Java native method
// springboard (e.g. call an Activity subclass method that calls a jni native
// method that then just calls android_main()) that would make sure there was
// a Java frame at the base of our call stack which would then be recognised
// when calling FindClass to lookup a suitable classLoader, instead of
// defaulting to the system loader. Without this then it's difficult for native
// code to look up non-standard Java classes.
android_main(app);
})
.unwrap_or_else(log_panic);
// Let JVM know that our Activity can be destroyed before detaching from the JVM
//
// "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"
ndk_sys::ANativeActivity_finish(activity);
// This should detach automatically but lets detach explicitly to avoid depending
// on the TLS trickery in `jni-rs`
jvm.detach_current_thread();
ndk_context::release_android_context();
}
rust_glue.notify_main_thread_stopped_running();
});
// Wait for thread to start.
let mut guard = jvm_glue.mutex.lock().unwrap();
// Don't specifically wait for `Running` just in case `android_main` returns
// immediately and the state is set to `Stopped`
while guard.thread_state == NativeThreadState::Init {
guard = jvm_glue.cond.wait(guard).unwrap();
}
})
}

View File

@@ -0,0 +1,437 @@
use std::marker::PhantomData;
use crate::input::{
Axis, Button, ButtonState, EdgeFlags, KeyAction, Keycode, MetaState, MotionAction,
MotionEventFlags, Pointer, PointersIter, Source, ToolType,
};
/// A motion event
///
/// For general discussion of motion events in Android, see [the relevant
/// javadoc](https://developer.android.com/reference/android/view/MotionEvent).
#[derive(Debug)]
#[repr(transparent)]
pub struct MotionEvent<'a> {
ndk_event: ndk::event::MotionEvent,
_lifetime: PhantomData<&'a ndk::event::MotionEvent>,
}
impl<'a> MotionEvent<'a> {
pub(crate) fn new(ndk_event: ndk::event::MotionEvent) -> Self {
Self {
ndk_event,
_lifetime: PhantomData,
}
}
pub(crate) fn into_ndk_event(self) -> ndk::event::MotionEvent {
self.ndk_event
}
/// Get the source of the event.
///
#[inline]
pub fn source(&self) -> Source {
// XXX: we use `AInputEvent_getSource` directly (instead of calling
// ndk_event.source()) since we have our own `Source` enum that we
// share between backends, which may also capture unknown variants
// added in new versions of Android.
let source =
unsafe { ndk_sys::AInputEvent_getSource(self.ndk_event.ptr().as_ptr()) as u32 };
source.into()
}
/// Get the device id associated with the event.
///
#[inline]
pub fn device_id(&self) -> i32 {
self.ndk_event.device_id()
}
/// Returns the motion action associated with the event.
///
/// See [the MotionEvent docs](https://developer.android.com/reference/android/view/MotionEvent#getActionMasked())
#[inline]
pub fn action(&self) -> MotionAction {
// XXX: we use `AMotionEvent_getAction` directly since we have our own
// `MotionAction` enum that we share between backends, which may also
// capture unknown variants added in new versions of Android.
let action =
unsafe { ndk_sys::AMotionEvent_getAction(self.ndk_event.ptr().as_ptr()) as u32 }
& ndk_sys::AMOTION_EVENT_ACTION_MASK;
action.into()
}
/// Returns which button has been modified during a press or release action.
///
/// For actions other than [`MotionAction::ButtonPress`] and
/// [`MotionAction::ButtonRelease`] the returned value is undefined.
///
/// See [the MotionEvent docs](https://developer.android.com/reference/android/view/MotionEvent#getActionButton())
#[inline]
pub fn action_button(&self) -> Button {
let action_button =
unsafe { ndk_sys::AMotionEvent_getActionButton(self.ndk_event.ptr().as_ptr()) as u32 };
action_button.into()
}
/// Returns the pointer index of an `Up` or `Down` event.
///
/// Pointer indices can change per motion event. For an identifier that stays the same, see
/// [`Pointer::pointer_id()`].
///
/// This only has a meaning when the [action](Self::action) is one of [`Up`](MotionAction::Up),
/// [`Down`](MotionAction::Down), [`PointerUp`](MotionAction::PointerUp),
/// or [`PointerDown`](MotionAction::PointerDown).
#[inline]
pub fn pointer_index(&self) -> usize {
self.ndk_event.pointer_index()
}
/*
/// Returns the pointer id associated with the given pointer index.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getpointerid)
// TODO: look at output with out-of-range pointer index
// Probably -1 though
pub fn pointer_id_for(&self, pointer_index: usize) -> i32 {
unsafe { ndk_sys::AMotionEvent_getPointerId(self.ndk_event.ptr.as_ptr(), pointer_index) }
}
*/
/// Returns the number of pointers in this event
///
/// See [the MotionEvent docs](https://developer.android.com/reference/android/view/MotionEvent#getPointerCount())
#[inline]
pub fn pointer_count(&self) -> usize {
self.ndk_event.pointer_count()
}
/// An iterator over the pointers in this motion event
#[inline]
pub fn pointers(&self) -> PointersIter<'_> {
PointersIter {
inner: PointersIterImpl {
ndk_pointers_iter: self.ndk_event.pointers(),
},
}
}
/// The pointer at a given pointer index. Panics if the pointer index is out of bounds.
///
/// If you need to loop over all the pointers, prefer the [`pointers()`](Self::pointers) method.
#[inline]
pub fn pointer_at_index(&self, index: usize) -> Pointer<'_> {
Pointer {
inner: PointerImpl {
ndk_pointer: self.ndk_event.pointer_at_index(index),
},
}
}
/*
XXX: Not currently supported with GameActivity so we don't currently expose for NativeActivity
either, for consistency.
/// Returns the size of the history contained in this event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_gethistorysize)
#[inline]
pub fn history_size(&self) -> usize {
self.ndk_event.history_size()
}
/// An iterator over the historical events contained in this event.
#[inline]
pub fn history(&self) -> HistoricalMotionEventsIter<'_> {
self.ndk_event.history()
}
*/
/// Returns the state of any modifier keys that were pressed during the event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getmetastate)
#[inline]
pub fn meta_state(&self) -> MetaState {
self.ndk_event.meta_state().into()
}
/// Returns the button state during this event, as a bitfield.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getbuttonstate)
#[inline]
pub fn button_state(&self) -> ButtonState {
self.ndk_event.button_state().into()
}
/// Returns the time of the start of this gesture, in the `java.lang.System.nanoTime()` time
/// base
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getdowntime)
#[inline]
pub fn down_time(&self) -> i64 {
self.ndk_event.down_time()
}
/// Returns a bitfield indicating which edges were touched by this event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getedgeflags)
#[inline]
pub fn edge_flags(&self) -> EdgeFlags {
self.ndk_event.edge_flags().into()
}
/// Returns the time of this event, in the `java.lang.System.nanoTime()` time base
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_geteventtime)
#[inline]
pub fn event_time(&self) -> i64 {
self.ndk_event.event_time()
}
/// The flags associated with a motion event.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getflags)
#[inline]
pub fn flags(&self) -> MotionEventFlags {
self.ndk_event.flags().into()
}
/* Missing from GameActivity currently...
/// Returns the offset in the x direction between the coordinates and the raw coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getxoffset)
#[inline]
pub fn x_offset(&self) -> f32 {
self.ndk_event.x_offset()
}
/// Returns the offset in the y direction between the coordinates and the raw coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getyoffset)
#[inline]
pub fn y_offset(&self) -> f32 {
self.ndk_event.y_offset()
}
*/
/// Returns the precision of the x value of the coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getxprecision)
#[inline]
pub fn x_precision(&self) -> f32 {
self.ndk_event.x_precision()
}
/// Returns the precision of the y value of the coordinates
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#amotionevent_getyprecision)
#[inline]
pub fn y_precision(&self) -> f32 {
self.ndk_event.y_precision()
}
}
/// A view into the data of a specific pointer in a motion event.
#[derive(Debug)]
pub(crate) struct PointerImpl<'a> {
ndk_pointer: ndk::event::Pointer<'a>,
}
impl<'a> PointerImpl<'a> {
#[inline]
pub fn pointer_index(&self) -> usize {
self.ndk_pointer.pointer_index()
}
#[inline]
pub fn pointer_id(&self) -> i32 {
self.ndk_pointer.pointer_id()
}
#[inline]
pub fn axis_value(&self, axis: Axis) -> f32 {
let value: u32 = axis.into();
let value = value as i32;
self.ndk_pointer.axis_value(value.into())
}
#[inline]
pub fn raw_x(&self) -> f32 {
self.ndk_pointer.raw_x()
}
#[inline]
pub fn raw_y(&self) -> f32 {
self.ndk_pointer.raw_y()
}
#[inline]
pub fn tool_type(&self) -> ToolType {
let value: i32 = self.ndk_pointer.tool_type().into();
let value = value as u32;
value.into()
}
}
/// An iterator over the pointers in a [`MotionEvent`].
#[derive(Debug)]
pub(crate) struct PointersIterImpl<'a> {
ndk_pointers_iter: ndk::event::PointersIter<'a>,
}
impl<'a> Iterator for PointersIterImpl<'a> {
type Item = Pointer<'a>;
fn next(&mut self) -> Option<Pointer<'a>> {
self.ndk_pointers_iter.next().map(|ndk_pointer| Pointer {
inner: PointerImpl { ndk_pointer },
})
}
fn size_hint(&self) -> (usize, Option<usize>) {
self.ndk_pointers_iter.size_hint()
}
}
impl<'a> ExactSizeIterator for PointersIterImpl<'a> {
fn len(&self) -> usize {
self.ndk_pointers_iter.len()
}
}
/// A key event
///
/// For general discussion of key events in Android, see [the relevant
/// javadoc](https://developer.android.com/reference/android/view/KeyEvent).
#[derive(Debug)]
#[repr(transparent)]
pub struct KeyEvent<'a> {
ndk_event: ndk::event::KeyEvent,
_lifetime: PhantomData<&'a ndk::event::KeyEvent>,
}
impl<'a> KeyEvent<'a> {
pub(crate) fn new(ndk_event: ndk::event::KeyEvent) -> Self {
Self {
ndk_event,
_lifetime: PhantomData,
}
}
pub(crate) fn into_ndk_event(self) -> ndk::event::KeyEvent {
self.ndk_event
}
/// Get the source of the event.
///
#[inline]
pub fn source(&self) -> Source {
// XXX: we use `AInputEvent_getSource` directly (instead of calling
// ndk_event.source()) since we have our own `Source` enum that we
// share between backends, which may also capture unknown variants
// added in new versions of Android.
let source =
unsafe { ndk_sys::AInputEvent_getSource(self.ndk_event.ptr().as_ptr()) as u32 };
source.into()
}
/// Get the device id associated with the event.
///
#[inline]
pub fn device_id(&self) -> i32 {
self.ndk_event.device_id()
}
/// Returns the key action associated with the event.
///
/// See [the KeyEvent docs](https://developer.android.com/reference/android/view/KeyEvent#getAction())
#[inline]
pub fn action(&self) -> KeyAction {
// XXX: we use `AInputEvent_getAction` directly since we have our own
// `KeyAction` enum that we share between backends, which may also
// capture unknown variants added in new versions of Android.
let action = unsafe { ndk_sys::AKeyEvent_getAction(self.ndk_event.ptr().as_ptr()) as u32 };
action.into()
}
/// Returns the last time the key was pressed. This is on the scale of
/// `java.lang.System.nanoTime()`, which has nanosecond precision, but no defined start time.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getdowntime)
#[inline]
pub fn down_time(&self) -> i64 {
self.ndk_event.down_time()
}
/// Returns the time this event occured. This is on the scale of
/// `java.lang.System.nanoTime()`, which has nanosecond precision, but no defined start time.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_geteventtime)
#[inline]
pub fn event_time(&self) -> i64 {
self.ndk_event.event_time()
}
/// Returns the keycode associated with this key event
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getkeycode)
#[inline]
pub fn key_code(&self) -> Keycode {
// XXX: we use `AInputEvent_getKeyCode` directly since we have our own
// `Keycode` enum that we share between backends, which may also
// capture unknown variants added in new versions of Android.
let keycode =
unsafe { ndk_sys::AKeyEvent_getKeyCode(self.ndk_event.ptr().as_ptr()) as u32 };
keycode.into()
}
/// Returns the number of repeats of a key.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getrepeatcount)
#[inline]
pub fn repeat_count(&self) -> i32 {
self.ndk_event.repeat_count()
}
/// Returns the hardware keycode of a key. This varies from device to device.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getscancode)
#[inline]
pub fn scan_code(&self) -> i32 {
self.ndk_event.scan_code()
}
/// Returns the state of the modifiers during this key event, represented by a bitmask.
///
/// See [the NDK
/// docs](https://developer.android.com/ndk/reference/group/input#akeyevent_getmetastate)
#[inline]
pub fn meta_state(&self) -> MetaState {
self.ndk_event.meta_state().into()
}
}
// We use our own wrapper type for input events to have better consistency
// with GameActivity and ensure the enum can be extended without needing a
// semver bump
/// Enum of possible input events
#[derive(Debug)]
#[non_exhaustive]
pub enum InputEvent<'a> {
MotionEvent(self::MotionEvent<'a>),
KeyEvent(self::KeyEvent<'a>),
TextEvent(crate::input::TextInputState),
}

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@@ -0,0 +1,546 @@
#![cfg(any(feature = "native-activity", doc))]
use std::collections::HashMap;
use std::marker::PhantomData;
use std::panic::AssertUnwindSafe;
use std::ptr;
use std::ptr::NonNull;
use std::sync::{Arc, Mutex, RwLock, Weak};
use std::time::Duration;
use libc::c_void;
use log::{error, trace};
use ndk::input_queue::InputQueue;
use ndk::{asset::AssetManager, native_window::NativeWindow};
use crate::error::InternalResult;
use crate::input::{Axis, KeyCharacterMap, KeyCharacterMapBinding};
use crate::input::{TextInputState, TextSpan};
use crate::jni_utils::{self, CloneJavaVM};
use crate::{
util, AndroidApp, ConfigurationRef, InputStatus, MainEvent, PollEvent, Rect, WindowManagerFlags,
};
pub mod input;
mod glue;
use self::glue::NativeActivityGlue;
pub const LOOPER_ID_MAIN: libc::c_int = 1;
pub const LOOPER_ID_INPUT: libc::c_int = 2;
//pub const LOOPER_ID_USER: ::std::os::raw::c_uint = 3;
/// An interface for saving application state during [MainEvent::SaveState] events
///
/// This interface is only available temporarily while handling a [MainEvent::SaveState] event.
#[derive(Debug)]
pub struct StateSaver<'a> {
app: &'a AndroidAppInner,
}
impl<'a> StateSaver<'a> {
/// Stores the given `state` such that it will be available to load the next
/// time that the application resumes.
pub fn store(&self, state: &'a [u8]) {
self.app.native_activity.set_saved_state(state);
}
}
/// An interface for loading application state during [MainEvent::Resume] events
///
/// This interface is only available temporarily while handling a [MainEvent::Resume] event.
#[derive(Debug)]
pub struct StateLoader<'a> {
app: &'a AndroidAppInner,
}
impl<'a> StateLoader<'a> {
/// Returns whatever state was saved during the last [MainEvent::SaveState] event or `None`
pub fn load(&self) -> Option<Vec<u8>> {
self.app.native_activity.saved_state()
}
}
/// A means to wake up the main thread while it is blocked waiting for I/O
#[derive(Clone)]
pub struct AndroidAppWaker {
// The looper pointer is owned by the android_app and effectively
// has a 'static lifetime, and the ALooper_wake C API is thread
// safe, so this can be cloned safely and is send + sync safe
looper: NonNull<ndk_sys::ALooper>,
}
unsafe impl Send for AndroidAppWaker {}
unsafe impl Sync for AndroidAppWaker {}
impl AndroidAppWaker {
/// Interrupts the main thread if it is blocked within [`AndroidApp::poll_events()`]
///
/// If [`AndroidApp::poll_events()`] is interrupted it will invoke the poll
/// callback with a [PollEvent::Wake][wake_event] event.
///
/// [wake_event]: crate::PollEvent::Wake
pub fn wake(&self) {
unsafe {
ndk_sys::ALooper_wake(self.looper.as_ptr());
}
}
}
impl AndroidApp {
pub(crate) fn new(native_activity: NativeActivityGlue, jvm: CloneJavaVM) -> Self {
let mut env = jvm.get_env().unwrap(); // We attach to the thread before creating the AndroidApp
let key_map_binding = match KeyCharacterMapBinding::new(&mut env) {
Ok(b) => b,
Err(err) => {
panic!("Failed to create KeyCharacterMap JNI bindings: {err:?}");
}
};
let app = Self {
inner: Arc::new(RwLock::new(AndroidAppInner {
jvm,
native_activity,
looper: Looper {
ptr: ptr::null_mut(),
},
key_map_binding: Arc::new(key_map_binding),
key_maps: Mutex::new(HashMap::new()),
input_receiver: Mutex::new(None),
})),
};
{
let mut guard = app.inner.write().unwrap();
let main_fd = guard.native_activity.cmd_read_fd();
unsafe {
guard.looper.ptr = ndk_sys::ALooper_prepare(
ndk_sys::ALOOPER_PREPARE_ALLOW_NON_CALLBACKS as libc::c_int,
);
ndk_sys::ALooper_addFd(
guard.looper.ptr,
main_fd,
LOOPER_ID_MAIN,
ndk_sys::ALOOPER_EVENT_INPUT as libc::c_int,
None,
//&mut guard.cmd_poll_source as *mut _ as *mut _);
ptr::null_mut(),
);
}
}
app
}
}
#[derive(Debug)]
struct Looper {
pub ptr: *mut ndk_sys::ALooper,
}
unsafe impl Send for Looper {}
unsafe impl Sync for Looper {}
#[derive(Debug)]
pub(crate) struct AndroidAppInner {
pub(crate) jvm: CloneJavaVM,
pub(crate) native_activity: NativeActivityGlue,
looper: Looper,
/// Shared JNI bindings for the `KeyCharacterMap` class
key_map_binding: Arc<KeyCharacterMapBinding>,
/// A table of `KeyCharacterMap`s per `InputDevice` ID
/// these are used to be able to map key presses to unicode
/// characters
key_maps: Mutex<HashMap<i32, KeyCharacterMap>>,
/// While an app is reading input events it holds an
/// InputReceiver reference which we track to ensure
/// we don't hand out more than one receiver at a time
input_receiver: Mutex<Option<Weak<InputReceiver>>>,
}
impl AndroidAppInner {
pub(crate) fn vm_as_ptr(&self) -> *mut c_void {
unsafe { (*self.native_activity.activity).vm as _ }
}
pub(crate) fn activity_as_ptr(&self) -> *mut c_void {
// "clazz" is a completely bogus name; this is the _instance_ not class pointer
unsafe { (*self.native_activity.activity).clazz as _ }
}
pub(crate) fn native_activity(&self) -> *const ndk_sys::ANativeActivity {
self.native_activity.activity
}
pub(crate) fn looper(&self) -> *mut ndk_sys::ALooper {
self.looper.ptr
}
pub fn native_window(&self) -> Option<NativeWindow> {
self.native_activity.mutex.lock().unwrap().window.clone()
}
pub fn poll_events<F>(&self, timeout: Option<Duration>, mut callback: F)
where
F: FnMut(PollEvent<'_>),
{
trace!("poll_events");
unsafe {
let mut fd: i32 = 0;
let mut events: i32 = 0;
let mut source: *mut c_void = ptr::null_mut();
let timeout_milliseconds = if let Some(timeout) = timeout {
timeout.as_millis() as i32
} else {
-1
};
trace!("Calling ALooper_pollAll, timeout = {timeout_milliseconds}");
assert!(
!ndk_sys::ALooper_forThread().is_null(),
"Application tried to poll events from non-main thread"
);
let id = ndk_sys::ALooper_pollAll(
timeout_milliseconds,
&mut fd,
&mut events,
&mut source as *mut *mut c_void,
);
trace!("pollAll id = {id}");
match id {
ndk_sys::ALOOPER_POLL_WAKE => {
trace!("ALooper_pollAll returned POLL_WAKE");
callback(PollEvent::Wake);
}
ndk_sys::ALOOPER_POLL_CALLBACK => {
// ALooper_pollAll is documented to handle all callback sources internally so it should
// never return a _CALLBACK source id...
error!("Spurious ALOOPER_POLL_CALLBACK from ALopper_pollAll() (ignored)");
}
ndk_sys::ALOOPER_POLL_TIMEOUT => {
trace!("ALooper_pollAll returned POLL_TIMEOUT");
callback(PollEvent::Timeout);
}
ndk_sys::ALOOPER_POLL_ERROR => {
// If we have an IO error with our pipe to the main Java thread that's surely
// not something we can recover from
panic!("ALooper_pollAll returned POLL_ERROR");
}
id if id >= 0 => {
match id {
LOOPER_ID_MAIN => {
trace!("ALooper_pollAll returned ID_MAIN");
if let Some(ipc_cmd) = self.native_activity.read_cmd() {
let main_cmd = match ipc_cmd {
// We don't forward info about the AInputQueue to apps since it's
// an implementation details that's also not compatible with
// GameActivity
glue::AppCmd::InputQueueChanged => None,
glue::AppCmd::InitWindow => Some(MainEvent::InitWindow {}),
glue::AppCmd::TermWindow => Some(MainEvent::TerminateWindow {}),
glue::AppCmd::WindowResized => {
Some(MainEvent::WindowResized {})
}
glue::AppCmd::WindowRedrawNeeded => {
Some(MainEvent::RedrawNeeded {})
}
glue::AppCmd::ContentRectChanged => {
Some(MainEvent::ContentRectChanged {})
}
glue::AppCmd::GainedFocus => Some(MainEvent::GainedFocus),
glue::AppCmd::LostFocus => Some(MainEvent::LostFocus),
glue::AppCmd::ConfigChanged => {
Some(MainEvent::ConfigChanged {})
}
glue::AppCmd::LowMemory => Some(MainEvent::LowMemory),
glue::AppCmd::Start => Some(MainEvent::Start),
glue::AppCmd::Resume => Some(MainEvent::Resume {
loader: StateLoader { app: self },
}),
glue::AppCmd::SaveState => Some(MainEvent::SaveState {
saver: StateSaver { app: self },
}),
glue::AppCmd::Pause => Some(MainEvent::Pause),
glue::AppCmd::Stop => Some(MainEvent::Stop),
glue::AppCmd::Destroy => Some(MainEvent::Destroy),
};
trace!("Calling pre_exec_cmd({ipc_cmd:#?})");
self.native_activity.pre_exec_cmd(
ipc_cmd,
self.looper(),
LOOPER_ID_INPUT,
);
if let Some(main_cmd) = main_cmd {
trace!("Invoking callback for ID_MAIN command = {main_cmd:?}");
callback(PollEvent::Main(main_cmd));
}
trace!("Calling post_exec_cmd({ipc_cmd:#?})");
self.native_activity.post_exec_cmd(ipc_cmd);
}
}
LOOPER_ID_INPUT => {
trace!("ALooper_pollAll returned ID_INPUT");
// To avoid spamming the application with event loop iterations notifying them of
// input events then we only send one `InputAvailable` per iteration of input
// handling. We re-attach the looper when the application calls
// `AndroidApp::input_events()`
self.native_activity.detach_input_queue_from_looper();
callback(PollEvent::Main(MainEvent::InputAvailable))
}
_ => {
error!("Ignoring spurious ALooper event source: id = {id}, fd = {fd}, events = {events:?}, data = {source:?}");
}
}
}
_ => {
error!("Spurious ALooper_pollAll return value {id} (ignored)");
}
}
}
}
pub fn create_waker(&self) -> AndroidAppWaker {
unsafe {
// From the application's pov we assume the looper pointer has a static
// lifetimes and we can safely assume it is never NULL.
AndroidAppWaker {
looper: NonNull::new_unchecked(self.looper.ptr),
}
}
}
pub fn config(&self) -> ConfigurationRef {
self.native_activity.config()
}
pub fn content_rect(&self) -> Rect {
self.native_activity.content_rect()
}
pub fn asset_manager(&self) -> AssetManager {
unsafe {
let activity_ptr = self.native_activity.activity;
let am_ptr = NonNull::new_unchecked((*activity_ptr).assetManager);
AssetManager::from_ptr(am_ptr)
}
}
pub fn set_window_flags(
&self,
add_flags: WindowManagerFlags,
remove_flags: WindowManagerFlags,
) {
let na = self.native_activity();
let na_mut = na as *mut ndk_sys::ANativeActivity;
unsafe {
ndk_sys::ANativeActivity_setWindowFlags(
na_mut.cast(),
add_flags.bits(),
remove_flags.bits(),
);
}
}
// TODO: move into a trait
pub fn show_soft_input(&self, show_implicit: bool) {
let na = self.native_activity();
unsafe {
let flags = if show_implicit {
ndk_sys::ANATIVEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT
} else {
0
};
ndk_sys::ANativeActivity_showSoftInput(na as *mut _, flags);
}
}
// TODO: move into a trait
pub fn hide_soft_input(&self, hide_implicit_only: bool) {
let na = self.native_activity();
unsafe {
let flags = if hide_implicit_only {
ndk_sys::ANATIVEACTIVITY_HIDE_SOFT_INPUT_IMPLICIT_ONLY
} else {
0
};
ndk_sys::ANativeActivity_hideSoftInput(na as *mut _, flags);
}
}
// TODO: move into a trait
pub fn text_input_state(&self) -> TextInputState {
TextInputState {
text: String::new(),
selection: TextSpan { start: 0, end: 0 },
compose_region: None,
}
}
// TODO: move into a trait
pub fn set_text_input_state(&self, _state: TextInputState) {
// NOP: Unsupported
}
pub fn device_key_character_map(&self, device_id: i32) -> InternalResult<KeyCharacterMap> {
let mut guard = self.key_maps.lock().unwrap();
let key_map = match guard.entry(device_id) {
std::collections::hash_map::Entry::Occupied(occupied) => occupied.get().clone(),
std::collections::hash_map::Entry::Vacant(vacant) => {
let character_map = jni_utils::device_key_character_map(
self.jvm.clone(),
self.key_map_binding.clone(),
device_id,
)?;
vacant.insert(character_map.clone());
character_map
}
};
Ok(key_map)
}
pub fn enable_motion_axis(&self, _axis: Axis) {
// NOP - The InputQueue API doesn't let us optimize which axis values are read
}
pub fn disable_motion_axis(&self, _axis: Axis) {
// NOP - The InputQueue API doesn't let us optimize which axis values are read
}
pub fn input_events_receiver(&self) -> InternalResult<Arc<InputReceiver>> {
let mut guard = self.input_receiver.lock().unwrap();
if let Some(receiver) = &*guard {
if receiver.strong_count() > 0 {
return Err(crate::error::InternalAppError::InputUnavailable);
}
}
*guard = None;
// Get the InputQueue for the NativeActivity (if there is one) and also ensure
// the queue is re-attached to our event Looper (so new input events will again
// trigger a wake up)
let queue = self
.native_activity
.looper_attached_input_queue(self.looper(), LOOPER_ID_INPUT);
// Note: we don't treat it as an error if there is no queue, so if applications
// iterate input before a queue has been created (e.g. before onStart) then
// it will simply behave like there are no events available currently.
let receiver = Arc::new(InputReceiver { queue });
*guard = Some(Arc::downgrade(&receiver));
Ok(receiver)
}
pub fn internal_data_path(&self) -> Option<std::path::PathBuf> {
let na = self.native_activity();
unsafe { util::try_get_path_from_ptr((*na).internalDataPath) }
}
pub fn external_data_path(&self) -> Option<std::path::PathBuf> {
let na = self.native_activity();
unsafe { util::try_get_path_from_ptr((*na).externalDataPath) }
}
pub fn obb_path(&self) -> Option<std::path::PathBuf> {
let na = self.native_activity();
unsafe { util::try_get_path_from_ptr((*na).obbPath) }
}
}
#[derive(Debug)]
pub(crate) struct InputReceiver {
queue: Option<InputQueue>,
}
impl<'a> From<Arc<InputReceiver>> for InputIteratorInner<'a> {
fn from(receiver: Arc<InputReceiver>) -> Self {
Self {
receiver,
_lifetime: PhantomData,
}
}
}
pub(crate) struct InputIteratorInner<'a> {
// Held to maintain exclusive access to buffered input events
receiver: Arc<InputReceiver>,
_lifetime: PhantomData<&'a ()>,
}
impl<'a> InputIteratorInner<'a> {
pub(crate) fn next<F>(&self, callback: F) -> bool
where
F: FnOnce(&input::InputEvent) -> InputStatus,
{
let Some(queue) = &self.receiver.queue else {
log::trace!("no queue available for events");
return false;
};
// Note: we basically ignore errors from event() currently. Looking at the source code for
// Android's InputQueue, the only error that can be returned here is 'WOULD_BLOCK', which we
// want to just treat as meaning the queue is empty.
//
// ref: https://github.com/aosp-mirror/platform_frameworks_base/blob/master/core/jni/android_view_InputQueue.cpp
//
if let Ok(Some(ndk_event)) = queue.event() {
log::trace!("queue: got event: {ndk_event:?}");
if let Some(ndk_event) = queue.pre_dispatch(ndk_event) {
let event = match ndk_event {
ndk::event::InputEvent::MotionEvent(e) => {
input::InputEvent::MotionEvent(input::MotionEvent::new(e))
}
ndk::event::InputEvent::KeyEvent(e) => {
input::InputEvent::KeyEvent(input::KeyEvent::new(e))
}
_ => todo!("NDK added a new type"),
};
// `finish_event` needs to be called for each event otherwise
// the app would likely get an ANR
let result = std::panic::catch_unwind(AssertUnwindSafe(|| callback(&event)));
let ndk_event = match event {
input::InputEvent::MotionEvent(e) => {
ndk::event::InputEvent::MotionEvent(e.into_ndk_event())
}
input::InputEvent::KeyEvent(e) => {
ndk::event::InputEvent::KeyEvent(e.into_ndk_event())
}
_ => unreachable!(),
};
let handled = match result {
Ok(handled) => handled,
Err(payload) => {
log::error!("Calling `finish_event` after panic in input event handler, to try and avoid being killed via an ANR");
queue.finish_event(ndk_event, false);
std::panic::resume_unwind(payload);
}
};
log::trace!("queue: finishing event");
queue.finish_event(ndk_event, handled == InputStatus::Handled);
}
true
} else {
log::trace!("queue: no more events");
false
}
}
}

113
vendor/android-activity/src/util.rs vendored Normal file
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@@ -0,0 +1,113 @@
use log::{error, Level};
use std::{
ffi::{CStr, CString},
fs::File,
io::{BufRead as _, BufReader, Result},
os::{
fd::{FromRawFd as _, RawFd},
raw::c_char,
},
};
pub fn try_get_path_from_ptr(path: *const c_char) -> Option<std::path::PathBuf> {
if path.is_null() {
return None;
}
let cstr = unsafe {
let cstr_slice = CStr::from_ptr(path.cast());
cstr_slice.to_str().ok()?
};
if cstr.is_empty() {
return None;
}
Some(std::path::PathBuf::from(cstr))
}
pub(crate) fn android_log(level: Level, tag: &CStr, msg: &CStr) {
let prio = match level {
Level::Error => ndk_sys::android_LogPriority::ANDROID_LOG_ERROR,
Level::Warn => ndk_sys::android_LogPriority::ANDROID_LOG_WARN,
Level::Info => ndk_sys::android_LogPriority::ANDROID_LOG_INFO,
Level::Debug => ndk_sys::android_LogPriority::ANDROID_LOG_DEBUG,
Level::Trace => ndk_sys::android_LogPriority::ANDROID_LOG_VERBOSE,
};
unsafe {
ndk_sys::__android_log_write(prio.0 as libc::c_int, tag.as_ptr(), msg.as_ptr());
}
}
pub(crate) fn forward_stdio_to_logcat() -> std::thread::JoinHandle<Result<()>> {
// XXX: make this stdout/stderr redirection an optional / opt-in feature?...
let file = unsafe {
let mut logpipe: [RawFd; 2] = Default::default();
libc::pipe2(logpipe.as_mut_ptr(), libc::O_CLOEXEC);
libc::dup2(logpipe[1], libc::STDOUT_FILENO);
libc::dup2(logpipe[1], libc::STDERR_FILENO);
libc::close(logpipe[1]);
File::from_raw_fd(logpipe[0])
};
std::thread::Builder::new()
.name("stdio-to-logcat".to_string())
.spawn(move || -> Result<()> {
let tag = CStr::from_bytes_with_nul(b"RustStdoutStderr\0").unwrap();
let mut reader = BufReader::new(file);
let mut buffer = String::new();
loop {
buffer.clear();
let len = match reader.read_line(&mut buffer) {
Ok(len) => len,
Err(e) => {
error!("Logcat forwarder failed to read stdin/stderr: {e:?}");
break Err(e);
}
};
if len == 0 {
break Ok(());
} else if let Ok(msg) = CString::new(buffer.clone()) {
android_log(Level::Info, tag, &msg);
}
}
})
.expect("Failed to start stdout/stderr to logcat forwarder thread")
}
pub(crate) fn log_panic(panic: Box<dyn std::any::Any + Send>) {
let rust_panic = unsafe { CStr::from_bytes_with_nul_unchecked(b"RustPanic\0") };
if let Some(panic) = panic.downcast_ref::<String>() {
if let Ok(msg) = CString::new(panic.clone()) {
android_log(Level::Error, rust_panic, &msg);
}
} else if let Ok(panic) = panic.downcast::<&str>() {
if let Ok(msg) = CString::new(*panic) {
android_log(Level::Error, rust_panic, &msg);
}
} else {
let unknown_panic = unsafe { CStr::from_bytes_with_nul_unchecked(b"UnknownPanic\0") };
android_log(Level::Error, unknown_panic, unsafe {
CStr::from_bytes_with_nul_unchecked(b"\0")
});
}
}
/// Run a closure and abort the program if it panics.
///
/// This is generally used to ensure Rust callbacks won't unwind past the JNI boundary, which leads
/// to undefined behaviour.
///
/// TODO(rib): throw a Java exception instead of aborting. An Android Activity does not necessarily
/// own the entire process because other application Services (or even Activities) may run in
/// threads within the same process, and so we're tearing down too much by aborting the process.
pub(crate) fn abort_on_panic<R>(f: impl FnOnce() -> R) -> R {
std::panic::catch_unwind(std::panic::AssertUnwindSafe(f)).unwrap_or_else(|panic| {
// Try logging the panic before aborting
//
// Just in case our attempt to log a panic could itself cause a panic we use a
// second catch_unwind here.
let _ = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| log_panic(panic)));
std::process::abort();
})
}