Vendor dependencies for 0.3.0 release

This commit is contained in:
2025-09-27 10:29:08 -05:00
parent 0c8d39d483
commit 82ab7f317b
26803 changed files with 16134934 additions and 0 deletions

View File

@@ -0,0 +1,732 @@
/*
* 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
/** @} */