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a7fc04626a
Also removes a couple wrong Godot headers from third-party source files.
352 lines
12 KiB
C++
352 lines
12 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef _ANDROID_NATIVE_APP_GLUE_H
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#define _ANDROID_NATIVE_APP_GLUE_H
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#ifdef ANDROID_NATIVE_ACTIVITY
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#include <poll.h>
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#include <pthread.h>
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#include <sched.h>
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#include <android/configuration.h>
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#include <android/looper.h>
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#include <android/native_activity.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* The native activity interface provided by <android/native_activity.h>
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* is based on a set of application-provided callbacks that will be called
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* by the Activity's main thread when certain events occur.
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*
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* This means that each one of this callbacks _should_ _not_ block, or they
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* risk having the system force-close the application. This programming
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* model is direct, lightweight, but constraining.
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*
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* The 'threaded_native_app' static library is used to provide a different
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* execution model where the application can implement its own main event
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* loop in a different thread instead. Here's how it works:
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*
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* 1/ The application must provide a function named "android_main()" that
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* will be called when the activity is created, in a new thread that is
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* distinct from the activity's main thread.
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*
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* 2/ android_main() receives a pointer to a valid "android_app" structure
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* that contains references to other important objects, e.g. the
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* ANativeActivity obejct instance the application is running in.
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*
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* 3/ the "android_app" object holds an ALooper instance that already
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* listens to two important things:
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*
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* - activity lifecycle events (e.g. "pause", "resume"). See APP_CMD_XXX
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* declarations below.
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*
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* - input events coming from the AInputQueue attached to the activity.
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*
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* Each of these correspond to an ALooper identifier returned by
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* ALooper_pollOnce with values of LOOPER_ID_MAIN and LOOPER_ID_INPUT,
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* respectively.
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*
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* Your application can use the same ALooper to listen to additional
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* file-descriptors. They can either be callback based, or with return
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* identifiers starting with LOOPER_ID_USER.
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*
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* 4/ Whenever you receive a LOOPER_ID_MAIN or LOOPER_ID_INPUT event,
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* the returned data will point to an android_poll_source structure. You
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* can call the process() function on it, and fill in android_app->onAppCmd
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* and android_app->onInputEvent to be called for your own processing
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* of the event.
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*
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* Alternatively, you can call the low-level functions to read and process
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* the data directly... look at the process_cmd() and process_input()
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* implementations in the glue to see how to do this.
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*
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* See the sample named "native-activity" that comes with the NDK with a
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* full usage example. Also look at the JavaDoc of NativeActivity.
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*/
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struct android_app;
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/**
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* Data associated with an ALooper fd that will be returned as the "outData"
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* when that source has data ready.
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*/
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struct android_poll_source {
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// The identifier of this source. May be LOOPER_ID_MAIN or
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// LOOPER_ID_INPUT.
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int32_t id;
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// The android_app this ident is associated with.
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struct android_app* app;
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// Function to call to perform the standard processing of data from
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// this source.
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void (*process)(struct android_app* app, struct android_poll_source* source);
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};
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/**
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* This is the interface for the standard glue code of a threaded
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* application. In this model, the application's code is running
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* in its own thread separate from the main thread of the process.
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* It is not required that this thread be associated with the Java
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* VM, although it will need to be in order to make JNI calls any
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* Java objects.
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*/
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struct android_app {
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// The application can place a pointer to its own state object
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// here if it likes.
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void* userData;
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// Fill this in with the function to process main app commands (APP_CMD_*)
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void (*onAppCmd)(struct android_app* app, int32_t cmd);
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// Fill this in with the function to process input events. At this point
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// the event has already been pre-dispatched, and it will be finished upon
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// return. Return 1 if you have handled the event, 0 for any default
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// dispatching.
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int32_t (*onInputEvent)(struct android_app* app, AInputEvent* event);
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// The ANativeActivity object instance that this app is running in.
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ANativeActivity* activity;
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// The current configuration the app is running in.
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AConfiguration* config;
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// This is the last instance's saved state, as provided at creation time.
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// It is NULL if there was no state. You can use this as you need; the
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// memory will remain around until you call android_app_exec_cmd() for
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// APP_CMD_RESUME, at which point it will be freed and savedState set to NULL.
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// These variables should only be changed when processing a APP_CMD_SAVE_STATE,
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// at which point they will be initialized to NULL and you can malloc your
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// state and place the information here. In that case the memory will be
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// freed for you later.
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void* savedState;
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size_t savedStateSize;
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// The ALooper associated with the app's thread.
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ALooper* looper;
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// When non-NULL, this is the input queue from which the app will
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// receive user input events.
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AInputQueue* inputQueue;
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// When non-NULL, this is the window surface that the app can draw in.
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ANativeWindow* window;
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// Current content rectangle of the window; this is the area where the
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// window's content should be placed to be seen by the user.
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ARect contentRect;
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// Current state of the app's activity. May be either APP_CMD_START,
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// APP_CMD_RESUME, APP_CMD_PAUSE, or APP_CMD_STOP; see below.
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int activityState;
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// This is non-zero when the application's NativeActivity is being
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// destroyed and waiting for the app thread to complete.
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int destroyRequested;
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// -------------------------------------------------
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// Below are "private" implementation of the glue code.
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pthread_mutex_t mutex;
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pthread_cond_t cond;
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int msgread;
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int msgwrite;
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pthread_t thread;
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struct android_poll_source cmdPollSource;
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struct android_poll_source inputPollSource;
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int running;
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int stateSaved;
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int destroyed;
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int redrawNeeded;
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AInputQueue* pendingInputQueue;
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ANativeWindow* pendingWindow;
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ARect pendingContentRect;
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};
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enum {
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/**
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* Looper data ID of commands coming from the app's main thread, which
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* is returned as an identifier from ALooper_pollOnce(). The data for this
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* identifier is a pointer to an android_poll_source structure.
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* These can be retrieved and processed with android_app_read_cmd()
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* and android_app_exec_cmd().
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*/
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LOOPER_ID_MAIN = 1,
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/**
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* Looper data ID of events coming from the AInputQueue of the
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* application's window, which is returned as an identifier from
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* ALooper_pollOnce(). The data for this identifier is a pointer to an
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* android_poll_source structure. These can be read via the inputQueue
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* object of android_app.
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*/
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LOOPER_ID_INPUT = 2,
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/**
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* Start of user-defined ALooper identifiers.
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*/
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LOOPER_ID_USER = 3,
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};
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enum {
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/**
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* Command from main thread: the AInputQueue has changed. Upon processing
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* this command, android_app->inputQueue will be updated to the new queue
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* (or NULL).
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*/
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APP_CMD_INPUT_CHANGED,
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/**
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* Command from main thread: a new ANativeWindow is ready for use. Upon
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* receiving this command, android_app->window will contain the new window
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* surface.
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*/
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APP_CMD_INIT_WINDOW,
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/**
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* Command from main thread: the existing ANativeWindow needs to be
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* terminated. Upon receiving this command, android_app->window still
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* contains the existing window; after calling android_app_exec_cmd
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* it will be set to NULL.
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*/
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APP_CMD_TERM_WINDOW,
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/**
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* Command from main thread: the current ANativeWindow has been resized.
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* Please redraw with its new size.
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*/
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APP_CMD_WINDOW_RESIZED,
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/**
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* Command from main thread: the system needs that the current ANativeWindow
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* be redrawn. You should redraw the window before handing this to
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* android_app_exec_cmd() in order to avoid transient drawing glitches.
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*/
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APP_CMD_WINDOW_REDRAW_NEEDED,
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/**
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* Command from main thread: the content area of the window has changed,
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* such as from the soft input window being shown or hidden. You can
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* find the new content rect in android_app::contentRect.
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*/
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APP_CMD_CONTENT_RECT_CHANGED,
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/**
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* Command from main thread: the app's activity window has gained
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* input focus.
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*/
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APP_CMD_GAINED_FOCUS,
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/**
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* Command from main thread: the app's activity window has lost
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* input focus.
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*/
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APP_CMD_LOST_FOCUS,
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/**
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* Command from main thread: the current device configuration has changed.
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*/
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APP_CMD_CONFIG_CHANGED,
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/**
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* Command from main thread: the system is running low on memory.
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* Try to reduce your memory use.
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*/
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APP_CMD_LOW_MEMORY,
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/**
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* Command from main thread: the app's activity has been started.
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*/
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APP_CMD_START,
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/**
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* Command from main thread: the app's activity has been resumed.
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*/
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APP_CMD_RESUME,
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/**
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* Command from main thread: the app should generate a new saved state
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* for itself, to restore from later if needed. If you have saved state,
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* allocate it with malloc and place it in android_app.savedState with
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* the size in android_app.savedStateSize. The will be freed for you
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* later.
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*/
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APP_CMD_SAVE_STATE,
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/**
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* Command from main thread: the app's activity has been paused.
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*/
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APP_CMD_PAUSE,
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/**
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* Command from main thread: the app's activity has been stopped.
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*/
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APP_CMD_STOP,
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/**
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* Command from main thread: the app's activity is being destroyed,
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* and waiting for the app thread to clean up and exit before proceeding.
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*/
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APP_CMD_DESTROY,
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};
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/**
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* Call when ALooper_pollAll() returns LOOPER_ID_MAIN, reading the next
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* app command message.
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*/
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int8_t android_app_read_cmd(struct android_app* android_app);
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/**
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* Call with the command returned by android_app_read_cmd() to do the
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* initial pre-processing of the given command. You can perform your own
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* actions for the command after calling this function.
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*/
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void android_app_pre_exec_cmd(struct android_app* android_app, int8_t cmd);
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/**
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* Call with the command returned by android_app_read_cmd() to do the
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* final post-processing of the given command. You must have done your own
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* actions for the command before calling this function.
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*/
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void android_app_post_exec_cmd(struct android_app* android_app, int8_t cmd);
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/**
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* Dummy function you can call to ensure glue code isn't stripped.
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*/
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void app_dummy();
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/**
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* This is the function that application code must implement, representing
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* the main entry to the app.
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*/
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extern void android_main(struct android_app* app);
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#ifdef __cplusplus
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}
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#endif
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#endif /* _ANDROID_NATIVE_APP_GLUE_H */
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#endif
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