311 lines
11 KiB
C
311 lines
11 KiB
C
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/*
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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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#ifndef ANDROID_NATIVE_ACTIVITY_H
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#define ANDROID_NATIVE_ACTIVITY_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <jni.h>
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#include <android/asset_manager.h>
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#include <android/input.h>
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#include <android/native_window.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ANativeActivityCallbacks;
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/**
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* This structure defines the native side of an android.app.NativeActivity.
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* It is created by the framework, and handed to the application's native
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* code as it is being launched.
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*/
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typedef struct ANativeActivity {
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/**
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* Pointer to the callback function table of the native application.
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* You can set the functions here to your own callbacks. The callbacks
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* pointer itself here should not be changed; it is allocated and managed
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* for you by the framework.
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*/
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struct ANativeActivityCallbacks* callbacks;
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/**
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* The global handle on the process's Java VM.
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*/
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JavaVM* vm;
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/**
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* JNI context for the main thread of the app. Note that this field
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* can ONLY be used from the main thread of the process; that is, the
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* thread that calls into the ANativeActivityCallbacks.
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*/
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JNIEnv* env;
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/**
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* The NativeActivity object handle.
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*
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* IMPORTANT NOTE: This member is mis-named. It should really be named
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* 'activity' instead of 'clazz', since it's a reference to the
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* NativeActivity instance created by the system for you.
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*
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* We unfortunately cannot change this without breaking NDK
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* source-compatibility.
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*/
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jobject clazz;
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/**
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* Path to this application's internal data directory.
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*/
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const char* internalDataPath;
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/**
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* Path to this application's external (removable/mountable) data directory.
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*/
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const char* externalDataPath;
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/**
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* The platform's SDK version code.
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*/
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int32_t sdkVersion;
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/**
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* This is the native instance of the application. It is not used by
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* the framework, but can be set by the application to its own instance
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* state.
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*/
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void* instance;
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/**
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* Pointer to the Asset Manager instance for the application. The application
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* uses this to access binary assets bundled inside its own .apk file.
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*/
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AAssetManager* assetManager;
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/**
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* Available starting with Honeycomb: path to the directory containing
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* the application's OBB files (if any). If the app doesn't have any
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* OBB files, this directory may not exist.
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*/
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const char* obbPath;
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} ANativeActivity;
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/**
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* These are the callbacks the framework makes into a native application.
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* All of these callbacks happen on the main thread of the application.
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* By default, all callbacks are NULL; set to a pointer to your own function
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* to have it called.
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*/
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typedef struct ANativeActivityCallbacks {
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/**
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* NativeActivity has started. See Java documentation for Activity.onStart()
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* for more information.
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*/
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void (*onStart)(ANativeActivity* activity);
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/**
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* NativeActivity has resumed. See Java documentation for Activity.onResume()
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* for more information.
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*/
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void (*onResume)(ANativeActivity* activity);
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/**
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* Framework is asking NativeActivity to save its current instance state.
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* See Java documentation for Activity.onSaveInstanceState() for more
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* information. The returned pointer needs to be created with malloc();
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* the framework will call free() on it for you. You also must fill in
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* outSize with the number of bytes in the allocation. Note that the
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* saved state will be persisted, so it can not contain any active
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* entities (pointers to memory, file descriptors, etc).
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*/
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void* (*onSaveInstanceState)(ANativeActivity* activity, size_t* outSize);
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/**
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* NativeActivity has paused. See Java documentation for Activity.onPause()
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* for more information.
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*/
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void (*onPause)(ANativeActivity* activity);
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/**
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* NativeActivity has stopped. See Java documentation for Activity.onStop()
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* for more information.
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*/
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void (*onStop)(ANativeActivity* activity);
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/**
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* NativeActivity is being destroyed. See Java documentation for Activity.onDestroy()
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* for more information.
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*/
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void (*onDestroy)(ANativeActivity* activity);
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/**
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* Focus has changed in this NativeActivity's window. This is often used,
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* for example, to pause a game when it loses input focus.
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*/
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void (*onWindowFocusChanged)(ANativeActivity* activity, int hasFocus);
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/**
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* The drawing window for this native activity has been created. You
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* can use the given native window object to start drawing.
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*/
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void (*onNativeWindowCreated)(ANativeActivity* activity, ANativeWindow* window);
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/**
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* The drawing window for this native activity has been resized. You should
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* retrieve the new size from the window and ensure that your rendering in
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* it now matches.
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*/
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void (*onNativeWindowResized)(ANativeActivity* activity, ANativeWindow* window);
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/**
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* The drawing window for this native activity needs to be redrawn. To avoid
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* transient artifacts during screen changes (such resizing after rotation),
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* applications should not return from this function until they have finished
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* drawing their window in its current state.
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*/
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void (*onNativeWindowRedrawNeeded)(ANativeActivity* activity, ANativeWindow* window);
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/**
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* The drawing window for this native activity is going to be destroyed.
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* You MUST ensure that you do not touch the window object after returning
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* from this function: in the common case of drawing to the window from
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* another thread, that means the implementation of this callback must
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* properly synchronize with the other thread to stop its drawing before
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* returning from here.
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*/
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void (*onNativeWindowDestroyed)(ANativeActivity* activity, ANativeWindow* window);
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/**
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* The input queue for this native activity's window has been created.
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* You can use the given input queue to start retrieving input events.
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*/
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void (*onInputQueueCreated)(ANativeActivity* activity, AInputQueue* queue);
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/**
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* The input queue for this native activity's window is being destroyed.
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* You should no longer try to reference this object upon returning from this
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* function.
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*/
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void (*onInputQueueDestroyed)(ANativeActivity* activity, AInputQueue* queue);
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/**
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* The rectangle in the window in which content should be placed has changed.
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*/
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void (*onContentRectChanged)(ANativeActivity* activity, const ARect* rect);
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/**
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* The current device AConfiguration has changed. The new configuration can
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* be retrieved from assetManager.
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*/
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void (*onConfigurationChanged)(ANativeActivity* activity);
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/**
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* The system is running low on memory. Use this callback to release
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* resources you do not need, to help the system avoid killing more
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* important processes.
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*/
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void (*onLowMemory)(ANativeActivity* activity);
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} ANativeActivityCallbacks;
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/**
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* This is the function that must be in the native code to instantiate the
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* application's native activity. It is called with the activity instance (see
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* above); if the code is being instantiated from a previously saved instance,
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* the savedState will be non-NULL and point to the saved data. You must make
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* any copy of this data you need -- it will be released after you return from
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* this function.
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*/
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typedef void ANativeActivity_createFunc(ANativeActivity* activity,
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void* savedState, size_t savedStateSize);
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/**
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* The name of the function that NativeInstance looks for when launching its
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* native code. This is the default function that is used, you can specify
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* "android.app.func_name" string meta-data in your manifest to use a different
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* function.
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*/
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extern ANativeActivity_createFunc ANativeActivity_onCreate;
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/**
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* Finish the given activity. Its finish() method will be called, causing it
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* to be stopped and destroyed. Note that this method can be called from
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* *any* thread; it will send a message to the main thread of the process
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* where the Java finish call will take place.
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*/
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void ANativeActivity_finish(ANativeActivity* activity);
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/**
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* Change the window format of the given activity. Calls getWindow().setFormat()
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* of the given activity. Note that this method can be called from
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* *any* thread; it will send a message to the main thread of the process
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* where the Java finish call will take place.
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*/
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void ANativeActivity_setWindowFormat(ANativeActivity* activity, int32_t format);
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/**
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* Change the window flags of the given activity. Calls getWindow().setFlags()
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* of the given activity. Note that this method can be called from
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* *any* thread; it will send a message to the main thread of the process
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* where the Java finish call will take place. See window.h for flag constants.
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*/
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void ANativeActivity_setWindowFlags(ANativeActivity* activity,
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uint32_t addFlags, uint32_t removeFlags);
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/**
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* Flags for ANativeActivity_showSoftInput; see the Java InputMethodManager
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* API for documentation.
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*/
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enum {
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ANATIVEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT = 0x0001,
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ANATIVEACTIVITY_SHOW_SOFT_INPUT_FORCED = 0x0002,
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};
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/**
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* Show the IME while in the given activity. Calls InputMethodManager.showSoftInput()
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* for the given activity. Note that this method can be called from
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* *any* thread; it will send a message to the main thread of the process
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* where the Java finish call will take place.
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*/
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void ANativeActivity_showSoftInput(ANativeActivity* activity, uint32_t flags);
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/**
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* Flags for ANativeActivity_hideSoftInput; see the Java InputMethodManager
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* API for documentation.
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*/
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enum {
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ANATIVEACTIVITY_HIDE_SOFT_INPUT_IMPLICIT_ONLY = 0x0001,
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ANATIVEACTIVITY_HIDE_SOFT_INPUT_NOT_ALWAYS = 0x0002,
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};
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/**
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* Hide the IME while in the given activity. Calls InputMethodManager.hideSoftInput()
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* for the given activity. Note that this method can be called from
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* *any* thread; it will send a message to the main thread of the process
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* where the Java finish call will take place.
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*/
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void ANativeActivity_hideSoftInput(ANativeActivity* activity, uint32_t flags);
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#ifdef __cplusplus
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};
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#endif
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#endif // ANDROID_NATIVE_ACTIVITY_H
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