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kc3-lang/angle/util/android/third_party/android_native_app_glue.h

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  • Author : Yuly Novikov
    Date : 2016-06-03 00:18:38
    Hash : a6426d67
    Message : Android GL backend and end2end tests Just the bare minimum implementation for end2end tests to run. BUG=angleproject:1362 TEST=angle_end2end_tests on Nexus 5X Change-Id: I92293e0f8bdc2ffaa5d4661927750d7cb3d931e6 Reviewed-on: https://chromium-review.googlesource.com/349353 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>

  • util/android/third_party/android_native_app_glue.h
  • /*
     * Copyright (C) 2010 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_NATIVE_APP_GLUE_H
    #define _ANDROID_NATIVE_APP_GLUE_H
    
    #include <poll.h>
    #include <pthread.h>
    #include <sched.h>
    
    #include <android/configuration.h>
    #include <android/looper.h>
    #include <android/native_activity.h>
    
    #ifdef __cplusplus
    extern "C" {
    #endif
    
    /**
     * The native activity interface provided by <android/native_activity.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
     *    ANativeActivity obejct instance the application is running in.
     *
     * 3/ the "android_app" object holds an ALooper instance that already
     *    listens to two important things:
     *
     *      - activity lifecycle events (e.g. "pause", "resume"). See APP_CMD_XXX
     *        declarations below.
     *
     *      - input events coming from the AInputQueue attached to the activity.
     *
     *    Each of these correspond to an ALooper identifier returned by
     *    ALooper_pollOnce with values of LOOPER_ID_MAIN and LOOPER_ID_INPUT,
     *    respectively.
     *
     *    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 or LOOPER_ID_INPUT 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
     *    and android_app->onInputEvent 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 JavaDoc of NativeActivity.
     */
    
    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);
    };
    
    /**
     * 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 {
        // The application can place a pointer to its own state object
        // here if it likes.
        void* userData;
    
        // Fill this in with the function to process main app commands (APP_CMD_*)
        void (*onAppCmd)(struct android_app* app, int32_t cmd);
    
        // Fill this in with the function to process input events.  At this point
        // the event has already been pre-dispatched, and it will be finished upon
        // return.  Return 1 if you have handled the event, 0 for any default
        // dispatching.
        int32_t (*onInputEvent)(struct android_app* app, AInputEvent* event);
    
        // The ANativeActivity object instance that this app is running in.
        ANativeActivity* activity;
    
        // The current configuration the app is running in.
        AConfiguration* config;
    
        // This is the last instance's 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;
        size_t savedStateSize;
    
        // The ALooper associated with the app's thread.
        ALooper* looper;
    
        // When non-NULL, this is the input queue from which the app will
        // receive user input events.
        AInputQueue* inputQueue;
    
        // 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; see below.
        int activityState;
    
        // This is non-zero when the application's NativeActivity is being
        // destroyed and waiting for the app thread to complete.
        int destroyRequested;
    
        // -------------------------------------------------
        // Below are "private" implementation of the glue code.
    
        pthread_mutex_t mutex;
        pthread_cond_t cond;
    
        int msgread;
        int msgwrite;
    
        pthread_t thread;
    
        struct android_poll_source cmdPollSource;
        struct android_poll_source inputPollSource;
    
        int running;
        int stateSaved;
        int destroyed;
        int redrawNeeded;
        AInputQueue* pendingInputQueue;
        ANativeWindow* pendingWindow;
        ARect pendingContentRect;
    };
    
    enum {
        /**
         * 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,
    
        /**
         * Looper data ID of events coming from the AInputQueue of the
         * application's window, 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 read via the inputQueue
         * object of android_app.
         */
        LOOPER_ID_INPUT = 2,
    
        /**
         * Start of user-defined ALooper identifiers.
         */
        LOOPER_ID_USER = 3,
    };
    
    enum {
        /**
         * Command from main thread: the AInputQueue has changed.  Upon processing
         * this command, android_app->inputQueue will be updated to the new queue
         * (or NULL).
         */
        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,
    };
    
    /**
     * 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);
    
    /**
     * Dummy function you can call to ensure glue code isn't stripped.
     */
    void app_dummy();
    
    /**
     * This is the function that application code must implement, representing
     * the main entry to the app.
     */
    extern void android_main(struct android_app* app);
    
    #ifdef __cplusplus
    }
    #endif
    
    #endif /* _ANDROID_NATIVE_APP_GLUE_H */