// Copyright 2014 The Go Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. // +build android // Go runtime entry point for apps running on android. // Sets up everything the runtime needs and exposes // the entry point to JNI. package app /* #cgo LDFLAGS: -llog -landroid #include #include #include #include #include #include #include pthread_cond_t go_started_cond; pthread_mutex_t go_started_mu; int go_started; // current_vm is stored to initialize other cgo packages. // // As all the Go packages in a program form a single shared library, // there can only be one JNI_OnLoad function for iniitialization. In // OpenJDK there is JNI_GetCreatedJavaVMs, but this is not available // on android. JavaVM* current_vm; // current_ctx is Android's android.context.Context. May be NULL. jobject current_ctx; // current_native_activity is the Android ANativeActivity. May be NULL. ANativeActivity* current_native_activity; // asset_manager is the asset manager of the app. // For all-Go app, this is initialized in onCreate. // For go library app, this is set from the context passed to Go.run. AAssetManager* asset_manager; // build_auxv builds an ELF auxiliary vector for initializing the Go // runtime. While there does not appear to be any spec for this // format, there are some notes in // // Phrack, V. 0x0b, Issue 0x3a, P. 0x05. // http://phrack.org/issues/58/5.html // // Much of the time on linux the real auxv can be read from the file // /proc/self/auxv, however there are several conditions under which // Android apps cannot read this file (see a note to this effect in // sources/android/cpufeatures/cpu-features.c). So we construct a // fake one, working backwards from what the Go runtime wants to see // as defined by the code in src/runtime/os_linux_GOARCH.c. void build_auxv(uint32_t *auxv, size_t len); */ import "C" import ( "fmt" "io" "log" "os" "runtime" "unsafe" "golang.org/x/mobile/geom" ) //export onCreate func onCreate(activity *C.ANativeActivity) { C.asset_manager = activity.assetManager config := C.AConfiguration_new() C.AConfiguration_fromAssetManager(config, activity.assetManager) density := C.AConfiguration_getDensity(config) C.AConfiguration_delete(config) var dpi int switch density { case C.ACONFIGURATION_DENSITY_DEFAULT: dpi = 160 case C.ACONFIGURATION_DENSITY_LOW, C.ACONFIGURATION_DENSITY_MEDIUM, 213, // C.ACONFIGURATION_DENSITY_TV C.ACONFIGURATION_DENSITY_HIGH, 320, // ACONFIGURATION_DENSITY_XHIGH 480, // ACONFIGURATION_DENSITY_XXHIGH 640: // ACONFIGURATION_DENSITY_XXXHIGH dpi = int(density) case C.ACONFIGURATION_DENSITY_NONE: log.Print("android device reports no screen density") dpi = 72 default: log.Print("android device reports unknown density: %d", density) dpi = int(density) // This is a guess. } geom.PixelsPerPt = float32(dpi) / 72 } //export onStart func onStart(activity *C.ANativeActivity) { } //export onResume func onResume(activity *C.ANativeActivity) { } //export onSaveInstanceState func onSaveInstanceState(activity *C.ANativeActivity, outSize *C.size_t) unsafe.Pointer { return nil } //export onPause func onPause(activity *C.ANativeActivity) { } //export onStop func onStop(activity *C.ANativeActivity) { } //export onDestroy func onDestroy(activity *C.ANativeActivity) { } //export onWindowFocusChanged func onWindowFocusChanged(activity *C.ANativeActivity, hasFocus int) { } //export onNativeWindowCreated func onNativeWindowCreated(activity *C.ANativeActivity, w *C.ANativeWindow) { windowCreated <- w } //export onNativeWindowResized func onNativeWindowResized(activity *C.ANativeActivity, window *C.ANativeWindow) { } //export onNativeWindowRedrawNeeded func onNativeWindowRedrawNeeded(activity *C.ANativeActivity, window *C.ANativeWindow) { } //export onNativeWindowDestroyed func onNativeWindowDestroyed(activity *C.ANativeActivity, window *C.ANativeWindow) { windowDestroyed <- true } var queue *C.AInputQueue //export onInputQueueCreated func onInputQueueCreated(activity *C.ANativeActivity, q *C.AInputQueue) { queue = q } //export onInputQueueDestroyed func onInputQueueDestroyed(activity *C.ANativeActivity, queue *C.AInputQueue) { queue = nil } //export onContentRectChanged func onContentRectChanged(activity *C.ANativeActivity, rect *C.ARect) { } //export onConfigurationChanged func onConfigurationChanged(activity *C.ANativeActivity) { } //export onLowMemory func onLowMemory(activity *C.ANativeActivity) { } type androidState struct { } func (androidState) JavaVM() unsafe.Pointer { return unsafe.Pointer(C.current_vm) } func (androidState) AndroidContext() unsafe.Pointer { return unsafe.Pointer(C.current_ctx) } var ( windowDestroyed = make(chan bool) windowCreated = make(chan *C.ANativeWindow) ) func openAsset(name string) (ReadSeekCloser, error) { cname := C.CString(name) defer C.free(unsafe.Pointer(cname)) a := &asset{ ptr: C.AAssetManager_open(C.asset_manager, cname, C.AASSET_MODE_UNKNOWN), name: name, } if a.ptr == nil { return nil, a.errorf("open", "bad asset") } return a, nil } type asset struct { ptr *C.AAsset name string } func (a *asset) errorf(op string, format string, v ...interface{}) error { return &os.PathError{ Op: op, Path: a.name, Err: fmt.Errorf(format, v...), } } func (a *asset) Read(p []byte) (n int, err error) { n = int(C.AAsset_read(a.ptr, unsafe.Pointer(&p[0]), C.size_t(len(p)))) if n == 0 && len(p) > 0 { return 0, io.EOF } if n < 0 { return 0, a.errorf("read", "negative bytes: %d", n) } return n, nil } func (a *asset) Seek(offset int64, whence int) (int64, error) { // TODO(crawshaw): use AAsset_seek64 if it is available. off := C.AAsset_seek(a.ptr, C.off_t(offset), C.int(whence)) if off == -1 { return 0, a.errorf("seek", "bad result for offset=%d, whence=%d", offset, whence) } return int64(off), nil } func (a *asset) Close() error { C.AAsset_close(a.ptr) return nil } func runStart(cb Callbacks) { State = androidState{} if cb.Start != nil { cb.Start() } } // notifyInitDone informs Java that the program is initialized. // A NativeActivity will not create a window until this is called. func notifyInitDone() { C.pthread_mutex_lock(&C.go_started_mu) C.go_started = 1 C.pthread_cond_signal(&C.go_started_cond) C.pthread_mutex_unlock(&C.go_started_mu) } func run(cb Callbacks) { // We want to keep the event loop on a consistent OS thread. runtime.LockOSThread() ctag := C.CString("Go") cstr := C.CString("app.Run") C.__android_log_write(C.ANDROID_LOG_INFO, ctag, cstr) C.free(unsafe.Pointer(ctag)) C.free(unsafe.Pointer(cstr)) if C.current_native_activity == nil { runStart(cb) notifyInitDone() select {} } else { notifyInitDone() windowDrawLoop(cb, <-windowCreated, queue) } }