// 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 /* Android Apps are built with -buildmode=c-shared. They are loaded by a running Java process. Before any entry point is reached, a global constructor initializes the Go runtime, calling all Go init functions. All cgo calls will block until this is complete. Next JNI_OnLoad is called. When that is complete, one of two entry points is called. All-Go apps built using NativeActivity enter at ANativeActivity_onCreate. Go libraries (for example, those built with gomobile bind) do not use the app package initialization. */ package app /* #cgo LDFLAGS: -landroid #include #include #include #include #include #include // 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; jclass app_find_class(JNIEnv* env, const char* name); */ import "C" import ( "log" "os" "runtime" "time" "unsafe" "golang.org/x/mobile/app/internal/callfn" ) //export callMain func callMain(mainPC uintptr) { for _, name := range []string{"TMPDIR", "PATH", "LD_LIBRARY_PATH"} { n := C.CString(name) os.Setenv(name, C.GoString(C.getenv(n))) C.free(unsafe.Pointer(n)) } // Set timezone. // // Note that Android zoneinfo is stored in /system/usr/share/zoneinfo, // but it is in some kind of packed TZiff file that we do not support // yet. As a stopgap, we build a fixed zone using the tm_zone name. var curtime C.time_t var curtm C.struct_tm C.time(&curtime) C.localtime_r(&curtime, &curtm) tzOffset := int(curtm.tm_gmtoff) tz := C.GoString(curtm.tm_zone) time.Local = time.FixedZone(tz, tzOffset) go callfn.CallFn(mainPC) } //export onCreate func onCreate(activity *C.ANativeActivity) { 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. } 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) { windowRedrawNeeded <- window } //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, q *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) { } // Context holds global OS-specific context. // // Its extra methods are deliberately difficult to access because they must be // used with care. Their use implies the use of cgo, which probably requires // you understand the initialization process in the app package. Also care must // be taken to write both Android, iOS, and desktop-testing versions to // maintain portability. type Context struct{} // AndroidContext returns a jobject for the app android.context.Context. func (Context) AndroidContext() unsafe.Pointer { return unsafe.Pointer(C.current_ctx) } // JavaVM returns a JNI *JavaVM. func (Context) JavaVM() unsafe.Pointer { return unsafe.Pointer(C.current_vm) } var ( windowDestroyed = make(chan bool) windowCreated = make(chan *C.ANativeWindow) windowRedrawNeeded = make(chan *C.ANativeWindow) ) func main(f func(App)) { // Preserve this OS thread for the GL context created in windowDraw. runtime.LockOSThread() donec := make(chan struct{}) go func() { f(app{}) close(donec) }() for w := range windowCreated { if windowDraw(w, queue, donec) { return } } panic("unreachable") }