// 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, such as those built with gomobild bind, enter from Java at Java_go_Go_run. Both entry points make a cgo call that calls the Go main and blocks until app.Run is called. */ package app /* #cgo LDFLAGS: -llog -landroid #include #include #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); // 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; */ import "C" import ( "fmt" "io" "log" "os" "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) log.Print("app.Run called") } //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. } 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 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 } // TODO(crawshaw): fix up this comment?? // notifyInitDone informs Java that the program is initialized. // A NativeActivity will not create a window until this is called. func main(f func(App) error) error { 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)) donec := make(chan error, 1) go func() { donec <- f(app{}) }() if C.current_native_activity == nil { // TODO: Even though c-shared mode doesn't require main to be called // now, gobind relies on the main being called. In main, app.Run is // called and the start callback initializes Java-Go communication. // // The problem is if the main exits (because app.Run returns), go // runtime exits and kills the app. // // Many things have changed in cgo recently. If we can manage to split // gobind app, native Go app initialization logic, we may able to // consider gobind app not to use main of the go package. // // TODO: do we need to do what used to be stateStart or stateStop? select {} } else { for w := range windowCreated { if done, err := windowDraw(w, queue, donec); done { return err } } } panic("unreachable") }