This CL fixes two bugs in the existing app implementation on android. The first, is it assumed a single NativeActivity instance is created per process. This is not true. If you open an app, hit the back button, then open it again, the original activity is destroyed and a new one is created. So only call main.main in the first onCreate. The second bug has to do with window lifetimes. Previously we only processed GL work while the window existed, as part of a paint cycle. This missed GL events called as part of a lifecycle downgrade when the window was destroyed. (I.e. the contents of onStop.) This CL fixes this by making the main android event processing loop last for the life of the process, not the window. Fixes golang/go#11804. Change-Id: Ia03e464aab5bc10ba75564b7ca11054515cda011 Reviewed-on: https://go-review.googlesource.com/12533 Reviewed-by: Nigel Tao <nigeltao@golang.org>
228 lines
6.0 KiB
Go
228 lines
6.0 KiB
Go
// Copyright 2014 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// +build android
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/*
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Android Apps are built with -buildmode=c-shared. They are loaded by a
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running Java process.
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Before any entry point is reached, a global constructor initializes the
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Go runtime, calling all Go init functions. All cgo calls will block
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until this is complete. Next JNI_OnLoad is called. When that is
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complete, one of two entry points is called.
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All-Go apps built using NativeActivity enter at ANativeActivity_onCreate.
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Go libraries (for example, those built with gomobile bind) do not use
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the app package initialization.
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*/
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package app
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/*
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// The C libraries listed here but not explicitly used in this file are used by
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// other *_android.go files. There should be only one #cgo declaration.
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#cgo LDFLAGS: -landroid -llog -lEGL -lGLESv2
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#include <android/configuration.h>
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#include <android/native_activity.h>
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#include <time.h>
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#include <jni.h>
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#include <pthread.h>
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#include <stdlib.h>
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jclass current_ctx_clazz;
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jclass app_find_class(JNIEnv* env, const char* name);
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*/
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import "C"
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import (
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"log"
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"os"
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"time"
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"unsafe"
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"golang.org/x/mobile/app/internal/callfn"
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"golang.org/x/mobile/internal/mobileinit"
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)
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//export setCurrentContext
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func setCurrentContext(vm *C.JavaVM, ctx C.jobject) {
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mobileinit.SetCurrentContext(unsafe.Pointer(vm), unsafe.Pointer(ctx))
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}
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//export callMain
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func callMain(mainPC uintptr) {
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for _, name := range []string{"TMPDIR", "PATH", "LD_LIBRARY_PATH"} {
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n := C.CString(name)
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os.Setenv(name, C.GoString(C.getenv(n)))
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C.free(unsafe.Pointer(n))
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}
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// Set timezone.
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//
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// Note that Android zoneinfo is stored in /system/usr/share/zoneinfo,
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// but it is in some kind of packed TZiff file that we do not support
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// yet. As a stopgap, we build a fixed zone using the tm_zone name.
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var curtime C.time_t
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var curtm C.struct_tm
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C.time(&curtime)
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C.localtime_r(&curtime, &curtm)
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tzOffset := int(curtm.tm_gmtoff)
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tz := C.GoString(curtm.tm_zone)
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time.Local = time.FixedZone(tz, tzOffset)
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go callfn.CallFn(mainPC)
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}
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//export onStart
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func onStart(activity *C.ANativeActivity) {
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}
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//export onResume
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func onResume(activity *C.ANativeActivity) {
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}
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//export onSaveInstanceState
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func onSaveInstanceState(activity *C.ANativeActivity, outSize *C.size_t) unsafe.Pointer {
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return nil
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}
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//export onPause
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func onPause(activity *C.ANativeActivity) {
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}
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//export onStop
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func onStop(activity *C.ANativeActivity) {
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}
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//export onCreate
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func onCreate(activity *C.ANativeActivity) {
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// Set the initial configuration.
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//
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// Note we use unbuffered channels to talk to the activity loop, and
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// NativeActivity calls these callbacks sequentially, so configuration
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// will be set before <-windowRedrawNeeded is processed.
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windowConfigChange <- windowConfigRead(activity)
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}
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//export onDestroy
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func onDestroy(activity *C.ANativeActivity) {
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}
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//export onWindowFocusChanged
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func onWindowFocusChanged(activity *C.ANativeActivity, hasFocus int) {
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}
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//export onNativeWindowCreated
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func onNativeWindowCreated(activity *C.ANativeActivity, w *C.ANativeWindow) {
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windowCreated <- w
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}
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//export onNativeWindowRedrawNeeded
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func onNativeWindowRedrawNeeded(activity *C.ANativeActivity, window *C.ANativeWindow) {
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// Called on orientation change and window resize.
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// Send a request for redraw, and block this function
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// until a complete draw and buffer swap is completed.
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// This is required by the redraw documentation to
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// avoid bad draws.
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windowRedrawNeeded <- window
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<-windowRedrawDone
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}
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//export onNativeWindowDestroyed
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func onNativeWindowDestroyed(activity *C.ANativeActivity, window *C.ANativeWindow) {
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windowDestroyed <- window
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}
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//export onInputQueueCreated
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func onInputQueueCreated(activity *C.ANativeActivity, q *C.AInputQueue) {
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inputQueue <- q
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}
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//export onInputQueueDestroyed
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func onInputQueueDestroyed(activity *C.ANativeActivity, q *C.AInputQueue) {
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inputQueue <- nil
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}
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//export onContentRectChanged
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func onContentRectChanged(activity *C.ANativeActivity, rect *C.ARect) {
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}
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type windowConfig struct {
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// TODO(crawshaw): report orientation
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// ACONFIGURATION_ORIENTATION_ANY
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// ACONFIGURATION_ORIENTATION_PORT
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// ACONFIGURATION_ORIENTATION_LAND
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// ACONFIGURATION_ORIENTATION_SQUARE
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// Needs to be merged with iOS's notion of orientation first.
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orientation int
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pixelsPerPt float32
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}
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func windowConfigRead(activity *C.ANativeActivity) windowConfig {
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aconfig := C.AConfiguration_new()
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C.AConfiguration_fromAssetManager(aconfig, activity.assetManager)
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orient := C.AConfiguration_getOrientation(aconfig)
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density := C.AConfiguration_getDensity(aconfig)
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C.AConfiguration_delete(aconfig)
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var dpi int
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switch density {
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case C.ACONFIGURATION_DENSITY_DEFAULT:
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dpi = 160
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case C.ACONFIGURATION_DENSITY_LOW,
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C.ACONFIGURATION_DENSITY_MEDIUM,
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213, // C.ACONFIGURATION_DENSITY_TV
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C.ACONFIGURATION_DENSITY_HIGH,
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320, // ACONFIGURATION_DENSITY_XHIGH
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480, // ACONFIGURATION_DENSITY_XXHIGH
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640: // ACONFIGURATION_DENSITY_XXXHIGH
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dpi = int(density)
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case C.ACONFIGURATION_DENSITY_NONE:
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log.Print("android device reports no screen density")
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dpi = 72
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default:
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log.Printf("android device reports unknown density: %d", density)
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// All we can do is guess.
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if density > 0 {
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dpi = int(density)
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} else {
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dpi = 72
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}
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}
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return windowConfig{
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orientation: int(orient),
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pixelsPerPt: float32(dpi) / 72,
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}
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}
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//export onConfigurationChanged
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func onConfigurationChanged(activity *C.ANativeActivity) {
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// A rotation event first triggers onConfigurationChanged, then
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// calls onNativeWindowRedrawNeeded. We extract the orientation
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// here and save it for the redraw event.
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windowConfigChange <- windowConfigRead(activity)
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}
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//export onLowMemory
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func onLowMemory(activity *C.ANativeActivity) {
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}
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var (
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inputQueue = make(chan *C.AInputQueue)
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windowDestroyed = make(chan *C.ANativeWindow)
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windowCreated = make(chan *C.ANativeWindow)
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windowRedrawNeeded = make(chan *C.ANativeWindow)
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windowRedrawDone = make(chan struct{})
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windowConfigChange = make(chan windowConfig)
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)
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func init() {
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registerGLViewportFilter()
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}
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