This change will break Darwin. I have only built and tested this on desktop linux and Android linux. A follow-up CL will fix Darwin. Currently, OpenGL gets its own thread, and UI C code (e.g. the Android event loop, or the X11 event loop) gets its own thread. This relies on multiple system-provided UI-related C libraries working nicely together, even when running on different threads. Keeping all the C code on the one thread seems more sound. As side-effects: - In package app/debug, DrawFPS now takes an explicit Config. - In package app, some callbacks now take an explicit Config. - In package exp/sprite, Render now takes an explicit Config. - In package event, there are new events (Config, Draw, Lifecycle), and an event filter mechanism to replace multiple app Callbacks. - In package geom, the deprecated Width, Height and PixelsPerPt global variables were removed in favor of an event.Config that is explicitly passed around (and does not require mutex-locking). Converting a geom.Pt to pixels now requires passing a pixelsPerPt. - In package gl, the Do, Start and Stop functions are removed, as well as the need to call Start in its own goroutine. There is no longer a separate GL thread. Instead, package app explicitly performs any GL work (gl.DoWork) when some is available (gl.WorkAvailable). - In package gl/glutil, Image.Draw now takes an explicit Config. Callbacks are no longer executed on 'the UI thread'. Changing the app programming model from callbacks to events (since a channel of events works with select) will be a follow-up change. Change-Id: Id9865cd9ee1c45a98c613e9021a63c17226a64b1 Reviewed-on: https://go-review.googlesource.com/11351 Reviewed-by: David Crawshaw <crawshaw@golang.org>
315 lines
8.3 KiB
Go
315 lines
8.3 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, such as those built with gomobild bind, enter from Java at
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Java_go_Go_run.
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Both entry points make a cgo call that calls the Go main and blocks
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until app.Run is called.
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*/
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package app
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/*
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#cgo LDFLAGS: -llog -landroid
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#include <android/log.h>
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#include <android/asset_manager.h>
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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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// current_vm is stored to initialize other cgo packages.
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//
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// As all the Go packages in a program form a single shared library,
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// there can only be one JNI_OnLoad function for iniitialization. In
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// OpenJDK there is JNI_GetCreatedJavaVMs, but this is not available
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// on android.
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JavaVM* current_vm;
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// current_ctx is Android's android.context.Context. May be NULL.
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jobject current_ctx;
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jclass app_find_class(JNIEnv* env, const char* name);
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// current_native_activity is the Android ANativeActivity. May be NULL.
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ANativeActivity* current_native_activity;
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// asset_manager is the asset manager of the app.
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// For all-Go app, this is initialized in onCreate.
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// For go library app, this is set from the context passed to Go.run.
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AAssetManager* asset_manager;
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*/
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import "C"
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import (
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"fmt"
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"io"
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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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)
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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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log.Print("app.Run called")
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}
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//export onCreate
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func onCreate(activity *C.ANativeActivity) {
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C.asset_manager = activity.assetManager
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config := C.AConfiguration_new()
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C.AConfiguration_fromAssetManager(config, activity.assetManager)
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density := C.AConfiguration_getDensity(config)
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C.AConfiguration_delete(config)
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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.Print("android device reports unknown density: %d", density)
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dpi = int(density) // This is a guess.
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}
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pixelsPerPt = float32(dpi) / 72
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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 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 onNativeWindowResized
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func onNativeWindowResized(activity *C.ANativeActivity, window *C.ANativeWindow) {
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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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windowRedrawNeeded <- window
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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 <- true
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}
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var queue *C.AInputQueue
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//export onInputQueueCreated
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func onInputQueueCreated(activity *C.ANativeActivity, q *C.AInputQueue) {
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queue = 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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queue = 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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//export onConfigurationChanged
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func onConfigurationChanged(activity *C.ANativeActivity) {
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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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// Context holds global OS-specific context.
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//
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// Its extra methods are deliberately difficult to access because they must be
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// used with care. Their use implies the use of cgo, which probably requires
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// you understand the initialization process in the app package. Also care must
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// be taken to write both Android, iOS, and desktop-testing versions to
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// maintain portability.
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type Context struct{}
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// AndroidContext returns a jobject for the app android.context.Context.
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func (Context) AndroidContext() unsafe.Pointer {
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return unsafe.Pointer(C.current_ctx)
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}
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// JavaVM returns a JNI *JavaVM.
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func (Context) JavaVM() unsafe.Pointer {
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return unsafe.Pointer(C.current_vm)
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}
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var (
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windowDestroyed = make(chan bool)
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windowCreated = make(chan *C.ANativeWindow)
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windowRedrawNeeded = make(chan *C.ANativeWindow)
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)
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func openAsset(name string) (ReadSeekCloser, error) {
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cname := C.CString(name)
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defer C.free(unsafe.Pointer(cname))
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a := &asset{
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ptr: C.AAssetManager_open(C.asset_manager, cname, C.AASSET_MODE_UNKNOWN),
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name: name,
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}
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if a.ptr == nil {
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return nil, a.errorf("open", "bad asset")
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}
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return a, nil
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}
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type asset struct {
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ptr *C.AAsset
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name string
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}
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func (a *asset) errorf(op string, format string, v ...interface{}) error {
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return &os.PathError{
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Op: op,
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Path: a.name,
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Err: fmt.Errorf(format, v...),
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}
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}
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func (a *asset) Read(p []byte) (n int, err error) {
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n = int(C.AAsset_read(a.ptr, unsafe.Pointer(&p[0]), C.size_t(len(p))))
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if n == 0 && len(p) > 0 {
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return 0, io.EOF
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}
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if n < 0 {
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return 0, a.errorf("read", "negative bytes: %d", n)
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}
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return n, nil
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}
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func (a *asset) Seek(offset int64, whence int) (int64, error) {
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// TODO(crawshaw): use AAsset_seek64 if it is available.
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off := C.AAsset_seek(a.ptr, C.off_t(offset), C.int(whence))
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if off == -1 {
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return 0, a.errorf("seek", "bad result for offset=%d, whence=%d", offset, whence)
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}
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return int64(off), nil
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}
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func (a *asset) Close() error {
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C.AAsset_close(a.ptr)
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return nil
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}
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// TODO(crawshaw): fix up this comment??
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// notifyInitDone informs Java that the program is initialized.
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// A NativeActivity will not create a window until this is called.
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func main(f func(App) error) error {
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ctag := C.CString("Go")
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cstr := C.CString("app.Run")
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C.__android_log_write(C.ANDROID_LOG_INFO, ctag, cstr)
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C.free(unsafe.Pointer(ctag))
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C.free(unsafe.Pointer(cstr))
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donec := make(chan error, 1)
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go func() {
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donec <- f(app{})
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}()
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if C.current_native_activity == nil {
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// TODO: Even though c-shared mode doesn't require main to be called
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// now, gobind relies on the main being called. In main, app.Run is
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// called and the start callback initializes Java-Go communication.
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//
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// The problem is if the main exits (because app.Run returns), go
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// runtime exits and kills the app.
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//
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// Many things have changed in cgo recently. If we can manage to split
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// gobind app, native Go app initialization logic, we may able to
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// consider gobind app not to use main of the go package.
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//
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// TODO: do we need to do what used to be stateStart or stateStop?
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select {}
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} else {
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for w := range windowCreated {
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if done, err := windowDraw(w, queue, donec); done {
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return err
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}
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}
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}
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panic("unreachable")
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}
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