415 lines
11 KiB
Go
415 lines
11 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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#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 <android/native_window.h>
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#include <EGL/egl.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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EGLDisplay display;
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EGLSurface surface;
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char* initEGLDisplay();
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char* createEGLSurface(ANativeWindow* window);
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char* destroyEGLSurface();
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*/
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import "C"
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import (
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"fmt"
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"log"
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"os"
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"runtime"
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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/event/config"
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"golang.org/x/mobile/event/lifecycle"
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"golang.org/x/mobile/event/paint"
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"golang.org/x/mobile/event/touch"
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"golang.org/x/mobile/geom"
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"golang.org/x/mobile/gl"
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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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orientation config.Orientation
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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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o := config.OrientationUnknown
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switch orient {
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case C.ACONFIGURATION_ORIENTATION_PORT:
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o = config.OrientationPortrait
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case C.ACONFIGURATION_ORIENTATION_LAND:
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o = config.OrientationLandscape
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}
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return windowConfig{
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orientation: o,
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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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func main(f func(App)) {
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// Preserve this OS thread for the GL context created below.
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runtime.LockOSThread()
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donec := make(chan struct{})
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go func() {
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f(app{})
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close(donec)
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}()
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var q *C.AInputQueue
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var pixelsPerPt float32
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var orientation config.Orientation
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// Android can send a windowRedrawNeeded event any time, including
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// in the middle of a paint cycle. The redraw event may have changed
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// the size of the screen, so any partial painting is now invalidated.
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// We must also not return to Android (via sending on windowRedrawDone)
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// until a complete paint with the new configuration is complete.
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//
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// When a windowRedrawNeeded request comes in, we increment redrawGen
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// (Gen is short for generation number), and do not make a paint cycle
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// visible on <-endPaint unless Generation agrees. If possible,
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// windowRedrawDone is signalled, allowing onNativeWindowRedrawNeeded
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// to return.
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var redrawGen uint32
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for {
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if q != nil {
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processEvents(q)
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}
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select {
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case <-windowCreated:
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case q = <-inputQueue:
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case <-donec:
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return
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case cfg := <-windowConfigChange:
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pixelsPerPt = cfg.pixelsPerPt
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orientation = cfg.orientation
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case w := <-windowRedrawNeeded:
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if C.surface == nil {
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if errStr := C.createEGLSurface(w); errStr != nil {
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log.Printf("app: %s (%s)", C.GoString(errStr), eglGetError())
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return
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}
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}
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sendLifecycle(lifecycle.StageFocused)
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widthPx := int(C.ANativeWindow_getWidth(w))
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heightPx := int(C.ANativeWindow_getHeight(w))
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eventsIn <- config.Event{
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WidthPx: widthPx,
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HeightPx: heightPx,
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WidthPt: geom.Pt(float32(widthPx) / pixelsPerPt),
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HeightPt: geom.Pt(float32(heightPx) / pixelsPerPt),
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PixelsPerPt: pixelsPerPt,
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Orientation: orientation,
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}
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redrawGen++
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eventsIn <- paint.Event{redrawGen}
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case <-windowDestroyed:
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if C.surface != nil {
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if errStr := C.destroyEGLSurface(); errStr != nil {
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log.Printf("app: %s (%s)", C.GoString(errStr), eglGetError())
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return
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}
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}
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C.surface = nil
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sendLifecycle(lifecycle.StageAlive)
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case <-gl.WorkAvailable:
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gl.DoWork()
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case p := <-endPaint:
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if p.Generation != redrawGen {
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continue
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}
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if C.surface != nil {
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// eglSwapBuffers blocks until vsync.
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if C.eglSwapBuffers(C.display, C.surface) == C.EGL_FALSE {
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log.Printf("app: failed to swap buffers (%s)", eglGetError())
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}
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}
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select {
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case windowRedrawDone <- struct{}{}:
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default:
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}
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if C.surface != nil {
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redrawGen++
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eventsIn <- paint.Event{redrawGen}
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}
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}
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}
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}
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func processEvents(queue *C.AInputQueue) {
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var event *C.AInputEvent
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for C.AInputQueue_getEvent(queue, &event) >= 0 {
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if C.AInputQueue_preDispatchEvent(queue, event) != 0 {
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continue
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}
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processEvent(event)
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C.AInputQueue_finishEvent(queue, event, 0)
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}
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}
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func processEvent(e *C.AInputEvent) {
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switch C.AInputEvent_getType(e) {
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case C.AINPUT_EVENT_TYPE_KEY:
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log.Printf("TODO input event: key")
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case C.AINPUT_EVENT_TYPE_MOTION:
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// At most one of the events in this batch is an up or down event; get its index and change.
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upDownIndex := C.size_t(C.AMotionEvent_getAction(e)&C.AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> C.AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT
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upDownType := touch.TypeMove
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switch C.AMotionEvent_getAction(e) & C.AMOTION_EVENT_ACTION_MASK {
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case C.AMOTION_EVENT_ACTION_DOWN, C.AMOTION_EVENT_ACTION_POINTER_DOWN:
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upDownType = touch.TypeBegin
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case C.AMOTION_EVENT_ACTION_UP, C.AMOTION_EVENT_ACTION_POINTER_UP:
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upDownType = touch.TypeEnd
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}
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for i, n := C.size_t(0), C.AMotionEvent_getPointerCount(e); i < n; i++ {
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t := touch.TypeMove
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if i == upDownIndex {
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t = upDownType
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}
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eventsIn <- touch.Event{
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X: float32(C.AMotionEvent_getX(e, i)),
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Y: float32(C.AMotionEvent_getY(e, i)),
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Sequence: touch.Sequence(C.AMotionEvent_getPointerId(e, i)),
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Type: t,
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}
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}
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default:
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log.Printf("unknown input event, type=%d", C.AInputEvent_getType(e))
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}
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}
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func eglGetError() string {
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switch errNum := C.eglGetError(); errNum {
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case C.EGL_SUCCESS:
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return "EGL_SUCCESS"
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case C.EGL_NOT_INITIALIZED:
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return "EGL_NOT_INITIALIZED"
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case C.EGL_BAD_ACCESS:
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return "EGL_BAD_ACCESS"
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case C.EGL_BAD_ALLOC:
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return "EGL_BAD_ALLOC"
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case C.EGL_BAD_ATTRIBUTE:
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return "EGL_BAD_ATTRIBUTE"
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case C.EGL_BAD_CONTEXT:
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return "EGL_BAD_CONTEXT"
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case C.EGL_BAD_CONFIG:
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return "EGL_BAD_CONFIG"
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case C.EGL_BAD_CURRENT_SURFACE:
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return "EGL_BAD_CURRENT_SURFACE"
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case C.EGL_BAD_DISPLAY:
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return "EGL_BAD_DISPLAY"
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case C.EGL_BAD_SURFACE:
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return "EGL_BAD_SURFACE"
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case C.EGL_BAD_MATCH:
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return "EGL_BAD_MATCH"
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case C.EGL_BAD_PARAMETER:
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return "EGL_BAD_PARAMETER"
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case C.EGL_BAD_NATIVE_PIXMAP:
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return "EGL_BAD_NATIVE_PIXMAP"
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case C.EGL_BAD_NATIVE_WINDOW:
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return "EGL_BAD_NATIVE_WINDOW"
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case C.EGL_CONTEXT_LOST:
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return "EGL_CONTEXT_LOST"
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default:
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return fmt.Sprintf("Unknown EGL err: %d", errNum)
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}
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}
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