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mirror of synced 2025-02-23 06:48:15 +00:00
mobile/app/android.go
David Crawshaw 34f7142b5a app: be more careful about android redraw events
EGL is a poor source of window dimensions. On some fraction of
rotations, it reported the old dimensions. Switch to extracting the
data from ANativeWindow, which appears to be more reliable.

While here, plumb through orientation, and follow the recommendation
in the Android platform docs to block onNativeWindowRedrawNeeded
until the draw is complete.

Fixes golang/go#11741.

Change-Id: I6b29b6a1e5743c612c9af2a8cce4260c5d7e9ca6
Reviewed-on: https://go-review.googlesource.com/12381
Reviewed-by: Nigel Tao <nigeltao@golang.org>
2015-07-22 15:25:30 +00:00

244 lines
6.1 KiB
Go

// 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
/*
// The C libraries listed here but not explicitly used in this file are used by
// other *_android.go files. There should be only one #cgo declaration.
#cgo LDFLAGS: -landroid -llog -lEGL -lGLESv2
#include <android/configuration.h>
#include <android/native_activity.h>
#include <time.h>
#include <jni.h>
#include <pthread.h>
#include <stdlib.h>
jclass current_ctx_clazz;
jclass app_find_class(JNIEnv* env, const char* name);
*/
import "C"
import (
"log"
"os"
"runtime"
"time"
"unsafe"
"golang.org/x/mobile/app/internal/callfn"
"golang.org/x/mobile/internal/mobileinit"
)
//export setCurrentContext
func setCurrentContext(vm *C.JavaVM, ctx C.jobject) {
mobileinit.SetCurrentContext(unsafe.Pointer(vm), unsafe.Pointer(ctx))
}
//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 := windowConfigRead(activity)
pixelsPerPt = config.pixelsPerPt
}
//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 onNativeWindowRedrawNeeded
func onNativeWindowRedrawNeeded(activity *C.ANativeActivity, window *C.ANativeWindow) {
// Called on orientation change and window resize.
// Send a request for redraw, and block this function
// until a complete draw and buffer swap is completed.
// This is required by the redraw documentation to
// avoid bad draws.
windowRedrawNeeded <- window
<-windowRedrawDone
}
//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) {
}
type windowConfig struct {
// TODO(crawshaw): report orientation
// ACONFIGURATION_ORIENTATION_ANY
// ACONFIGURATION_ORIENTATION_PORT
// ACONFIGURATION_ORIENTATION_LAND
// ACONFIGURATION_ORIENTATION_SQUARE
// Needs to be merged with iOS's notion of orientation first.
orientation int
pixelsPerPt float32
}
func windowConfigRead(activity *C.ANativeActivity) windowConfig {
aconfig := C.AConfiguration_new()
C.AConfiguration_fromAssetManager(aconfig, activity.assetManager)
orient := C.AConfiguration_getOrientation(aconfig)
density := C.AConfiguration_getDensity(aconfig)
C.AConfiguration_delete(aconfig)
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.Printf("android device reports unknown density: %d", density)
// All we can do is guess.
if density > 0 {
dpi = int(density)
} else {
dpi = 72
}
}
return windowConfig{
orientation: int(orient),
pixelsPerPt: float32(dpi) / 72,
}
}
//export onConfigurationChanged
func onConfigurationChanged(activity *C.ANativeActivity) {
// A rotation event first triggers onConfigurationChanged, then
// calls onNativeWindowRedrawNeeded. We extract the orientation
// here and save it for the redraw event.
windowConfigChange <- windowConfigRead(activity)
}
//export onLowMemory
func onLowMemory(activity *C.ANativeActivity) {
}
var (
windowDestroyed = make(chan bool)
windowCreated = make(chan *C.ANativeWindow)
windowRedrawNeeded = make(chan *C.ANativeWindow)
windowRedrawDone = make(chan struct{})
windowConfigChange = make(chan windowConfig)
)
func init() {
registerGLViewportFilter()
}
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")
}