/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2015 - Daniel De Matteis * Copyright (C) 2012-2015 - Michael Lelli * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ /* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ #ifndef _ANDROID_NATIVE_APP_GLUE_H #define _ANDROID_NATIVE_APP_GLUE_H #include #include #include #include #include #include #ifdef __cplusplus extern "C" { #endif /** * The native activity interface provided by * is based on a set of application-provided callbacks that will be called * by the Activity's main thread when certain events occur. * * This means that each one of this callbacks _should_ _not_ block, or they * risk having the system force-close the application. This programming * model is direct, lightweight, but constraining. * * The 'threaded_native_app' static library is used to provide a different * execution model where the application can implement its own main event * loop in a different thread instead. Here's how it works: * * 1/ The application must provide a function named "android_main()" that * will be called when the activity is created, in a new thread that is * distinct from the activity's main thread. * * 2/ android_main() receives a pointer to a valid "android_app" structure * that contains references to other important objects, e.g. the * ANativeActivity obejct instance the application is running in. * * 3/ the "android_app" object holds an ALooper instance that already * listens to two important things: * * - activity lifecycle events (e.g. "pause", "resume"). See APP_CMD_XXX * declarations below. * * - input events coming from the AInputQueue attached to the activity. * * Each of these correspond to an ALooper identifier returned by * ALooper_pollOnce with values of LOOPER_ID_MAIN and LOOPER_ID_INPUT, * respectively. * * Your application can use the same ALooper to listen to additional * file-descriptors. They can either be callback based, or with return * identifiers starting with LOOPER_ID_USER. * * 4/ Whenever you receive a LOOPER_ID_MAIN or LOOPER_ID_INPUT event, * the returned data will point to an android_poll_source structure. You * can call the process() function on it, and fill in android_app->onAppCmd * and android_app->onInputEvent to be called for your own processing * of the event. * * Alternatively, you can call the low-level functions to read and process * the data directly... look at the process_cmd() and process_input() * implementations in the glue to see how to do this. * * See the sample named "native-activity" that comes with the NDK with a * full usage example. Also look at the JavaDoc of NativeActivity. */ struct android_app; /** * Data associated with an ALooper fd that will be returned as the "outData" * when that source has data ready. */ struct android_poll_source { /* The identifier of this source. May be LOOPER_ID_MAIN or * LOOPER_ID_INPUT. */ int32_t id; /* The android_app this ident is associated with. */ struct android_app *app; /* Function to call to perform the standard processing of data from * this source. */ void (*process)(struct android_app *app, struct android_poll_source *source); }; /** * This is the interface for the standard glue code of a threaded * application. In this model, the application's code is running * in its own thread separate from the main thread of the process. * It is not required that this thread be associated with the Java * VM, although it will need to be in order to make JNI calls any * Java objects. */ struct android_app { /* The application can place a pointer to its own state object * here if it likes. */ void *userData; /* Fill this in with the function to process main app commands (APP_CMD_*) */ void (*onAppCmd)(struct android_app *app, int32_t cmd); /* Fill this in with the function to process input events. At this point * the event has already been pre-dispatched, and it will be finished upon * return. Return 1 if you have handled the event, 0 for any default * dispatching. */ int32_t (*onInputEvent)(struct android_app *app, AInputEvent *event); /* The ANativeActivity object instance that this app is running in. */ ANativeActivity* activity; /* The current configuration the app is running in. */ AConfiguration *config; /* This is the last instance's saved state, as provided at creation time. * It is NULL if there was no state. You can use this as you need; the * memory will remain around until you call android_app_exec_cmd() for * APP_CMD_RESUME, at which point it will be freed and savedState set to NULL. * These variables should only be changed when processing a APP_CMD_SAVE_STATE, * at which point they will be initialized to NULL and you can malloc your * state and place the information here. In that case the memory will be * freed for you later. */ void* savedState; size_t savedStateSize; /* The ALooper associated with the app's thread. */ ALooper* looper; /* When non-NULL, this is the input queue from which the app will * receive user input events. */ AInputQueue* inputQueue; /* When non-NULL, this is the window surface that the app can draw in. */ ANativeWindow* window; /* Current content rectangle of the window; this is the area where the * window's content should be placed to be seen by the user. */ ARect contentRect; /* Current state of the app's activity. May be either APP_CMD_START, * APP_CMD_RESUME, APP_CMD_PAUSE, or APP_CMD_STOP; see below. */ int activityState; /* This is non-zero when the application's NativeActivity is being * destroyed and waiting for the app thread to complete. */ int destroyRequested; /* Below are "private" implementation variables of the glue code. */ slock_t *mutex; scond_t *cond; int msgread; int msgwrite; sthread_t *thread; struct android_poll_source cmdPollSource; struct android_poll_source inputPollSource; int running; int stateSaved; int destroyed; int redrawNeeded; AInputQueue* pendingInputQueue; ANativeWindow* pendingWindow; ARect pendingContentRect; }; enum { /** * Looper data ID of commands coming from the app's main thread, which * is returned as an identifier from ALooper_pollOnce(). The data for this * identifier is a pointer to an android_poll_source structure. * These can be retrieved and processed with android_app_read_cmd() * and android_app_exec_cmd(). */ LOOPER_ID_MAIN = 1, /** * Looper data ID of events coming from the AInputQueue of the * application's window, which is returned as an identifier from * ALooper_pollOnce(). The data for this identifier is a pointer to an * android_poll_source structure. These can be read via the inputQueue * object of android_app. */ LOOPER_ID_INPUT = 2, /** * Start of user-defined ALooper identifiers. */ LOOPER_ID_USER = 3, }; enum { /** * Command from main thread: the AInputQueue has changed. Upon processing * this command, android_app->inputQueue will be updated to the new queue * (or NULL). */ APP_CMD_INPUT_CHANGED, /** * Command from main thread: a new ANativeWindow is ready for use. Upon * receiving this command, android_app->window will contain the new window * surface. */ APP_CMD_INIT_WINDOW, /** * Command from main thread: the existing ANativeWindow needs to be * terminated. Upon receiving this command, android_app->window still * contains the existing window; after calling android_app_exec_cmd * it will be set to NULL. */ APP_CMD_TERM_WINDOW, /** * Command from main thread: the current ANativeWindow has been resized. * Please redraw with its new size. */ APP_CMD_WINDOW_RESIZED, /** * Command from main thread: the system needs that the current ANativeWindow * be redrawn. You should redraw the window before handing this to * android_app_exec_cmd() in order to avoid transient drawing glitches. */ APP_CMD_WINDOW_REDRAW_NEEDED, /** * Command from main thread: the content area of the window has changed, * such as from the soft input window being shown or hidden. You can * find the new content rect in android_app::contentRect. */ APP_CMD_CONTENT_RECT_CHANGED, /** * Command from main thread: the app's activity window has gained * input focus. */ APP_CMD_GAINED_FOCUS, /** * Command from main thread: the app's activity window has lost * input focus. */ APP_CMD_LOST_FOCUS, /** * Command from main thread: the current device configuration has changed. */ APP_CMD_CONFIG_CHANGED, /** * Command from main thread: the system is running low on memory. * Try to reduce your memory use. */ APP_CMD_LOW_MEMORY, /** * Command from main thread: the app's activity has been started. */ APP_CMD_START, /** * Command from main thread: the app's activity has been resumed. */ APP_CMD_RESUME, /** * Command from main thread: the app should generate a new saved state * for itself, to restore from later if needed. */ APP_CMD_SAVE_STATE, /** * Command from main thread: the app's activity has been paused. */ APP_CMD_PAUSE, /** * Command from main thread: the app's activity has been stopped. */ APP_CMD_STOP, /** * Command from main thread: the app's activity is being destroyed, * and waiting for the app thread to clean up and exit before proceeding. */ APP_CMD_DESTROY, // Set by thread when it will no longer reply to commands. APP_CMD_DEAD, }; void android_app_write_cmd(struct android_app *android_app, int8_t cmd); int8_t android_app_read_cmd(struct android_app *android_app); #ifdef __cplusplus } #endif #endif