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// 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
/*
#cgo LDFLAGS: -landroid -llog -lEGL -lGLESv2
#include <android/configuration.h>
#include <android/native_activity.h>
#include <android/native_window.h>
#include <EGL/egl.h>
#include <jni.h>
#include <pthread.h>
#include <stdlib.h>
jclass current_ctx_clazz;
jclass app_find_class(JNIEnv* env, const char* name);
EGLDisplay display;
EGLSurface surface;
char* initEGLDisplay();
char* createEGLSurface(ANativeWindow* window);
char* destroyEGLSurface();
char* attachJNI(void* vm);
*/
import "C"
import (
"fmt"
"log"
"os"
"runtime"
"time"
"unsafe"
"golang.org/x/mobile/app/internal/callfn"
"golang.org/x/mobile/event/lifecycle"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/size"
"golang.org/x/mobile/event/touch"
"golang.org/x/mobile/geom"
"golang.org/x/mobile/gl"
"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 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 onCreate
func onCreate(activity *C.ANativeActivity) {
// Set the initial configuration.
//
// Note we use unbuffered channels to talk to the activity loop, and
// NativeActivity calls these callbacks sequentially, so configuration
// will be set before <-windowRedrawNeeded is processed.
windowConfigChange <- windowConfigRead(activity)
}
//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 <- window
}
//export onInputQueueCreated
func onInputQueueCreated(activity *C.ANativeActivity, q *C.AInputQueue) {
inputQueue <- q
}
//export onInputQueueDestroyed
func onInputQueueDestroyed(activity *C.ANativeActivity, q *C.AInputQueue) {
inputQueue <- nil
}
//export onContentRectChanged
func onContentRectChanged(activity *C.ANativeActivity, rect *C.ARect) {
}
type windowConfig struct {
orientation size.Orientation
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
}
}
o := size.OrientationUnknown
switch orient {
case C.ACONFIGURATION_ORIENTATION_PORT:
o = size.OrientationPortrait
case C.ACONFIGURATION_ORIENTATION_LAND:
o = size.OrientationLandscape
}
return windowConfig{
orientation: o,
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 (
inputQueue = make(chan *C.AInputQueue)
windowDestroyed = make(chan *C.ANativeWindow)
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:
// 1. the attached JNI thread
// 2. the GL context
runtime.LockOSThread()
// Calls into NativeActivity functions must be made from
// a thread attached to the JNI.
if errStr := C.attachJNI(mobileinit.Context{}.JavaVM()); errStr != nil {
log.Fatalf("app: %s", C.GoString(errStr))
}
donec := make(chan struct{})
go func() {
f(app{})
close(donec)
}()
var q *C.AInputQueue
var pixelsPerPt float32
var orientation size.Orientation
// Android can send a windowRedrawNeeded event any time, including
// in the middle of a paint cycle. The redraw event may have changed
// the size of the screen, so any partial painting is now invalidated.
// We must also not return to Android (via sending on windowRedrawDone)
// until a complete paint with the new configuration is complete.
//
// When a windowRedrawNeeded request comes in, we increment redrawGen
// (Gen is short for generation number), and do not make a paint cycle
// visible on <-endPaint unless Generation agrees. If possible,
// windowRedrawDone is signalled, allowing onNativeWindowRedrawNeeded
// to return.
var redrawGen uint32
for {
if q != nil {
processEvents(q)
}
select {
case <-windowCreated:
case q = <-inputQueue:
case <-donec:
return
case cfg := <-windowConfigChange:
pixelsPerPt = cfg.pixelsPerPt
orientation = cfg.orientation
case w := <-windowRedrawNeeded:
if C.surface == nil {
if errStr := C.createEGLSurface(w); errStr != nil {
log.Printf("app: %s (%s)", C.GoString(errStr), eglGetError())
return
}
}
sendLifecycle(lifecycle.StageFocused)
widthPx := int(C.ANativeWindow_getWidth(w))
heightPx := int(C.ANativeWindow_getHeight(w))
eventsIn <- size.Event{
WidthPx: widthPx,
HeightPx: heightPx,
WidthPt: geom.Pt(float32(widthPx) / pixelsPerPt),
HeightPt: geom.Pt(float32(heightPx) / pixelsPerPt),
PixelsPerPt: pixelsPerPt,
Orientation: orientation,
}
redrawGen++
eventsIn <- paint.Event{redrawGen}
case <-windowDestroyed:
if C.surface != nil {
if errStr := C.destroyEGLSurface(); errStr != nil {
log.Printf("app: %s (%s)", C.GoString(errStr), eglGetError())
return
}
}
C.surface = nil
sendLifecycle(lifecycle.StageAlive)
case <-gl.WorkAvailable:
gl.DoWork()
case p := <-endPaint:
if p.Generation != redrawGen {
continue
}
if C.surface != nil {
// eglSwapBuffers blocks until vsync.
if C.eglSwapBuffers(C.display, C.surface) == C.EGL_FALSE {
log.Printf("app: failed to swap buffers (%s)", eglGetError())
}
}
select {
case windowRedrawDone <- struct{}{}:
default:
}
if C.surface != nil {
redrawGen++
eventsIn <- paint.Event{redrawGen}
}
}
}
}
func processEvents(queue *C.AInputQueue) {
var event *C.AInputEvent
for C.AInputQueue_getEvent(queue, &event) >= 0 {
if C.AInputQueue_preDispatchEvent(queue, event) != 0 {
continue
}
processEvent(event)
C.AInputQueue_finishEvent(queue, event, 0)
}
}
func processEvent(e *C.AInputEvent) {
switch C.AInputEvent_getType(e) {
case C.AINPUT_EVENT_TYPE_KEY:
log.Printf("TODO input event: key")
case C.AINPUT_EVENT_TYPE_MOTION:
// At most one of the events in this batch is an up or down event; get its index and change.
upDownIndex := C.size_t(C.AMotionEvent_getAction(e)&C.AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> C.AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT
upDownType := touch.TypeMove
switch C.AMotionEvent_getAction(e) & C.AMOTION_EVENT_ACTION_MASK {
case C.AMOTION_EVENT_ACTION_DOWN, C.AMOTION_EVENT_ACTION_POINTER_DOWN:
upDownType = touch.TypeBegin
case C.AMOTION_EVENT_ACTION_UP, C.AMOTION_EVENT_ACTION_POINTER_UP:
upDownType = touch.TypeEnd
}
for i, n := C.size_t(0), C.AMotionEvent_getPointerCount(e); i < n; i++ {
t := touch.TypeMove
if i == upDownIndex {
t = upDownType
}
eventsIn <- touch.Event{
X: float32(C.AMotionEvent_getX(e, i)),
Y: float32(C.AMotionEvent_getY(e, i)),
Sequence: touch.Sequence(C.AMotionEvent_getPointerId(e, i)),
Type: t,
}
}
default:
log.Printf("unknown input event, type=%d", C.AInputEvent_getType(e))
}
}
func eglGetError() string {
switch errNum := C.eglGetError(); errNum {
case C.EGL_SUCCESS:
return "EGL_SUCCESS"
case C.EGL_NOT_INITIALIZED:
return "EGL_NOT_INITIALIZED"
case C.EGL_BAD_ACCESS:
return "EGL_BAD_ACCESS"
case C.EGL_BAD_ALLOC:
return "EGL_BAD_ALLOC"
case C.EGL_BAD_ATTRIBUTE:
return "EGL_BAD_ATTRIBUTE"
case C.EGL_BAD_CONTEXT:
return "EGL_BAD_CONTEXT"
case C.EGL_BAD_CONFIG:
return "EGL_BAD_CONFIG"
case C.EGL_BAD_CURRENT_SURFACE:
return "EGL_BAD_CURRENT_SURFACE"
case C.EGL_BAD_DISPLAY:
return "EGL_BAD_DISPLAY"
case C.EGL_BAD_SURFACE:
return "EGL_BAD_SURFACE"
case C.EGL_BAD_MATCH:
return "EGL_BAD_MATCH"
case C.EGL_BAD_PARAMETER:
return "EGL_BAD_PARAMETER"
case C.EGL_BAD_NATIVE_PIXMAP:
return "EGL_BAD_NATIVE_PIXMAP"
case C.EGL_BAD_NATIVE_WINDOW:
return "EGL_BAD_NATIVE_WINDOW"
case C.EGL_CONTEXT_LOST:
return "EGL_CONTEXT_LOST"
default:
return fmt.Sprintf("Unknown EGL err: %d", errNum)
}
}