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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, such as those built with gomobild bind, enter from Java at
Java_go_Go_run.
Both entry points make a cgo call that calls the Go main and blocks
until app.Run is called.
*/
package app
/*
#cgo LDFLAGS: -llog -landroid
#include <android/log.h>
#include <android/asset_manager.h>
#include <android/configuration.h>
#include <android/native_activity.h>
#include <jni.h>
#include <pthread.h>
#include <stdlib.h>
// current_vm is stored to initialize other cgo packages.
//
// As all the Go packages in a program form a single shared library,
// there can only be one JNI_OnLoad function for iniitialization. In
// OpenJDK there is JNI_GetCreatedJavaVMs, but this is not available
// on android.
JavaVM* current_vm;
// current_ctx is Android's android.context.Context. May be NULL.
jobject current_ctx;
// current_native_activity is the Android ANativeActivity. May be NULL.
ANativeActivity* current_native_activity;
// asset_manager is the asset manager of the app.
// For all-Go app, this is initialized in onCreate.
// For go library app, this is set from the context passed to Go.run.
AAssetManager* asset_manager;
*/
import "C"
import (
"fmt"
"io"
"log"
"os"
"runtime"
"unsafe"
"golang.org/x/mobile/app/internal/callfn"
"golang.org/x/mobile/geom"
)
var running = make(chan struct{}) // closed after app.Run is called
//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))
}
go callfn.CallFn(mainPC)
<-running
log.Print("app.Run called")
}
//export onCreate
func onCreate(activity *C.ANativeActivity) {
C.asset_manager = activity.assetManager
config := C.AConfiguration_new()
C.AConfiguration_fromAssetManager(config, activity.assetManager)
density := C.AConfiguration_getDensity(config)
C.AConfiguration_delete(config)
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.Print("android device reports unknown density: %d", density)
dpi = int(density) // This is a guess.
}
geom.PixelsPerPt = float32(dpi) / 72
}
//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 onNativeWindowResized
func onNativeWindowResized(activity *C.ANativeActivity, window *C.ANativeWindow) {
}
//export onNativeWindowRedrawNeeded
func onNativeWindowRedrawNeeded(activity *C.ANativeActivity, window *C.ANativeWindow) {
windowRedrawNeeded <- window
}
//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, queue *C.AInputQueue) {
queue = nil
}
//export onContentRectChanged
func onContentRectChanged(activity *C.ANativeActivity, rect *C.ARect) {
}
//export onConfigurationChanged
func onConfigurationChanged(activity *C.ANativeActivity) {
}
//export onLowMemory
func onLowMemory(activity *C.ANativeActivity) {
}
type androidState struct {
}
func (androidState) JavaVM() unsafe.Pointer {
return unsafe.Pointer(C.current_vm)
}
func (androidState) AndroidContext() unsafe.Pointer {
return unsafe.Pointer(C.current_ctx)
}
var (
windowDestroyed = make(chan bool)
windowCreated = make(chan *C.ANativeWindow)
windowRedrawNeeded = make(chan *C.ANativeWindow)
)
func openAsset(name string) (ReadSeekCloser, error) {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
a := &asset{
ptr: C.AAssetManager_open(C.asset_manager, cname, C.AASSET_MODE_UNKNOWN),
name: name,
}
if a.ptr == nil {
return nil, a.errorf("open", "bad asset")
}
return a, nil
}
type asset struct {
ptr *C.AAsset
name string
}
func (a *asset) errorf(op string, format string, v ...interface{}) error {
return &os.PathError{
Op: op,
Path: a.name,
Err: fmt.Errorf(format, v...),
}
}
func (a *asset) Read(p []byte) (n int, err error) {
n = int(C.AAsset_read(a.ptr, unsafe.Pointer(&p[0]), C.size_t(len(p))))
if n == 0 && len(p) > 0 {
return 0, io.EOF
}
if n < 0 {
return 0, a.errorf("read", "negative bytes: %d", n)
}
return n, nil
}
func (a *asset) Seek(offset int64, whence int) (int64, error) {
// TODO(crawshaw): use AAsset_seek64 if it is available.
off := C.AAsset_seek(a.ptr, C.off_t(offset), C.int(whence))
if off == -1 {
return 0, a.errorf("seek", "bad result for offset=%d, whence=%d", offset, whence)
}
return int64(off), nil
}
func (a *asset) Close() error {
C.AAsset_close(a.ptr)
return nil
}
func runStart(cb Callbacks) {
State = androidState{}
if cb.Start != nil {
cb.Start()
}
}
// notifyInitDone informs Java that the program is initialized.
// A NativeActivity will not create a window until this is called.
func run(cb Callbacks) {
// We want to keep the event loop on a consistent OS thread.
runtime.LockOSThread()
ctag := C.CString("Go")
cstr := C.CString("app.Run")
C.__android_log_write(C.ANDROID_LOG_INFO, ctag, cstr)
C.free(unsafe.Pointer(ctag))
C.free(unsafe.Pointer(cstr))
if C.current_native_activity == nil {
runStart(cb)
close(running)
select {}
} else {
close(running)
windowDrawLoop(cb, <-windowCreated, queue)
}
}