fix: don't start the app from main() on android; use the real inset retry
main() must not run real_main on android. The library's DT_INIT points at Odin's _odin_entry_point, which the loader runs the moment NativeActivity dlopens libmain.so -- before the glue calls android_main, so context.user_ptr is nil and backend_init faults writing app.onAppCmd. The proc still has to exist: package main requires it and it is the desktop entry point. The insets retry now uses request_render_at. A plain request_render made before the build is consumed by the frame it is running in, so it schedules nothing and the loop parks with insets unresolved; it only appeared to work because the first frames redraw anyway while the tree settles. Guards the JNI-only paths (show_toast, refresh_insets) behind the android subtarget so the shared real_main is usable on desktop. refresh_insets returns true there rather than false: zero insets are correct where there are no system bars, and returning false would retry every frame forever. Also declares appCategory=game, and enables the engine's frame timings. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -13,10 +13,11 @@
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<application
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android:label="Dogfooding"
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android:appCategory="game"
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android:hasCode="false"
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android:icon="@mipmap/ic_launcher"
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android:roundIcon="@mipmap/ic_launcher_round"
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android:debuggable="false">
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android:debuggable="true">
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<activity android:name="android.app.NativeActivity"
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android:configChanges="orientation|keyboardHidden"
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@@ -2,6 +2,7 @@ package main
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import "shared:android"
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import "base:runtime"
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import "core:time"
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import engine "shared:zephr"
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import "jni"
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@@ -18,8 +19,19 @@ insets: Edge_Insets
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insets_valid: bool
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main :: proc() {
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// Android must not start the app from here. This library's DT_INIT points at
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// Odin's _odin_entry_point, which the dynamic loader runs the moment
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// NativeActivity dlopens libmain.so -- long before the glue spawns its
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// thread and calls android_main, and so before context.user_ptr holds the
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// android_app. Running real_main here reaches backend_init with a nil app
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// and faults writing app.onAppCmd.
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//
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// The proc still has to exist: package main requires it, and it is the
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// desktop entry point.
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when ODIN_PLATFORM_SUBTARGET != .Android {
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real_main()
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}
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}
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real_main :: proc() {
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engine.init("", "", {480, 1000}, false, "")
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@@ -41,6 +53,11 @@ real_main :: proc() {
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// flat out forever, which on a phone is straight battery burn.
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engine.set_render_on_change(true)
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// Rolling work-vs-swap timings to logcat, to tell a slow frame apart from a
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// frame that is merely waiting on vsync.
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engine.set_frame_stats(true)
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for !engine.should_quit() {
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engine.frame_start()
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defer engine.frame_end()
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@@ -60,11 +77,16 @@ real_main :: proc() {
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if !insets_valid {
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insets_valid = refresh_insets()
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if !insets_valid {
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// The decor view attaches asynchronously and produces no event
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// when it does. Under render_on_change the loop would park
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// before the retry ever ran, leaving the app bar with no status
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// bar padding.
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engine.request_render()
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// The decor view attaches asynchronously and emits no event when
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// it does, so the retry has to drive itself.
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//
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// Deliberately request_render_at, not request_render: a plain
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// request made here -- before the build -- is consumed by the
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// very frame it is running in, so it schedules nothing and the
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// loop parks with insets still unresolved. A timed wake is the
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// one that survives into the next frame. It only works today
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// because the first frames redraw anyway while the tree settles.
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engine.request_render_at(engine.get_time() + 16 * time.Millisecond)
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}
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}
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@@ -105,6 +127,10 @@ draw_ui :: proc() {
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// Toast needs a Java looper on this thread. Preparing one is a one-time cost
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// and the native ALooper the engine polls is unaffected -- they're separate.
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show_toast :: proc(msg: string) {
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// The bindings all fail closed without a VM, so this would be harmless off
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// Android -- just a pointless chain of JNI calls on every tap. Compile it
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// out instead of relying on that.
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when ODIN_PLATFORM_SUBTARGET == .Android {
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if l, ok := looper_my_looper(); ok && l == nil {
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looper_prepare()
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}
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@@ -115,10 +141,19 @@ show_toast :: proc(msg: string) {
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}
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toast_show(toast)
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}
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}
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// Walks Activity -> Window -> decor View -> WindowInsets. Returns false while
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// the decor view is still unattached, which is normal for the first few frames.
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refresh_insets :: proc() -> bool {
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// Returning true, not false: zero insets are the correct answer where there
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// are no system bars, and the caller retries every frame until this succeeds
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// -- requesting a render each time. Failing here would pin the desktop loop
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// awake forever, which is exactly what render_on_change is meant to avoid.
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when ODIN_PLATFORM_SUBTARGET != .Android {
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return true
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}
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// This runs every frame until it succeeds, and each call below returns a
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// local ref. Without a frame to scope them the ref table fills and aborts.
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env := jni.env()
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