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https://github.com/IllusionMan1212/ndk-odin.git
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208 lines
6.4 KiB
Odin
208 lines
6.4 KiB
Odin
//+build android
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package android
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import "core:c"
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import "core:sys/unix"
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foreign import android "system:android"
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// NOTE: As far as I know and have tested, pthread from sys/unix SHOULD work fine on android.
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// Android doesn't support thread cancellation so those procs need to be commented out when compiling the native shared lib.
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// Odin's threading library has been tested with Cat & Onion and it seems to work just fine there.
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AppCmd :: enum c.int32_t {
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/**
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* Command from main thread: the AInputQueue has changed. Upon processing
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* this command, android_app->inputQueue will be updated to the new queue
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* (or NULL).
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*/
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INPUT_CHANGED,
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/**
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* Command from main thread: a new ANativeWindow is ready for use. Upon
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* receiving this command, android_app->window will contain the new window
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* surface.
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*/
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INIT_WINDOW,
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/**
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* Command from main thread: the existing ANativeWindow needs to be
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* terminated. Upon receiving this command, android_app->window still
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* contains the existing window; after calling android_app_exec_cmd
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* it will be set to NULL.
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*/
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TERM_WINDOW,
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/**
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* Command from main thread: the current ANativeWindow has been resized.
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* Please redraw with its new size.
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*/
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WINDOW_RESIZED,
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/**
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* Command from main thread: the system needs that the current ANativeWindow
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* be redrawn. You should redraw the window before handing this to
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* android_app_exec_cmd() in order to avoid transient drawing glitches.
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*/
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WINDOW_REDRAW_NEEDED,
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/**
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* Command from main thread: the content area of the window has changed,
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* such as from the soft input window being shown or hidden. You can
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* find the new content rect in android_app::contentRect.
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*/
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CONTENT_RECT_CHANGED,
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/**
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* Command from main thread: the app's activity window has gained
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* input focus.
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*/
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GAINED_FOCUS,
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/**
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* Command from main thread: the app's activity window has lost
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* input focus.
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*/
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LOST_FOCUS,
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/**
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* Command from main thread: the current device configuration has changed.
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*/
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CONFIG_CHANGED,
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/**
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* Command from main thread: the system is running low on memory.
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* Try to reduce your memory use.
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*/
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LOW_MEMORY,
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/**
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* Command from main thread: the app's activity has been started.
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*/
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START,
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/**
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* Command from main thread: the app's activity has been resumed.
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*/
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RESUME,
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/**
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* Command from main thread: the app should generate a new saved state
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* for itself, to restore from later if needed. If you have saved state,
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* allocate it with malloc and place it in android_app.savedState with
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* the size in android_app.savedStateSize. The will be freed for you
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* later.
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*/
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SAVE_STATE,
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/**
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* Command from main thread: the app's activity has been paused.
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*/
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PAUSE,
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/**
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* Command from main thread: the app's activity has been stopped.
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*/
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STOP,
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/**
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* Command from main thread: the app's activity is being destroyed,
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* and waiting for the app thread to clean up and exit before proceeding.
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*/
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DESTROY,
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}
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android_poll_source :: struct {
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// The identifier of this source. May be LOOPER_ID_MAIN or
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// LOOPER_ID_INPUT.
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id: c.int32_t,
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// The android_app this ident is associated with.
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app: ^android_app,
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// Function to call to perform the standard processing of data from
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// this source.
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//void (*process)(struct android_app* app, struct android_poll_source* source),
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process: #type proc "c" (app: ^android_app, source: ^android_poll_source),
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}
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android_app :: struct {
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// The application can place a pointer to its own state object
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// here if it likes.
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userData: rawptr,
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// Fill this in with the function to process main app commands (APP_CMD_*)
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onAppCmd: #type proc "c" (app: ^android_app, cmd: AppCmd),
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// Fill this in with the function to process input events. At this point
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// the event has already been pre-dispatched, and it will be finished upon
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// return. Return 1 if you have handled the event, 0 for any default
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// dispatching.
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onInputEvent: #type proc "c" (app: ^android_app, event: ^AInputEvent) -> c.int32_t,
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// The ANativeActivity object instance that this app is running in.
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activity: ^ANativeActivity,
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// The current configuration the app is running in.
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config: ^AConfiguration,
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// This is the last instance's saved state, as provided at creation time.
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// It is NULL if there was no state. You can use this as you need, the
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// memory will remain around until you call android_app_exec_cmd() for
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// APP_CMD_RESUME, at which point it will be freed and savedState set to NULL.
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// These variables should only be changed when processing a APP_CMD_SAVE_STATE,
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// at which point they will be initialized to NULL and you can malloc your
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// state and place the information here. In that case the memory will be
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// freed for you later.
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savedState: rawptr,
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savedStateSize: c.size_t,
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// The ALooper associated with the app's thread.
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looper: ^ALooper,
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// When non-NULL, this is the input queue from which the app will
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// receive user input events.
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inputQueue: ^AInputQueue,
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// When non-NULL, this is the window surface that the app can draw in.
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window: ^ANativeWindow,
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// Current content rectangle of the window, this is the area where the
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// window's content should be placed to be seen by the user.
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contentRect: ARect,
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// Current state of the app's activity. May be either APP_CMD_START,
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// APP_CMD_RESUME, APP_CMD_PAUSE, or APP_CMD_STOP, see below.
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activityState: c.int,
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// This is non-zero when the application's NativeActivity is being
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// destroyed and waiting for the app thread to complete.
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destroyRequested: c.int,
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// -------------------------------------------------
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// Below are "private" implementation of the glue code.
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mutex: unix.pthread_mutex_t,
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cond: unix.pthread_cond_t,
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msgread: c.int,
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msgwrite: c.int,
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thread: unix.pthread_t,
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cmdPollSource: android_poll_source,
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inputPollSource: android_poll_source,
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running: c.int,
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stateSaved: c.int,
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destroyed: c.int,
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redrawNeeded: c.int,
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pendingInputQueue: ^AInputQueue,
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pendingWindow: ^ANativeWindow,
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pendingContentRect: ARect,
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}
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foreign android {
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app_dummy :: proc() ---
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}
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