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//+build android
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package android
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import "core:c"
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/**
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* This structure defines the native side of an android.app.NativeActivity.
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* It is created by the framework, and handed to the application's native
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* code as it is being launched.
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*/
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ANativeActivity :: struct {
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/**
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* Pointer to the callback function table of the native application.
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* You can set the functions here to your own callbacks. The callbacks
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* pointer itself here should not be changed, it is allocated and managed
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* for you by the framework.
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*/
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callbacks: ^ANativeActivityCallbacks,
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/**
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* The global handle on the process's Java VM.
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*/
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vm: ^JavaVM,
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/**
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* JNI context for the main thread of the app. Note that this field
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* can ONLY be used from the main thread of the process, that is, the
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* thread that calls into the ANativeActivityCallbacks.
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*/
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env: ^JNIEnv,
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/**
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* The NativeActivity object handle.
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*
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* IMPORTANT NOTE: This member is mis-named. It should really be named
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* 'activity' instead of 'clazz', since it's a reference to the
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* NativeActivity instance created by the system for you.
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*
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* We unfortunately cannot change this without breaking NDK
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* source-compatibility.
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*/
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clazz: jobject,
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/**
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* Path to this application's internal data directory.
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*/
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internalDataPath: cstring,
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/**
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* Path to this application's external (removable/mountable) data directory.
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*/
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externalDataPath: cstring,
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/**
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* The platform's SDK version code.
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*/
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sdkVersion: c.int32_t,
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/**
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* This is the native instance of the application. It is not used by
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* the framework, but can be set by the application to its own instance
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* state.
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*/
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instance: rawptr,
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/**
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* Pointer to the Asset Manager instance for the application. The application
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* uses this to access binary assets bundled inside its own .apk file.
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*/
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assetManager: ^AAssetManager,
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/**
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* Available starting with Honeycomb: path to the directory containing
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* the application's OBB files (if any). If the app doesn't have any
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* OBB files, this directory may not exist.
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*/
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obbPath: cstring,
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}
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/**
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* These are the callbacks the framework makes into a native application.
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* All of these callbacks happen on the main thread of the application.
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* By default, all callbacks are NULL; set to a pointer to your own function
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* to have it called.
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*/
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ANativeActivityCallbacks :: struct {
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/**
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* NativeActivity has started. See Java documentation for Activity.onStart()
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* for more information.
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*/
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onStart: #type proc "c" (activity: ^ANativeActivity),
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/**
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* NativeActivity has resumed. See Java documentation for Activity.onResume()
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* for more information.
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*/
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onResume: #type proc "c" (activity: ^ANativeActivity),
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/**
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* Framework is asking NativeActivity to save its current instance state.
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* See Java documentation for Activity.onSaveInstanceState() for more
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* information. The returned pointer needs to be created with malloc(),
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* the framework will call free() on it for you. You also must fill in
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* outSize with the number of bytes in the allocation. Note that the
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* saved state will be persisted, so it can not contain any active
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* entities (pointers to memory, file descriptors, etc).
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*/
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onSaveInstanceState: #type proc "c" (activity: ^ANativeActivity, outSize: ^c.size_t) -> rawptr,
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/**
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* NativeActivity has paused. See Java documentation for Activity.onPause()
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* for more information.
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*/
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onPause: #type proc "c" (activity: ^ANativeActivity),
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/**
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* NativeActivity has stopped. See Java documentation for Activity.onStop()
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* for more information.
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*/
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onStop: #type proc "c" (activity: ^ANativeActivity),
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/**
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* NativeActivity is being destroyed. See Java documentation for Activity.onDestroy()
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* for more information.
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*/
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onDestroy: #type proc "c" (activity: ^ANativeActivity),
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/**
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* Focus has changed in this NativeActivity's window. This is often used,
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* for example, to pause a game when it loses input focus.
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*/
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onWindowFocusChanged: #type proc "c" (activity: ^ANativeActivity, hasFocus: c.int),
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/**
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* The drawing window for this native activity has been created. You
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* can use the given native window object to start drawing.
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*/
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onNativeWindowCreated: #type proc "c" (activity: ^ANativeActivity, window: ^ANativeWindow),
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/**
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* The drawing window for this native activity has been resized. You should
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* retrieve the new size from the window and ensure that your rendering in
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* it now matches.
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*/
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onNativeWindowResized: #type proc "c" (activity: ^ANativeActivity, window: ^ANativeWindow),
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/**
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* The drawing window for this native activity needs to be redrawn. To avoid
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* transient artifacts during screen changes (such resizing after rotation),
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* applications should not return from this function until they have finished
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* drawing their window in its current state.
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*/
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onNativeWindowRedrawNeeded: #type proc "c" (activity: ^ANativeActivity, window: ^ANativeWindow),
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/**
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* The drawing window for this native activity is going to be destroyed.
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* You MUST ensure that you do not touch the window object after returning
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* from this function: in the common case of drawing to the window from
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* another thread, that means the implementation of this callback must
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* properly synchronize with the other thread to stop its drawing before
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* returning from here.
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*/
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onNativeWindowDestroyed: #type proc "c" (activity: ^ANativeActivity, window: ^ANativeWindow),
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/**
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* The input queue for this native activity's window has been created.
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* You can use the given input queue to start retrieving input events.
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*/
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onInputQueueCreated: #type proc "c" (activity: ^ANativeActivity, queue: ^AInputQueue),
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/**
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* The input queue for this native activity's window is being destroyed.
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* You should no longer try to reference this object upon returning from this
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* function.
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*/
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onInputQueueDestroyed: #type proc "c" (activity: ^ANativeActivity, queue: ^AInputQueue),
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/**
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* The rectangle in the window in which content should be placed has changed.
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*/
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onContentRectChanged: #type proc "c" (activity: ^ANativeActivity, #by_ptr rect: ARect),
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/**
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* The current device AConfiguration has changed. The new configuration can
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* be retrieved from assetManager.
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*/
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onConfigurationChanged: #type proc "c" (activity: ^ANativeActivity),
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/**
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* The system is running low on memory. Use this callback to release
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* resources you do not need, to help the system avoid killing more
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* important processes.
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*/
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onLowMemory: #type proc "c" (activity: ^ANativeActivity),
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}
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