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