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