Files
ndk-odin/android_native_app_glue.odin
T

207 lines
6.4 KiB
Odin

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() ---
}