/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef ANDROID_NATIVE_ACTIVITY_H #define ANDROID_NATIVE_ACTIVITY_H #include #include #include #include #include #include #ifdef __cplusplus extern "C" { #endif struct ANativeActivityCallbacks; /** * 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. */ typedef struct ANativeActivity { /** * 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. */ struct ANativeActivityCallbacks* callbacks; /** * The global handle on the process's Java VM. */ JavaVM* vm; /** * 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. */ JNIEnv* env; /** * The NativeActivity Java class. */ jobject clazz; /** * Path to this application's internal data directory. */ const char* internalDataPath; /** * Path to this application's external (removable/mountable) data directory. */ const char* externalDataPath; /** * The platform's SDK version code. */ int32_t sdkVersion; /** * 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. */ void* instance; /** * Pointer to the Asset Manager instance for the application. The application * uses this to access binary assets bundled inside its own .apk file. */ AAssetManager* assetManager; } ANativeActivity; /** * 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. */ typedef struct ANativeActivityCallbacks { /** * NativeActivity has started. See Java documentation for Activity.onStart() * for more information. */ void (*onStart)(ANativeActivity* activity); /** * NativeActivity has resumed. See Java documentation for Activity.onResume() * for more information. */ void (*onResume)(ANativeActivity* activity); /** * 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). */ void* (*onSaveInstanceState)(ANativeActivity* activity, size_t* outSize); /** * NativeActivity has paused. See Java documentation for Activity.onPause() * for more information. */ void (*onPause)(ANativeActivity* activity); /** * NativeActivity has stopped. See Java documentation for Activity.onStop() * for more information. */ void (*onStop)(ANativeActivity* activity); /** * NativeActivity is being destroyed. See Java documentation for Activity.onDestroy() * for more information. */ void (*onDestroy)(ANativeActivity* activity); /** * Focus has changed in this NativeActivity's window. This is often used, * for example, to pause a game when it loses input focus. */ void (*onWindowFocusChanged)(ANativeActivity* activity, int hasFocus); /** * The drawing window for this native activity has been created. You * can use the given native window object to start drawing. */ void (*onNativeWindowCreated)(ANativeActivity* activity, ANativeWindow* window); /** * 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. */ void (*onNativeWindowResized)(ANativeActivity* activity, ANativeWindow* window); /** * 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. */ void (*onNativeWindowRedrawNeeded)(ANativeActivity* activity, ANativeWindow* window); /** * 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. */ void (*onNativeWindowDestroyed)(ANativeActivity* activity, ANativeWindow* window); /** * The input queue for this native activity's window has been created. * You can use the given input queue to start retrieving input events. */ void (*onInputQueueCreated)(ANativeActivity* activity, AInputQueue* queue); /** * 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. */ void (*onInputQueueDestroyed)(ANativeActivity* activity, AInputQueue* queue); /** * The rectangle in the window in which content should be placed has changed. */ void (*onContentRectChanged)(ANativeActivity* activity, const ARect* rect); /** * The current device AConfiguration has changed. The new configuration can * be retrieved from assetManager. */ void (*onConfigurationChanged)(ANativeActivity* activity); /** * 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. */ void (*onLowMemory)(ANativeActivity* activity); } ANativeActivityCallbacks; /** * This is the function that must be in the native code to instantiate the * application's native activity. It is called with the activity instance (see * above); if the code is being instantiated from a previously saved instance, * the savedState will be non-NULL and point to the saved data. You must make * any copy of this data you need -- it will be released after you return from * this function. */ typedef void ANativeActivity_createFunc(ANativeActivity* activity, void* savedState, size_t savedStateSize); /** * The name of the function that NativeInstance looks for when launching its * native code. This is the default function that is used, you can specify * "android.app.func_name" string meta-data in your manifest to use a different * function. */ extern ANativeActivity_createFunc ANativeActivity_onCreate; /** * Finish the given activity. Its finish() method will be called, causing it * to be stopped and destroyed. Note that this method can be called from * *any* thread; it will send a message to the main thread of the process * where the Java finish call will take place. */ void ANativeActivity_finish(ANativeActivity* activity); /** * Change the window format of the given activity. Calls getWindow().setFormat() * of the given activity. Note that this method can be called from * *any* thread; it will send a message to the main thread of the process * where the Java finish call will take place. */ void ANativeActivity_setWindowFormat(ANativeActivity* activity, int32_t format); /** * Change the window flags of the given activity. Calls getWindow().setFlags() * of the given activity. Note that this method can be called from * *any* thread; it will send a message to the main thread of the process * where the Java finish call will take place. See window.h for flag constants. */ void ANativeActivity_setWindowFlags(ANativeActivity* activity, uint32_t addFlags, uint32_t removeFlags); /** * Flags for ANativeActivity_showSoftInput; see the Java InputMethodManager * API for documentation. */ enum { ANATIVEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT = 0x0001, ANATIVEACTIVITY_SHOW_SOFT_INPUT_FORCED = 0x0002, }; /** * Show the IME while in the given activity. Calls InputMethodManager.showSoftInput() * for the given activity. Note that this method can be called from * *any* thread; it will send a message to the main thread of the process * where the Java finish call will take place. */ void ANativeActivity_showSoftInput(ANativeActivity* activity, uint32_t flags); /** * Flags for ANativeActivity_hideSoftInput; see the Java InputMethodManager * API for documentation. */ enum { ANATIVEACTIVITY_HIDE_SOFT_INPUT_IMPLICIT_ONLY = 0x0001, ANATIVEACTIVITY_HIDE_SOFT_INPUT_NOT_ALWAYS = 0x0002, }; /** * Hide the IME while in the given activity. Calls InputMethodManager.hideSoftInput() * for the given activity. Note that this method can be called from * *any* thread; it will send a message to the main thread of the process * where the Java finish call will take place. */ void ANativeActivity_hideSoftInput(ANativeActivity* activity, uint32_t flags); #ifdef __cplusplus }; #endif #endif // ANDROID_NATIVE_ACTIVITY_H