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//! A glue layer for building standalone, Rust applications on Android
//!
//! This crate provides a "glue" layer for building native Rust
//! applications on Android, supporting multiple [`Activity`] base classes.
//! It's comparable to [`android_native_app_glue.c`][ndk_concepts]
//! for C/C++ applications.
//!
//! Currently the crate supports two `Activity` base classes:
//! 1. [`NativeActivity`] - Built in to Android, this doesn't require compiling any Java or Kotlin code.
//! 2. [`GameActivity`] - From the Android Game Development Kit, it has more
//! sophisticated input handling support than `NativeActivity`. `GameActivity`
//! is also based on the `AndroidAppCompat` class which can help with supporting
//! a wider range of devices.
//!
//! Standalone applications based on this crate need to be built as `cdylib` libraries, like:
//! ```
//! [lib]
//! crate_type=["cdylib"]
//! ```
//!
//! and implement a `#[no_mangle]` `android_main` entry point like this:
//! ```rust
//! #[no_mangle]
//! fn android_main(app: AndroidApp) {
//!
//! }
//! ```
//!
//! Once your application's `Activity` class has loaded and it calls `onCreate` then
//! `android-activity` will spawn a dedicated thread to run your `android_main` function,
//! separate from the Java thread that created the corresponding `Activity`.
//!
//! [`AndroidApp`] provides an interface to query state for the application as
//! well as monitor events, such as lifecycle and input events, that are
//! marshalled between the Java thread that owns the `Activity` and the native
//! thread that runs the `android_main()` code.
//!
//! # Main Thread Initialization
//!
//! Before `android_main()` is called, the following application state
//! is also initialized:
//!
//! 1. An I/O thread is spawned that will handle redirecting standard input
//! and output to the Android log, visible via `logcat`.
//! 2. A `JavaVM` and `Activity` instance will be associated with the [`ndk_context`] crate
//! so that other, independent, Rust crates are able to find a JavaVM
//! for making JNI calls.
//! 3. The `JavaVM` will be attached to the native thread
//! 4. A [Looper] is attached to the Rust native thread.
//!
//!
//! These are undone after `android_main()` returns
//!
//! [`Activity`]: https://developer.android.com/reference/android/app/Activity
//! [`NativeActivity`]: https://developer.android.com/reference/android/app/NativeActivity
//! [ndk_concepts]: https://developer.android.com/ndk/guides/concepts#naa
//! [`GameActivity`]: https://developer.android.com/games/agdk/integrate-game-activity
//! [Looper]: https://developer.android.com/reference/android/os/Looper
use std::hash::Hash;
use std::sync::Arc;
use std::sync::RwLock;
use std::time::Duration;
use libc::c_void;
use ndk::asset::AssetManager;
use ndk::native_window::NativeWindow;
use bitflags::bitflags;
#[cfg(not(target_os = "android"))]
compile_error!("android-activity only supports compiling for Android");
#[cfg(all(feature = "game-activity", feature = "native-activity"))]
compile_error!(
r#"The "game-activity" and "native-activity" features cannot be enabled at the same time"#
);
#[cfg(all(
not(any(feature = "game-activity", feature = "native-activity")),
not(doc)
))]
compile_error!(
r#"Either "game-activity" or "native-activity" must be enabled as features
If you have set one of these features then this error indicates that Cargo is trying to
link together multiple implementations of android-activity (with incompatible versions)
which is not supported.
Since android-activity is responsible for the `android_main` entrypoint of your application
then there can only be a single implementation of android-activity linked with your application.
You can use `cargo tree` (e.g. via `cargo ndk -t arm64-v8a tree`) to identify why multiple
versions have been resolved.
You may need to add a `[patch]` into your Cargo.toml to ensure a specific version of
android-activity is used across all of your application's crates."#
);
#[cfg(any(feature = "native-activity", doc))]
mod native_activity;
#[cfg(any(feature = "native-activity", doc))]
use native_activity as activity_impl;
#[cfg(feature = "game-activity")]
mod game_activity;
#[cfg(feature = "game-activity")]
use game_activity as activity_impl;
pub mod input;
mod config;
pub use config::ConfigurationRef;
mod util;
/// A rectangle with integer edge coordinates. Used to represent window insets, for example.
#[derive(Clone, Debug, Default, Eq, PartialEq)]
pub struct Rect {
pub left: i32,
pub top: i32,
pub right: i32,
pub bottom: i32,
}
impl Rect {
/// An empty `Rect` with all components set to zero.
pub fn empty() -> Self {
Self {
left: 0,
top: 0,
right: 0,
bottom: 0,
}
}
}
impl From<Rect> for ndk_sys::ARect {
fn from(rect: Rect) -> Self {
Self {
left: rect.left,
right: rect.right,
top: rect.top,
bottom: rect.bottom,
}
}
}
impl From<ndk_sys::ARect> for Rect {
fn from(arect: ndk_sys::ARect) -> Self {
Self {
left: arect.left,
right: arect.right,
top: arect.top,
bottom: arect.bottom,
}
}
}
pub use activity_impl::StateLoader;
pub use activity_impl::StateSaver;
/// An application event delivered during [`AndroidApp::poll_events`]
#[non_exhaustive]
#[derive(Debug)]
pub enum MainEvent<'a> {
/// New input events are available via [`AndroidApp::input_events()`]
///
/// _Note: Even if more input is received this event will not be resent
/// until [`AndroidApp::input_events()`] has been called, which enables
/// applications to batch up input processing without there being lots of
/// redundant event loop wake ups._
///
/// [`AndroidApp::input_events()`]: AndroidApp::input_events
InputAvailable,
/// Command from main thread: a new [`NativeWindow`] is ready for use. Upon
/// receiving this command, [`AndroidApp::native_window()`] will return the new window
#[non_exhaustive]
InitWindow {},
/// Command from main thread: the existing [`NativeWindow`] needs to be
/// terminated. Upon receiving this command, [`AndroidApp::native_window()`] still
/// returns the existing window; after returning from the [`AndroidApp::poll_events()`]
/// callback then [`AndroidApp::native_window()`] will return `None`.
#[non_exhaustive]
TerminateWindow {},
// TODO: include the prev and new size in the event
/// Command from main thread: the current [`NativeWindow`] has been resized.
/// Please redraw with its new size.
#[non_exhaustive]
WindowResized {},
/// Command from main thread: the current [`NativeWindow`] needs to be redrawn.
/// You should redraw the window before the [`AndroidApp::poll_events()`]
/// callback returns in order to avoid transient drawing glitches.
#[non_exhaustive]
RedrawNeeded {},
/// 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
/// get the new content rect by calling [`AndroidApp::content_rect()`]
#[non_exhaustive]
ContentRectChanged {},
/// Command from main thread: the app's activity window has gained
/// input focus.
GainedFocus,
/// Command from main thread: the app's activity window has lost
/// input focus.
LostFocus,
/// Command from main thread: the current device configuration has changed.
/// You can get a copy of the latest [`ndk::configuration::Configuration`] by calling
/// [`AndroidApp::config()`]
#[non_exhaustive]
ConfigChanged {},
/// Command from main thread: the system is running low on memory.
/// Try to reduce your memory use.
LowMemory,
/// Command from main thread: the app's activity has been started.
Start,
/// Command from main thread: the app's activity has been resumed.
#[non_exhaustive]
Resume { loader: StateLoader<'a> },
/// 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.
#[non_exhaustive]
SaveState { saver: StateSaver<'a> },
/// 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,
/// Command from main thread: the app's insets have changed.
#[non_exhaustive]
InsetsChanged {},
}
/// An event delivered during [`AndroidApp::poll_events`]
#[derive(Debug)]
#[non_exhaustive]
pub enum PollEvent<'a> {
Wake,
Timeout,
Main(MainEvent<'a>),
}
/// Indicates whether an application has handled or ignored an event
///
/// If an event is not handled by an application then some default handling may happen.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum InputStatus {
Handled,
Unhandled,
}
use activity_impl::AndroidAppInner;
pub use activity_impl::AndroidAppWaker;
bitflags! {
/// Flags for [`AndroidApp::set_window_flags`]
/// as per the [android.view.WindowManager.LayoutParams Java API](https://developer.android.com/reference/android/view/WindowManager.LayoutParams)
pub struct WindowManagerFlags: u32 {
/// As long as this window is visible to the user, allow the lock
/// screen to activate while the screen is on. This can be used
/// independently, or in combination with
/// [`Self::KEEP_SCREEN_ON`] and/or [`Self::SHOW_WHEN_LOCKED`]
const ALLOW_LOCK_WHILE_SCREEN_ON = 0x00000001;
/// Everything behind this window will be dimmed. */
const DIM_BEHIND = 0x00000002;
/// Blur everything behind this window.
#[deprecated = "Blurring is no longer supported"]
const BLUR_BEHIND = 0x00000004;
/// This window won't ever get key input focus, so the
/// user can not send key or other button events to it. Those will
/// instead go to whatever focusable window is behind it. This flag
/// will also enable [`Self::NOT_TOUCH_MODAL`] whether or not
/// that is explicitly set.
///
/// Setting this flag also implies that the window will not need to
/// interact with
/// a soft input method, so it will be Z-ordered and positioned
/// independently of any active input method (typically this means it
/// gets Z-ordered on top of the input method, so it can use the full
/// screen for its content and cover the input method if needed. You
/// can use [`Self::ALT_FOCUSABLE_IM`] to modify this
/// behavior.
const NOT_FOCUSABLE = 0x00000008;
/// This window can never receive touch events.
const NOT_TOUCHABLE = 0x00000010;
/// Even when this window is focusable (if
/// [`Self::NOT_FOCUSABLE`] is not set), allow any pointer
/// events outside of the window to be sent to the windows behind it.
/// Otherwise it will consume all pointer events itself, regardless of
/// whether they are inside of the window.
const NOT_TOUCH_MODAL = 0x00000020;
/// When set, if the device is asleep when the touch
/// screen is pressed, you will receive this first touch event. Usually
/// the first touch event is consumed by the system since the user can
/// not see what they are pressing on.
#[deprecated]
const TOUCHABLE_WHEN_WAKING = 0x00000040;
/// As long as this window is visible to the user, keep
/// the device's screen turned on and bright.
const KEEP_SCREEN_ON = 0x00000080;
/// Place the window within the entire screen, ignoring
/// decorations around the border (such as the status bar). The
/// window must correctly position its contents to take the screen
/// decoration into account.
const LAYOUT_IN_SCREEN = 0x00000100;
/// Allows the window to extend outside of the screen.
const LAYOUT_NO_LIMITS = 0x00000200;
/// Hide all screen decorations (such as the status
/// bar) while this window is displayed. This allows the window to
/// use the entire display space for itself -- the status bar will
/// be hidden when an app window with this flag set is on the top
/// layer. A fullscreen window will ignore a value of
/// [`Self::SOFT_INPUT_ADJUST_RESIZE`] the window will stay
/// fullscreen and will not resize.
const FULLSCREEN = 0x00000400;
/// Override [`Self::FULLSCREEN`] and force the
/// screen decorations (such as the status bar) to be shown.
const FORCE_NOT_FULLSCREEN = 0x00000800;
/// Turn on dithering when compositing this window to
/// the screen.
#[deprecated="This flag is no longer used"]
const DITHER = 0x00001000;
/// Treat the content of the window as secure, preventing
/// it from appearing in screenshots or from being viewed on non-secure
/// displays.
const SECURE = 0x00002000;
/// A special mode where the layout parameters are used
/// to perform scaling of the surface when it is composited to the
/// screen.
const SCALED = 0x00004000;
/// Intended for windows that will often be used when the user is
/// holding the screen against their face, it will aggressively
/// filter the event stream to prevent unintended presses in this
/// situation that may not be desired for a particular window, when
/// such an event stream is detected, the application will receive
/// a `AMOTION_EVENT_ACTION_CANCEL` to indicate this so
/// applications can handle this accordingly by taking no action on
/// the event until the finger is released.
const IGNORE_CHEEK_PRESSES = 0x00008000;
/// A special option only for use in combination with
/// [`Self::LAYOUT_IN_SCREEN`]. When requesting layout in
/// the screen your window may appear on top of or behind screen decorations
/// such as the status bar. By also including this flag, the window
/// manager will report the inset rectangle needed to ensure your
/// content is not covered by screen decorations.
const LAYOUT_INSET_DECOR = 0x00010000;
/// Invert the state of [`Self::NOT_FOCUSABLE`] with
/// respect to how this window interacts with the current method.
/// That is, if [`Self::NOT_FOCUSABLE`] is set and this flag is set,
/// then the window will behave as if it needs to interact with the
/// input method and thus be placed behind/away from it; if
/// [`Self::NOT_FOCUSABLE`] is not set and this flag is set,
/// then the window will behave as if it doesn't need to interact
/// with the input method and can be placed to use more space and
/// cover the input method.
const ALT_FOCUSABLE_IM = 0x00020000;
/// If you have set [`Self::NOT_TOUCH_MODAL`], you
/// can set this flag to receive a single special MotionEvent with
/// the action
/// `AMOTION_EVENT_ACTION_OUTSIDE` for
/// touches that occur outside of your window. Note that you will not
/// receive the full down/move/up gesture, only the location of the
/// first down as an `AMOTION_EVENT_ACTION_OUTSIDE`.
const WATCH_OUTSIDE_TOUCH = 0x00040000;
/// Special flag to let windows be shown when the screen
/// is locked. This will let application windows take precedence over
/// key guard or any other lock screens. Can be used with
/// [`Self::KEEP_SCREEN_ON`] to turn screen on and display
/// windows directly before showing the key guard window. Can be used with
/// [`Self::DISMISS_KEYGUARD`] to automatically fully
/// dismiss non-secure key guards. This flag only applies to the top-most
/// full-screen window.
const SHOW_WHEN_LOCKED = 0x00080000;
/// Ask that the system wallpaper be shown behind
/// your window. The window surface must be translucent to be able
/// to actually see the wallpaper behind it; this flag just ensures
/// that the wallpaper surface will be there if this window actually
/// has translucent regions.
const SHOW_WALLPAPER = 0x00100000;
/// When set as a window is being added or made
/// visible, once the window has been shown then the system will
/// poke the power manager's user activity (as if the user had woken
/// up the device) to turn the screen on.
const TURN_SCREEN_ON = 0x00200000;
/// When set the window will cause the key guard to
/// be dismissed, only if it is not a secure lock key guard. Because such
/// a key guard is not needed for security, it will never re-appear if
/// the user navigates to another window (in contrast to
/// [`Self::SHOW_WHEN_LOCKED`], which will only temporarily
/// hide both secure and non-secure key guards but ensure they reappear
/// when the user moves to another UI that doesn't hide them).
/// If the key guard is currently active and is secure (requires an
/// unlock pattern) then the user will still need to confirm it before
/// seeing this window, unless [`Self::SHOW_WHEN_LOCKED`] has
/// also been set.
const DISMISS_KEYGUARD = 0x00400000;
}
}
/// The top-level state and interface for a native Rust application
///
/// `AndroidApp` provides an interface to query state for the application as
/// well as monitor events, such as lifecycle and input events, that are
/// marshalled between the Java thread that owns the `Activity` and the native
/// thread that runs the `android_main()` code.
///
#[derive(Debug, Clone)]
pub struct AndroidApp {
pub(crate) inner: Arc<RwLock<AndroidAppInner>>,
}
impl PartialEq for AndroidApp {
fn eq(&self, other: &Self) -> bool {
Arc::ptr_eq(&self.inner, &other.inner)
}
}
impl Eq for AndroidApp {}
impl Hash for AndroidApp {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
Arc::as_ptr(&self.inner).hash(state);
}
}
impl AndroidApp {
/// Queries the current [`NativeWindow`] for the application.
///
/// This will only return `Some(window)` between
/// [`MainEvent::InitWindow`] and [`MainEvent::TerminateWindow`]
/// events.
pub fn native_window(&self) -> Option<NativeWindow> {
self.inner.read().unwrap().native_window()
}
/// Returns a pointer to the Java Virtual Machine, for making JNI calls
///
/// This returns a pointer to the Java Virtual Machine which can be used
/// with the [`jni`] crate (or similar crates) to make JNI calls that bridge
/// between native Rust code and Java/Kotlin code running within the JVM.
///
/// If you use the [`jni`] crate you can wrap this as a [`JavaVM`] via:
/// ```ignore
/// # use jni::JavaVM;
/// # let app: AndroidApp = todo!();
/// let vm = unsafe { JavaVM::from_raw(app.vm_as_ptr()) };
/// ```
///
/// [`jni`]: https://crates.io/crates/jni
/// [`JavaVM`]: https://docs.rs/jni/latest/jni/struct.JavaVM.html
pub fn vm_as_ptr(&self) -> *mut c_void {
self.inner.read().unwrap().vm_as_ptr()
}
/// Returns a JNI object reference for this application's JVM `Activity` as a pointer
///
/// If you use the [`jni`] crate you can wrap this as an object reference via:
/// ```ignore
/// # use jni::objects::JObject;
/// # let app: AndroidApp = todo!();
/// let activity = unsafe { JObject::from_raw(app.activity_as_ptr()) };
/// ```
///
/// # JNI Safety
///
/// Note that the object reference will be a JNI global reference, not a
/// local reference and it should not be deleted. Don't wrap the reference
/// in an [`AutoLocal`] which would try to explicitly delete the reference
/// when dropped. Similarly, don't wrap the reference as a [`GlobalRef`]
/// which would also try to explicitly delete the reference when dropped.
///
/// [`jni`]: https://crates.io/crates/jni
/// [`AutoLocal`]: https://docs.rs/jni/latest/jni/objects/struct.AutoLocal.html
/// [`GlobalRef`]: https://docs.rs/jni/latest/jni/objects/struct.GlobalRef.html
pub fn activity_as_ptr(&self) -> *mut c_void {
self.inner.read().unwrap().activity_as_ptr()
}
/// Polls for any events associated with this [AndroidApp] and processes those events
/// (such as lifecycle events) via the given `callback`.
///
/// It's important to use this API for polling, and not call [`ALooper_pollAll`] directly since
/// some events require pre- and post-processing either side of the callback. For correct
/// behavior events should be handled immediately, before returning from the callback and
/// not simply queued for batch processing later. For example the existing [`NativeWindow`]
/// is accessible during a [`MainEvent::TerminateWindow`] callback and will be
/// set to `None` once the callback returns, and this is also synchronized with the Java
/// main thread. The [`MainEvent::SaveState`] event is also synchronized with the
/// Java main thread.
///
/// # Panics
///
/// This must only be called from your `android_main()` thread and it may panic if called
/// from another thread.
///
/// [`ALooper_pollAll`]: ndk::looper::ThreadLooper::poll_all
pub fn poll_events<F>(&self, timeout: Option<Duration>, callback: F)
where
F: FnMut(PollEvent),
{
self.inner.read().unwrap().poll_events(timeout, callback);
}
/// Creates a means to wake up the main loop while it is blocked waiting for
/// events within [`AndroidApp::poll_events()`].
pub fn create_waker(&self) -> activity_impl::AndroidAppWaker {
self.inner.read().unwrap().create_waker()
}
/// Returns a (cheaply clonable) reference to this application's [`ndk::configuration::Configuration`]
pub fn config(&self) -> ConfigurationRef {
self.inner.read().unwrap().config()
}
/// Queries the current content rectangle of the window; this is the area where the
/// window's content should be placed to be seen by the user.
pub fn content_rect(&self) -> Rect {
self.inner.read().unwrap().content_rect()
}
/// Queries the Asset Manager instance for the application.
///
/// Use this to access binary assets bundled inside your application's .apk file.
pub fn asset_manager(&self) -> AssetManager {
self.inner.read().unwrap().asset_manager()
}
/// Change the window flags of the given activity.
///
/// Note that some flags must be set before the window decoration is created,
/// see
/// `<https://developer.android.com/reference/android/view/Window#setFlags(int,%20int)>`.
pub fn set_window_flags(
&self,
add_flags: WindowManagerFlags,
remove_flags: WindowManagerFlags,
) {
self.inner
.write()
.unwrap()
.set_window_flags(add_flags, remove_flags);
}
/// Enable additional input axis
///
/// To reduce overhead, by default only [`input::Axis::X`] and [`input::Axis::Y`] are enabled
/// and other axis should be enabled explicitly.
pub fn enable_motion_axis(&self, axis: input::Axis) {
self.inner.write().unwrap().enable_motion_axis(axis);
}
/// Disable input axis
///
/// To reduce overhead, by default only [`input::Axis::X`] and [`input::Axis::Y`] are enabled
/// and other axis should be enabled explicitly.
pub fn disable_motion_axis(&self, axis: input::Axis) {
self.inner.write().unwrap().disable_motion_axis(axis);
}
/// Explicitly request that the current input method's soft input area be
/// shown to the user, if needed.
///
/// Call this if the user interacts with your view in such a way that they
/// have expressed they would like to start performing input into it.
pub fn show_soft_input(&self, show_implicit: bool) {
self.inner.read().unwrap().show_soft_input(show_implicit);
}
/// Request to hide the soft input window from the context of the window
/// that is currently accepting input.
///
/// This should be called as a result of the user doing some action that
/// fairly explicitly requests to have the input window hidden.
pub fn hide_soft_input(&self, hide_implicit_only: bool) {
self.inner
.read()
.unwrap()
.hide_soft_input(hide_implicit_only);
}
/// Query and process all out-standing input event
///
/// `callback` should return [`InputStatus::Unhandled`] for any input events that aren't directly
/// handled by the application, or else [`InputStatus::Handled`]. Unhandled events may lead to a
/// fallback interpretation of the event.
///
/// Applications are generally either expected to call this in-sync with their rendering or
/// in response to a [`MainEvent::InputAvailable`] event being delivered. _Note though that your
/// application is will only be delivered a single [`MainEvent::InputAvailable`] event between calls
/// to this API._
///
/// To reduce overhead, by default only [`input::Axis::X`] and [`input::Axis::Y`] are enabled
/// and other axis should be enabled explicitly via [`Self::enable_motion_axis`].
pub fn input_events<F>(&self, callback: F)
where
F: FnMut(&input::InputEvent) -> InputStatus,
{
self.inner.read().unwrap().input_events(callback)
}
/// The user-visible SDK version of the framework
///
/// Also referred to as [`Build.VERSION_CODES`](https://developer.android.com/reference/android/os/Build.VERSION_CODES)
pub fn sdk_version() -> i32 {
let mut prop = android_properties::getprop("ro.build.version.sdk");
if let Some(val) = prop.value() {
val.parse::<i32>()
.expect("Failed to parse ro.build.version.sdk property")
} else {
panic!("Couldn't read ro.build.version.sdk system property");
}
}
/// Path to this application's internal data directory
pub fn internal_data_path(&self) -> Option<std::path::PathBuf> {
self.inner.read().unwrap().internal_data_path()
}
/// Path to this application's external data directory
pub fn external_data_path(&self) -> Option<std::path::PathBuf> {
self.inner.read().unwrap().external_data_path()
}
/// Path to the directory containing the application's OBB files (if any).
pub fn obb_path(&self) -> Option<std::path::PathBuf> {
self.inner.read().unwrap().obb_path()
}
}
#[test]
fn test_app_is_send_sync() {
fn needs_send_sync<T: Send + Sync>() {}
needs_send_sync::<AndroidApp>();
}