1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869
//! 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.
//!
//! # Cheaply Clonable [`AndroidApp`]
//!
//! [`AndroidApp`] is intended to be something that can be cheaply passed around
//! by referenced within an application. It is reference counted and can be
//! cheaply cloned.
//!
//! # `Send` and `Sync` [`AndroidApp`]
//!
//! Although an [`AndroidApp`] implements `Send` and `Sync` you do need to take
//! into consideration that some APIs, such as [`AndroidApp::poll_events()`] are
//! explicitly documented to only be usable from your `android_main()` thread.
//!
//! # 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
//!
//! # Android Extensible Enums
//!
//! There are numerous enums in the `android-activity` API which are effectively
//! bindings to enums declared in the Android SDK which need to be considered
//! _runtime_ extensible.
//!
//! Any enum variants that come from the Android SDK may be extended in future
//! versions of Android and your code could be exposed to new variants if you
//! build an application that might be installed on new versions of Android.
//!
//! This crate follows a convention of adding a hidden `__Unknown(u32)` variant
//! to these enum to ensure we can always do lossless conversions between the
//! integers from the SDK and our corresponding Rust enums. This can be
//! important in case you need to pass certain variants back to the SDK
//! regardless of whether you knew about that variants specific semantics at
//! compile time.
//!
//! You should never include this `__Unknown(u32)` variant within any exhaustive
//! pattern match and should instead treat the enums like `#[non_exhaustive]`
//! enums that require you to add a catch-all for any `unknown => {}` values.
//!
//! Any code that would exhaustively include the `__Unknown(u32)` variant when
//! pattern matching can not be guaranteed to be forwards compatible with new
//! releases of `android-activity` which may add new Rust variants to these
//! enums without requiring a breaking semver bump.
//!
//! You can (infallibly) convert these enums to and from primitive `u32` values
//! using `.into()`:
//!
//! For example, here is how you could ensure forwards compatibility with both
//! compile-time and runtime extensions of a `SomeEnum` enum:
//!
//! ```rust
//! match some_enum {
//! SomeEnum::Foo => {},
//! SomeEnum::Bar => {},
//! unhandled => {
//! let sdk_val: u32 = unhandled.into();
//! println!("Unhandled enum variant {some_enum:?} has SDK value: {sdk_val}");
//! }
//! }
//! ```
//!
//! [`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
#![deny(clippy::manual_let_else)]
use std::hash::Hash;
use std::sync::Arc;
use std::sync::RwLock;
use std::time::Duration;
use input::KeyCharacterMap;
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_attr(any(feature = "native-activity", doc), path = "native_activity/mod.rs")]
#[cfg_attr(any(feature = "game-activity", doc), path = "game_activity/mod.rs")]
pub(crate) mod activity_impl;
pub mod error;
use error::Result;
pub mod input;
mod config;
pub use config::ConfigurationRef;
mod util;
mod jni_utils;
/// 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_iter()`]
///
/// _Note: Even if more input is received this event will not be resent
/// until [`AndroidApp::input_events_iter()`] has been called, which enables
/// applications to batch up input processing without there being lots of
/// redundant event loop wake ups._
///
/// [`AndroidApp::input_events_iter()`]: AndroidApp::input_events_iter
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)
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
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.
///
/// # Cheaply Clonable [`AndroidApp`]
///
/// [`AndroidApp`] is intended to be something that can be cheaply passed around
/// by referenced within an application. It is reference counted and can be
/// cheaply cloned.
///
/// # `Send` and `Sync` [`AndroidApp`]
///
/// Although an [`AndroidApp`] implements `Send` and `Sync` you do need to take
/// into consideration that some APIs, such as [`AndroidApp::poll_events()`] are
/// explicitly documented to only be usable from your `android_main()` thread.
///
#[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) -> 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);
}
/// Fetch the current input text state, as updated by any active IME.
pub fn text_input_state(&self) -> input::TextInputState {
self.inner.read().unwrap().text_input_state()
}
/// Forward the given input text `state` to any active IME.
pub fn set_text_input_state(&self, state: input::TextInputState) {
self.inner.read().unwrap().set_text_input_state(state);
}
/// Get an exclusive, lending iterator over buffered input events
///
/// Applications are expected to call this in-sync with their rendering or
/// in response to a [`MainEvent::InputAvailable`] event being delivered.
///
/// _**Note:** 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`].
///
/// This isn't the most ergonomic iteration API since we can't return a standard `Iterator`:
/// - This API returns a lending iterator may borrow from the internal buffer
/// of pending events without copying them.
/// - For each event we want to ensure the application reports whether the
/// event was handled.
///
/// # Example
/// Code to iterate all pending input events would look something like this:
///
/// ```rust
/// match app.input_events_iter() {
/// Ok(mut iter) => {
/// loop {
/// let read_input = iter.next(|event| {
/// let handled = match event {
/// InputEvent::KeyEvent(key_event) => {
/// // Snip
/// }
/// InputEvent::MotionEvent(motion_event) => {
/// // Snip
/// }
/// event => {
/// // Snip
/// }
/// };
///
/// handled
/// });
///
/// if !read_input {
/// break;
/// }
/// }
/// }
/// Err(err) => {
/// log::error!("Failed to get input events iterator: {err:?}");
/// }
/// }
/// ```
///
/// # Panics
///
/// This must only be called from your `android_main()` thread and it may panic if called
/// from another thread.
pub fn input_events_iter(&self) -> Result<input::InputIterator> {
let receiver = {
let guard = self.inner.read().unwrap();
guard.input_events_receiver()?
};
Ok(input::InputIterator {
inner: receiver.into(),
})
}
/// Lookup the [`KeyCharacterMap`] for the given input `device_id`
///
/// Use [`KeyCharacterMap::get`] to map key codes + meta state into unicode characters
/// or dead keys that compose with the next key.
///
/// # Example
///
/// Code to handle unicode character mapping as well as combining dead keys could look some thing like:
///
/// ```rust
/// let mut combining_accent = None;
/// // Snip
///
/// let combined_key_char = if let Ok(map) = app.device_key_character_map(device_id) {
/// match map.get(key_event.key_code(), key_event.meta_state()) {
/// Ok(KeyMapChar::Unicode(unicode)) => {
/// let combined_unicode = if let Some(accent) = combining_accent {
/// match map.get_dead_char(accent, unicode) {
/// Ok(Some(key)) => {
/// info!("KeyEvent: Combined '{unicode}' with accent '{accent}' to give '{key}'");
/// Some(key)
/// }
/// Ok(None) => None,
/// Err(err) => {
/// log::error!("KeyEvent: Failed to combine 'dead key' accent '{accent}' with '{unicode}': {err:?}");
/// None
/// }
/// }
/// } else {
/// info!("KeyEvent: Pressed '{unicode}'");
/// Some(unicode)
/// };
/// combining_accent = None;
/// combined_unicode.map(|unicode| KeyMapChar::Unicode(unicode))
/// }
/// Ok(KeyMapChar::CombiningAccent(accent)) => {
/// info!("KeyEvent: Pressed 'dead key' combining accent '{accent}'");
/// combining_accent = Some(accent);
/// Some(KeyMapChar::CombiningAccent(accent))
/// }
/// Ok(KeyMapChar::None) => {
/// info!("KeyEvent: Pressed non-unicode key");
/// combining_accent = None;
/// None
/// }
/// Err(err) => {
/// log::error!("KeyEvent: Failed to get key map character: {err:?}");
/// combining_accent = None;
/// None
/// }
/// }
/// } else {
/// None
/// };
/// ```
///
/// # Errors
///
/// Since this API needs to use JNI internally to call into the Android JVM it may return
/// a [`error::AppError::JavaError`] in case there is a spurious JNI error or an exception
/// is caught.
pub fn device_key_character_map(&self, device_id: i32) -> Result<KeyCharacterMap> {
Ok(self
.inner
.read()
.unwrap()
.device_key_character_map(device_id)?)
}
/// 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>();
}