#[repr(u8)]pub enum Event {
Show 17 variants
Start = 0,
Resume = 1,
SaveInstanceState = 2,
Pause = 3,
Stop = 4,
Destroy = 5,
ConfigChanged = 6,
LowMemory = 7,
WindowLostFocus = 8,
WindowHasFocus = 9,
WindowCreated = 10,
WindowResized = 11,
WindowRedrawNeeded = 12,
WindowDestroyed = 13,
InputQueueCreated = 14,
InputQueueDestroyed = 15,
ContentRectChanged = 16,
}
Variants§
Start = 0
Resume = 1
SaveInstanceState = 2
Pause = 3
Stop = 4
Destroy = 5
ConfigChanged = 6
LowMemory = 7
WindowLostFocus = 8
WindowHasFocus = 9
WindowCreated = 10
A NativeWindow
is now available through native_window()
. See that function for more
details about holding on to the returned LockReadGuard
.
Be sure to release any resources (e.g. Vulkan/OpenGL graphics surfaces) created from
it followed by releasing this lock upon receiving Event::WindowDestroyed
.
WindowResized = 11
WindowRedrawNeeded = 12
WindowDestroyed = 13
If the window is in use by e.g. a graphics API, make sure the LockReadGuard
from
native_window()
is held on to until after freeing those resources.
After receiving this Event
ndk_glue
will block inside its NativeWindow
destructor
until that read-lock is released before returning to Android and allowing it to free the
window.
From this point native_window()
will return None
until receiving
Event::WindowCreated
again.
InputQueueCreated = 14
An InputQueue
is now available through input_queue()
.
Be sure to release the returned lock upon receiving Event::InputQueueDestroyed
.
InputQueueDestroyed = 15
After receiving this Event
ndk_glue
will block inside its InputQueue
destructor
until the read-lock from input_queue()
is released before returning to Android and
allowing it to free the input queue.
From this point input_queue()
will return None
until receiving
Event::InputQueueCreated
again.