// Copyright 2014 The Go Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. // +build android /* Android Apps are built with -buildmode=c-shared. They are loaded by a running Java process. Before any entry point is reached, a global constructor initializes the Go runtime, calling all Go init functions. All cgo calls will block until this is complete. Next JNI_OnLoad is called. When that is complete, one of two entry points is called. All-Go apps built using NativeActivity enter at ANativeActivity_onCreate. Go libraries (for example, those built with gomobile bind) do not use the app package initialization. */ package app /* // The C libraries listed here but not explicitly used in this file are used by // other *_android.go files. There should be only one #cgo declaration. #cgo LDFLAGS: -landroid -llog -lEGL -lGLESv2 #include #include #include #include #include #include jclass current_ctx_clazz; jclass app_find_class(JNIEnv* env, const char* name); */ import "C" import ( "log" "os" "runtime" "time" "unsafe" "golang.org/x/mobile/app/internal/callfn" "golang.org/x/mobile/internal/mobileinit" ) //export setCurrentContext func setCurrentContext(vm *C.JavaVM, ctx C.jobject) { mobileinit.SetCurrentContext(unsafe.Pointer(vm), unsafe.Pointer(ctx)) } //export callMain func callMain(mainPC uintptr) { for _, name := range []string{"TMPDIR", "PATH", "LD_LIBRARY_PATH"} { n := C.CString(name) os.Setenv(name, C.GoString(C.getenv(n))) C.free(unsafe.Pointer(n)) } // Set timezone. // // Note that Android zoneinfo is stored in /system/usr/share/zoneinfo, // but it is in some kind of packed TZiff file that we do not support // yet. As a stopgap, we build a fixed zone using the tm_zone name. var curtime C.time_t var curtm C.struct_tm C.time(&curtime) C.localtime_r(&curtime, &curtm) tzOffset := int(curtm.tm_gmtoff) tz := C.GoString(curtm.tm_zone) time.Local = time.FixedZone(tz, tzOffset) go callfn.CallFn(mainPC) } //export onCreate func onCreate(activity *C.ANativeActivity) { config := windowConfigRead(activity) pixelsPerPt = config.pixelsPerPt } //export onStart func onStart(activity *C.ANativeActivity) { } //export onResume func onResume(activity *C.ANativeActivity) { } //export onSaveInstanceState func onSaveInstanceState(activity *C.ANativeActivity, outSize *C.size_t) unsafe.Pointer { return nil } //export onPause func onPause(activity *C.ANativeActivity) { } //export onStop func onStop(activity *C.ANativeActivity) { } //export onDestroy func onDestroy(activity *C.ANativeActivity) { } //export onWindowFocusChanged func onWindowFocusChanged(activity *C.ANativeActivity, hasFocus int) { } //export onNativeWindowCreated func onNativeWindowCreated(activity *C.ANativeActivity, w *C.ANativeWindow) { windowCreated <- w } //export onNativeWindowRedrawNeeded func onNativeWindowRedrawNeeded(activity *C.ANativeActivity, window *C.ANativeWindow) { // Called on orientation change and window resize. // Send a request for redraw, and block this function // until a complete draw and buffer swap is completed. // This is required by the redraw documentation to // avoid bad draws. windowRedrawNeeded <- window <-windowRedrawDone } //export onNativeWindowDestroyed func onNativeWindowDestroyed(activity *C.ANativeActivity, window *C.ANativeWindow) { windowDestroyed <- true } var queue *C.AInputQueue //export onInputQueueCreated func onInputQueueCreated(activity *C.ANativeActivity, q *C.AInputQueue) { queue = q } //export onInputQueueDestroyed func onInputQueueDestroyed(activity *C.ANativeActivity, q *C.AInputQueue) { queue = nil } //export onContentRectChanged func onContentRectChanged(activity *C.ANativeActivity, rect *C.ARect) { } type windowConfig struct { // TODO(crawshaw): report orientation // ACONFIGURATION_ORIENTATION_ANY // ACONFIGURATION_ORIENTATION_PORT // ACONFIGURATION_ORIENTATION_LAND // ACONFIGURATION_ORIENTATION_SQUARE // Needs to be merged with iOS's notion of orientation first. orientation int pixelsPerPt float32 } func windowConfigRead(activity *C.ANativeActivity) windowConfig { aconfig := C.AConfiguration_new() C.AConfiguration_fromAssetManager(aconfig, activity.assetManager) orient := C.AConfiguration_getOrientation(aconfig) density := C.AConfiguration_getDensity(aconfig) C.AConfiguration_delete(aconfig) var dpi int switch density { case C.ACONFIGURATION_DENSITY_DEFAULT: dpi = 160 case C.ACONFIGURATION_DENSITY_LOW, C.ACONFIGURATION_DENSITY_MEDIUM, 213, // C.ACONFIGURATION_DENSITY_TV C.ACONFIGURATION_DENSITY_HIGH, 320, // ACONFIGURATION_DENSITY_XHIGH 480, // ACONFIGURATION_DENSITY_XXHIGH 640: // ACONFIGURATION_DENSITY_XXXHIGH dpi = int(density) case C.ACONFIGURATION_DENSITY_NONE: log.Print("android device reports no screen density") dpi = 72 default: log.Printf("android device reports unknown density: %d", density) // All we can do is guess. if density > 0 { dpi = int(density) } else { dpi = 72 } } return windowConfig{ orientation: int(orient), pixelsPerPt: float32(dpi) / 72, } } //export onConfigurationChanged func onConfigurationChanged(activity *C.ANativeActivity) { // A rotation event first triggers onConfigurationChanged, then // calls onNativeWindowRedrawNeeded. We extract the orientation // here and save it for the redraw event. windowConfigChange <- windowConfigRead(activity) } //export onLowMemory func onLowMemory(activity *C.ANativeActivity) { } var ( windowDestroyed = make(chan bool) windowCreated = make(chan *C.ANativeWindow) windowRedrawNeeded = make(chan *C.ANativeWindow) windowRedrawDone = make(chan struct{}) windowConfigChange = make(chan windowConfig) ) func init() { registerGLViewportFilter() } func main(f func(App)) { // Preserve this OS thread for the GL context created in windowDraw. runtime.LockOSThread() donec := make(chan struct{}) go func() { f(app{}) close(donec) }() for w := range windowCreated { if windowDraw(w, queue, donec) { return } } panic("unreachable") }