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1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 /**
18  * @addtogroup NativeActivity Native Activity
19  * @{
20  */
21 
22 /**
23  * @file native_activity.h
24  */
25 
26 #ifndef ANDROID_NATIVE_ACTIVITY_H
27 #define ANDROID_NATIVE_ACTIVITY_H
28 
29 #include <stdint.h>
30 #include <sys/types.h>
31 
32 #include <jni.h>
33 
34 #include <android/asset_manager.h>
35 #include <android/input.h>
36 #include <android/native_window.h>
37 
38 #ifdef __cplusplus
39 extern "C" {
40 #endif
41 
42 /**
43  * {@link ANativeActivityCallbacks}
44  */
45 struct ANativeActivityCallbacks;
46 
47 /**
48  * This structure defines the native side of an android.app.NativeActivity.
49  * It is created by the framework, and handed to the application's native
50  * code as it is being launched.
51  */
52 typedef struct ANativeActivity {
53     /**
54      * Pointer to the callback function table of the native application.
55      * You can set the functions here to your own callbacks.  The callbacks
56      * pointer itself here should not be changed; it is allocated and managed
57      * for you by the framework.
58      */
59     struct ANativeActivityCallbacks* callbacks;
60 
61     /**
62      * The global handle on the process's Java VM.
63      */
64     JavaVM* vm;
65 
66     /**
67      * JNI context for the main thread of the app.  Note that this field
68      * can ONLY be used from the main thread of the process; that is, the
69      * thread that calls into the ANativeActivityCallbacks.
70      */
71     JNIEnv* env;
72 
73     /**
74      * The NativeActivity object handle.
75      *
76      * IMPORTANT NOTE: This member is mis-named. It should really be named
77      * 'activity' instead of 'clazz', since it's a reference to the
78      * NativeActivity instance created by the system for you.
79      *
80      * We unfortunately cannot change this without breaking NDK
81      * source-compatibility.
82      */
83     jobject clazz;
84 
85     /**
86      * Path to this application's internal data directory.
87      */
88     const char* internalDataPath;
89 
90     /**
91      * Path to this application's external (removable/mountable) data directory.
92      */
93     const char* externalDataPath;
94 
95     /**
96      * The platform's SDK version code.
97      */
98     int32_t sdkVersion;
99 
100     /**
101      * This is the native instance of the application.  It is not used by
102      * the framework, but can be set by the application to its own instance
103      * state.
104      */
105     void* instance;
106 
107     /**
108      * Pointer to the Asset Manager instance for the application.  The application
109      * uses this to access binary assets bundled inside its own .apk file.
110      */
111     AAssetManager* assetManager;
112 
113     /**
114      * Available starting with Honeycomb: path to the directory containing
115      * the application's OBB files (if any).  If the app doesn't have any
116      * OBB files, this directory may not exist.
117      */
118     const char* obbPath;
119 } ANativeActivity;
120 
121 /**
122  * These are the callbacks the framework makes into a native application.
123  * All of these callbacks happen on the main thread of the application.
124  * By default, all callbacks are NULL; set to a pointer to your own function
125  * to have it called.
126  */
127 typedef struct ANativeActivityCallbacks {
128     /**
129      * NativeActivity has started.  See Java documentation for Activity.onStart()
130      * for more information.
131      */
132     void (*onStart)(ANativeActivity* activity);
133 
134     /**
135      * NativeActivity has resumed.  See Java documentation for Activity.onResume()
136      * for more information.
137      */
138     void (*onResume)(ANativeActivity* activity);
139 
140     /**
141      * Framework is asking NativeActivity to save its current instance state.
142      * See Java documentation for Activity.onSaveInstanceState() for more
143      * information.  The returned pointer needs to be created with malloc();
144      * the framework will call free() on it for you.  You also must fill in
145      * outSize with the number of bytes in the allocation.  Note that the
146      * saved state will be persisted, so it can not contain any active
147      * entities (pointers to memory, file descriptors, etc).
148      */
149     void* (*onSaveInstanceState)(ANativeActivity* activity, size_t* outSize);
150 
151     /**
152      * NativeActivity has paused.  See Java documentation for Activity.onPause()
153      * for more information.
154      */
155     void (*onPause)(ANativeActivity* activity);
156 
157     /**
158      * NativeActivity has stopped.  See Java documentation for Activity.onStop()
159      * for more information.
160      */
161     void (*onStop)(ANativeActivity* activity);
162 
163     /**
164      * NativeActivity is being destroyed.  See Java documentation for Activity.onDestroy()
165      * for more information.
166      */
167     void (*onDestroy)(ANativeActivity* activity);
168 
169     /**
170      * Focus has changed in this NativeActivity's window.  This is often used,
171      * for example, to pause a game when it loses input focus.
172      */
173     void (*onWindowFocusChanged)(ANativeActivity* activity, int hasFocus);
174 
175     /**
176      * The drawing window for this native activity has been created.  You
177      * can use the given native window object to start drawing.
178      */
179     void (*onNativeWindowCreated)(ANativeActivity* activity, ANativeWindow* window);
180 
181     /**
182      * The drawing window for this native activity has been resized.  You should
183      * retrieve the new size from the window and ensure that your rendering in
184      * it now matches.
185      */
186     void (*onNativeWindowResized)(ANativeActivity* activity, ANativeWindow* window);
187 
188     /**
189      * The drawing window for this native activity needs to be redrawn.  To avoid
190      * transient artifacts during screen changes (such resizing after rotation),
191      * applications should not return from this function until they have finished
192      * drawing their window in its current state.
193      */
194     void (*onNativeWindowRedrawNeeded)(ANativeActivity* activity, ANativeWindow* window);
195 
196     /**
197      * The drawing window for this native activity is going to be destroyed.
198      * You MUST ensure that you do not touch the window object after returning
199      * from this function: in the common case of drawing to the window from
200      * another thread, that means the implementation of this callback must
201      * properly synchronize with the other thread to stop its drawing before
202      * returning from here.
203      */
204     void (*onNativeWindowDestroyed)(ANativeActivity* activity, ANativeWindow* window);
205 
206     /**
207      * The input queue for this native activity's window has been created.
208      * You can use the given input queue to start retrieving input events.
209      */
210     void (*onInputQueueCreated)(ANativeActivity* activity, AInputQueue* queue);
211 
212     /**
213      * The input queue for this native activity's window is being destroyed.
214      * You should no longer try to reference this object upon returning from this
215      * function.
216      */
217     void (*onInputQueueDestroyed)(ANativeActivity* activity, AInputQueue* queue);
218 
219     /**
220      * The rectangle in the window in which content should be placed has changed.
221      */
222     void (*onContentRectChanged)(ANativeActivity* activity, const ARect* rect);
223 
224     /**
225      * The current device AConfiguration has changed.  The new configuration can
226      * be retrieved from assetManager.
227      */
228     void (*onConfigurationChanged)(ANativeActivity* activity);
229 
230     /**
231      * The system is running low on memory.  Use this callback to release
232      * resources you do not need, to help the system avoid killing more
233      * important processes.
234      */
235     void (*onLowMemory)(ANativeActivity* activity);
236 } ANativeActivityCallbacks;
237 
238 /**
239  * This is the function that must be in the native code to instantiate the
240  * application's native activity.  It is called with the activity instance (see
241  * above); if the code is being instantiated from a previously saved instance,
242  * the savedState will be non-NULL and point to the saved data.  You must make
243  * any copy of this data you need -- it will be released after you return from
244  * this function.
245  */
246 typedef void ANativeActivity_createFunc(ANativeActivity* activity,
247         void* savedState, size_t savedStateSize);
248 
249 /**
250  * The name of the function that NativeInstance looks for when launching its
251  * native code.  This is the default function that is used, you can specify
252  * "android.app.func_name" string meta-data in your manifest to use a different
253  * function.
254  */
255 extern ANativeActivity_createFunc ANativeActivity_onCreate;
256 
257 /**
258  * Finish the given activity.  Its finish() method will be called, causing it
259  * to be stopped and destroyed.  Note that this method can be called from
260  * *any* thread; it will send a message to the main thread of the process
261  * where the Java finish call will take place.
262  */
263 void ANativeActivity_finish(ANativeActivity* activity);
264 
265 /**
266  * Change the window format of the given activity.  Calls getWindow().setFormat()
267  * of the given activity.  Note that this method can be called from
268  * *any* thread; it will send a message to the main thread of the process
269  * where the Java finish call will take place.
270  */
271 void ANativeActivity_setWindowFormat(ANativeActivity* activity, int32_t format);
272 
273 /**
274  * Change the window flags of the given activity.  Calls getWindow().setFlags()
275  * of the given activity.  Note that this method can be called from
276  * *any* thread; it will send a message to the main thread of the process
277  * where the Java finish call will take place.  See window.h for flag constants.
278  */
279 void ANativeActivity_setWindowFlags(ANativeActivity* activity,
280         uint32_t addFlags, uint32_t removeFlags);
281 
282 /**
283  * Flags for ANativeActivity_showSoftInput; see the Java InputMethodManager
284  * API for documentation.
285  */
286 enum {
287     /**
288      * Implicit request to show the input window, not as the result
289      * of a direct request by the user.
290      */
291     ANATIVEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT = 0x0001,
292 
293     /**
294      * The user has forced the input method open (such as by
295      * long-pressing menu) so it should not be closed until they
296      * explicitly do so.
297      */
298     ANATIVEACTIVITY_SHOW_SOFT_INPUT_FORCED = 0x0002,
299 };
300 
301 /**
302  * Show the IME while in the given activity.  Calls InputMethodManager.showSoftInput()
303  * for the given activity.  Note that this method can be called from
304  * *any* thread; it will send a message to the main thread of the process
305  * where the Java finish call will take place.
306  */
307 void ANativeActivity_showSoftInput(ANativeActivity* activity, uint32_t flags);
308 
309 /**
310  * Flags for ANativeActivity_hideSoftInput; see the Java InputMethodManager
311  * API for documentation.
312  */
313 enum {
314     /**
315      * The soft input window should only be hidden if it was not
316      * explicitly shown by the user.
317      */
318     ANATIVEACTIVITY_HIDE_SOFT_INPUT_IMPLICIT_ONLY = 0x0001,
319     /**
320      * The soft input window should normally be hidden, unless it was
321      * originally shown with {@link ANATIVEACTIVITY_SHOW_SOFT_INPUT_FORCED}.
322      */
323     ANATIVEACTIVITY_HIDE_SOFT_INPUT_NOT_ALWAYS = 0x0002,
324 };
325 
326 /**
327  * Hide the IME while in the given activity.  Calls InputMethodManager.hideSoftInput()
328  * for the given activity.  Note that this method can be called from
329  * *any* thread; it will send a message to the main thread of the process
330  * where the Java finish call will take place.
331  */
332 void ANativeActivity_hideSoftInput(ANativeActivity* activity, uint32_t flags);
333 
334 #ifdef __cplusplus
335 };
336 #endif
337 
338 #endif // ANDROID_NATIVE_ACTIVITY_H
339 
340 /** @} */
341