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+/*
+ * Copyright (C) 2010 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+
+#ifndef ANDROID_NATIVE_ACTIVITY_H
+#define ANDROID_NATIVE_ACTIVITY_H
+
+#include <stdint.h>
+#include <sys/types.h>
+
+#include <jni.h>
+
+#include <android/asset_manager.h>
+#include <android/input.h>
+#include <android/native_window.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct ANativeActivityCallbacks;
+
+/**
+ * This structure defines the native side of an android.app.NativeActivity.
+ * It is created by the framework, and handed to the application's native
+ * code as it is being launched.
+ */
+typedef struct ANativeActivity {
+ /**
+ * Pointer to the callback function table of the native application.
+ * You can set the functions here to your own callbacks. The callbacks
+ * pointer itself here should not be changed; it is allocated and managed
+ * for you by the framework.
+ */
+ struct ANativeActivityCallbacks* callbacks;
+
+ /**
+ * The global handle on the process's Java VM.
+ */
+ JavaVM* vm;
+
+ /**
+ * JNI context for the main thread of the app. Note that this field
+ * can ONLY be used from the main thread of the process; that is, the
+ * thread that calls into the ANativeActivityCallbacks.
+ */
+ JNIEnv* env;
+
+ /**
+ * The NativeActivity object handle.
+ *
+ * IMPORTANT NOTE: This member is mis-named. It should really be named
+ * 'activity' instead of 'clazz', since it's a reference to the
+ * NativeActivity instance created by the system for you.
+ *
+ * We unfortunately cannot change this without breaking NDK
+ * source-compatibility.
+ */
+ jobject clazz;
+
+ /**
+ * Path to this application's internal data directory.
+ */
+ const char* internalDataPath;
+
+ /**
+ * Path to this application's external (removable/mountable) data directory.
+ */
+ const char* externalDataPath;
+
+ /**
+ * The platform's SDK version code.
+ */
+ int32_t sdkVersion;
+
+ /**
+ * This is the native instance of the application. It is not used by
+ * the framework, but can be set by the application to its own instance
+ * state.
+ */
+ void* instance;
+
+ /**
+ * Pointer to the Asset Manager instance for the application. The application
+ * uses this to access binary assets bundled inside its own .apk file.
+ */
+ AAssetManager* assetManager;
+} ANativeActivity;
+
+/**
+ * These are the callbacks the framework makes into a native application.
+ * All of these callbacks happen on the main thread of the application.
+ * By default, all callbacks are NULL; set to a pointer to your own function
+ * to have it called.
+ */
+typedef struct ANativeActivityCallbacks {
+ /**
+ * NativeActivity has started. See Java documentation for Activity.onStart()
+ * for more information.
+ */
+ void (*onStart)(ANativeActivity* activity);
+
+ /**
+ * NativeActivity has resumed. See Java documentation for Activity.onResume()
+ * for more information.
+ */
+ void (*onResume)(ANativeActivity* activity);
+
+ /**
+ * Framework is asking NativeActivity to save its current instance state.
+ * See Java documentation for Activity.onSaveInstanceState() for more
+ * information. The returned pointer needs to be created with malloc();
+ * the framework will call free() on it for you. You also must fill in
+ * outSize with the number of bytes in the allocation. Note that the
+ * saved state will be persisted, so it can not contain any active
+ * entities (pointers to memory, file descriptors, etc).
+ */
+ void* (*onSaveInstanceState)(ANativeActivity* activity, size_t* outSize);
+
+ /**
+ * NativeActivity has paused. See Java documentation for Activity.onPause()
+ * for more information.
+ */
+ void (*onPause)(ANativeActivity* activity);
+
+ /**
+ * NativeActivity has stopped. See Java documentation for Activity.onStop()
+ * for more information.
+ */
+ void (*onStop)(ANativeActivity* activity);
+
+ /**
+ * NativeActivity is being destroyed. See Java documentation for Activity.onDestroy()
+ * for more information.
+ */
+ void (*onDestroy)(ANativeActivity* activity);
+
+ /**
+ * Focus has changed in this NativeActivity's window. This is often used,
+ * for example, to pause a game when it loses input focus.
+ */
+ void (*onWindowFocusChanged)(ANativeActivity* activity, int hasFocus);
+
+ /**
+ * The drawing window for this native activity has been created. You
+ * can use the given native window object to start drawing.
+ */
+ void (*onNativeWindowCreated)(ANativeActivity* activity, ANativeWindow* window);
+
+ /**
+ * The drawing window for this native activity has been resized. You should
+ * retrieve the new size from the window and ensure that your rendering in
+ * it now matches.
+ */
+ void (*onNativeWindowResized)(ANativeActivity* activity, ANativeWindow* window);
+
+ /**
+ * The drawing window for this native activity needs to be redrawn. To avoid
+ * transient artifacts during screen changes (such resizing after rotation),
+ * applications should not return from this function until they have finished
+ * drawing their window in its current state.
+ */
+ void (*onNativeWindowRedrawNeeded)(ANativeActivity* activity, ANativeWindow* window);
+
+ /**
+ * The drawing window for this native activity is going to be destroyed.
+ * You MUST ensure that you do not touch the window object after returning
+ * from this function: in the common case of drawing to the window from
+ * another thread, that means the implementation of this callback must
+ * properly synchronize with the other thread to stop its drawing before
+ * returning from here.
+ */
+ void (*onNativeWindowDestroyed)(ANativeActivity* activity, ANativeWindow* window);
+
+ /**
+ * The input queue for this native activity's window has been created.
+ * You can use the given input queue to start retrieving input events.
+ */
+ void (*onInputQueueCreated)(ANativeActivity* activity, AInputQueue* queue);
+
+ /**
+ * The input queue for this native activity's window is being destroyed.
+ * You should no longer try to reference this object upon returning from this
+ * function.
+ */
+ void (*onInputQueueDestroyed)(ANativeActivity* activity, AInputQueue* queue);
+
+ /**
+ * The rectangle in the window in which content should be placed has changed.
+ */
+ void (*onContentRectChanged)(ANativeActivity* activity, const ARect* rect);
+
+ /**
+ * The current device AConfiguration has changed. The new configuration can
+ * be retrieved from assetManager.
+ */
+ void (*onConfigurationChanged)(ANativeActivity* activity);
+
+ /**
+ * The system is running low on memory. Use this callback to release
+ * resources you do not need, to help the system avoid killing more
+ * important processes.
+ */
+ void (*onLowMemory)(ANativeActivity* activity);
+} ANativeActivityCallbacks;
+
+/**
+ * This is the function that must be in the native code to instantiate the
+ * application's native activity. It is called with the activity instance (see
+ * above); if the code is being instantiated from a previously saved instance,
+ * the savedState will be non-NULL and point to the saved data. You must make
+ * any copy of this data you need -- it will be released after you return from
+ * this function.
+ */
+typedef void ANativeActivity_createFunc(ANativeActivity* activity,
+ void* savedState, size_t savedStateSize);
+
+/**
+ * The name of the function that NativeInstance looks for when launching its
+ * native code. This is the default function that is used, you can specify
+ * "android.app.func_name" string meta-data in your manifest to use a different
+ * function.
+ */
+extern ANativeActivity_createFunc ANativeActivity_onCreate;
+
+/**
+ * Finish the given activity. Its finish() method will be called, causing it
+ * to be stopped and destroyed. Note that this method can be called from
+ * *any* thread; it will send a message to the main thread of the process
+ * where the Java finish call will take place.
+ */
+void ANativeActivity_finish(ANativeActivity* activity);
+
+/**
+ * Change the window format of the given activity. Calls getWindow().setFormat()
+ * of the given activity. Note that this method can be called from
+ * *any* thread; it will send a message to the main thread of the process
+ * where the Java finish call will take place.
+ */
+void ANativeActivity_setWindowFormat(ANativeActivity* activity, int32_t format);
+
+/**
+ * Change the window flags of the given activity. Calls getWindow().setFlags()
+ * of the given activity. Note that this method can be called from
+ * *any* thread; it will send a message to the main thread of the process
+ * where the Java finish call will take place. See window.h for flag constants.
+ */
+void ANativeActivity_setWindowFlags(ANativeActivity* activity,
+ uint32_t addFlags, uint32_t removeFlags);
+
+/**
+ * Flags for ANativeActivity_showSoftInput; see the Java InputMethodManager
+ * API for documentation.
+ */
+enum {
+ ANATIVEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT = 0x0001,
+ ANATIVEACTIVITY_SHOW_SOFT_INPUT_FORCED = 0x0002,
+};
+
+/**
+ * Show the IME while in the given activity. Calls InputMethodManager.showSoftInput()
+ * for the given activity. Note that this method can be called from
+ * *any* thread; it will send a message to the main thread of the process
+ * where the Java finish call will take place.
+ */
+void ANativeActivity_showSoftInput(ANativeActivity* activity, uint32_t flags);
+
+/**
+ * Flags for ANativeActivity_hideSoftInput; see the Java InputMethodManager
+ * API for documentation.
+ */
+enum {
+ ANATIVEACTIVITY_HIDE_SOFT_INPUT_IMPLICIT_ONLY = 0x0001,
+ ANATIVEACTIVITY_HIDE_SOFT_INPUT_NOT_ALWAYS = 0x0002,
+};
+
+/**
+ * Hide the IME while in the given activity. Calls InputMethodManager.hideSoftInput()
+ * for the given activity. Note that this method can be called from
+ * *any* thread; it will send a message to the main thread of the process
+ * where the Java finish call will take place.
+ */
+void ANativeActivity_hideSoftInput(ANativeActivity* activity, uint32_t flags);
+
+#ifdef __cplusplus
+};
+#endif
+
+#endif // ANDROID_NATIVE_ACTIVITY_H
+