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https://github.com/rust-mobile/android-activity.git
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GameActivity PATCH: Support InputAvailable events
This makes a small change to the C glue code for GameActivity to send looper wake ups when new input is received (only sending a single wake up, until the application next handles input). This makes it possible to recognise that new input is available and send an `InputAvailable` event to the application - consistent with how NativeActivity can deliver `InputAvailable` events. This addresses a significant feature disparity between GameActivity and NativeActivity that meant GameActivity was not practically usable for GUI applications that wouldn't want to render continuously like a game.
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+28
@@ -477,6 +477,29 @@ void android_app_set_motion_event_filter(struct android_app* app,
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pthread_mutex_unlock(&app->mutex);
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}
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bool android_app_input_available_wake_up(struct android_app* app) {
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pthread_mutex_lock(&app->mutex);
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bool available = app->inputAvailableWakeUp;
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app->inputAvailableWakeUp = false;
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pthread_mutex_unlock(&app->mutex);
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return available;
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}
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// NB: should be called with the android_app->mutex held already
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static void notifyInput(struct android_app* android_app) {
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// Don't spam the mainloop with wake ups if we've already sent one
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if (android_app->inputSwapPending) {
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return;
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}
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if (android_app->looper != NULL) {
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// for the app thread to know why it received the wake() up
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android_app->inputAvailableWakeUp = true;
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android_app->inputSwapPending = true;
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ALooper_wake(android_app->looper);
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}
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}
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static bool onTouchEvent(GameActivity* activity,
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const GameActivityMotionEvent* event) {
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struct android_app* android_app = ToApp(activity);
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@@ -506,6 +529,7 @@ static bool onTouchEvent(GameActivity* activity,
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int new_ix = inputBuffer->motionEventsCount;
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memcpy(&inputBuffer->motionEvents[new_ix], event, sizeof(GameActivityMotionEvent));
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++inputBuffer->motionEventsCount;
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notifyInput(android_app);
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pthread_mutex_unlock(&android_app->mutex);
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return true;
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@@ -527,6 +551,9 @@ struct android_input_buffer* android_app_swap_input_buffers(
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NATIVE_APP_GLUE_MAX_INPUT_BUFFERS;
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}
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android_app->inputSwapPending = false;
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android_app->inputAvailableWakeUp = false;
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pthread_mutex_unlock(&android_app->mutex);
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return inputBuffer;
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@@ -579,6 +606,7 @@ static bool onKey(GameActivity* activity, const GameActivityKeyEvent* event) {
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int new_ix = inputBuffer->keyEventsCount;
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memcpy(&inputBuffer->keyEvents[new_ix], event, sizeof(GameActivityKeyEvent));
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++inputBuffer->keyEventsCount;
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notifyInput(android_app);
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pthread_mutex_unlock(&android_app->mutex);
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return true;
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+25
@@ -263,6 +263,26 @@ struct android_app {
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android_key_event_filter keyEventFilter;
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android_motion_event_filter motionEventFilter;
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// When new input is received we set both of these flags and use the looper to
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// wake up the application mainloop.
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//
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// To avoid spamming the mainloop with wake ups from lots of input though we
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// don't sent a wake up if the inputSwapPending flag is already set. (i.e.
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// we already expect input to be processed in a finite amount of time due to
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// our previous wake up)
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//
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// When a wake up is received then we will check this flag (clearing it
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// at the same time). If it was set then an InputAvailable event is sent to
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// the application - which should lead to all input being processed within
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// a finite amount of time.
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//
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// The next time android_app_swap_input_buffers is called, both flags will be
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// cleared.
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//
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// NB: both of these should only be read with the app mutex held
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bool inputAvailableWakeUp;
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bool inputSwapPending;
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/** @endcond */
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};
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@@ -475,6 +495,11 @@ void android_app_set_key_event_filter(struct android_app* app,
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void android_app_set_motion_event_filter(struct android_app* app,
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android_motion_event_filter filter);
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/**
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* Determines if a looper wake up was due to new input becoming available
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*/
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bool android_app_input_available_wake_up(struct android_app* app);
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#ifdef __cplusplus
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}
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#endif
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