This updates both the examples to Gradle 9 and AGP 9.1
The examples are identical, except that `na-mainloop` is based on
NativeActivity and the `agdk-mainloop` based on GameActivity.
The examples demonstrate:
- Using the `jni` API to define enough bindings to be able to send a Toast
- Using an `android_on_create` entry point for logging initialization
and JNI initialization
- Using `AndroidApp::run_on_java_main_thread()` to send a toast from the
Java main / UI thread
- Running an `android_main` event loop, including printing historic
pointer samples (a new 0.6.1 feature)
The examples support two input actions:
- Lifting your finger in the top-left corner of the screen will show the
onscreen keyboard
- Lifting your finger in the top-right corner of the screen will hide
the onscreen keyboard
If you edit and disable `configChanges` in `AndroidManifest.xml` then
these examples can also demonstrate that `android-activity` gracefully
handles repeated `Activity` create -> run -> destroy cycles.
This tries to refresh some of the information in the README, providing
some more clarity on what version of the GameActivity Jetpack library is
required (if using the game-activity backend) and removing the older
information about how to port crates from ndk-glue to android-activity.
This imports the Android Games SDK from:
- repo: https://github.com/rust-mobile/android-games-sdk
- branch: android-activity-4.4.0
- commit: 78daa4adfc4a619daeab9f96181190b145f1e544
This is based on the GameActivity 4.4.0 release from:
- repo: https://android.googlesource.com/platform/frameworks/opt/gamesdk
- branch: android-games-sdk-game-activity-release
- commit: 541587a073871a9d2659f90335dcae345007eeed
Our integration branch includes the following patches:
- 78daa4ad Add mainLooper to android_app
- 179eaa92 notify android_main of editor actions
- 5102e14c Don't send (unused) APP_CMD_EDITOR_ACTION
- 223936cf Don't send (unused) APP_CMD_KEY/TOUCH_EVENTs
- a24b21a4 android-activity: don't read unicode via getUnicodeChar
- 9e3926b1 android-activity: rename C symbols that need export
- 32ac1c73 glue: support InputAvailable events
- 69a1868c glue: fix deadlocks in java callbacks after app destroyed
- b5a2df04 glue: remove unused variable
This re-runs `generate-bindings.sh`
Notes:
Reviewing the upstream changes, it doesn't look like much has changed
since the 4.0.0 release (at least in the glue layer).
It was quite painful rebasing on the latest upstream release due to
upstream running clang-format across their whole repo
In this case I ended up using `git filter-branch` to reformat our
patches before rebasing:
```
git filter-branch -f --tree-filter '
find game-activity/prefab-src/modules/game-activity \
\( -iname "*.c" -o -iname "*.h" -o -iname "*.cpp" \) \
-print0 |
xargs -0 clang-format -i --style="{BasedOnStyle: Google,
AccessModifierOffset: -4, AlignOperands: false,
AllowShortFunctionsOnASingleLine: Empty,
AlwaysBreakBeforeMultilineStrings: false, ColumnLimit: 100,
CommentPragmas: \"NOLINT:.*\", ConstructorInitializerIndentWidth: 6,
ContinuationIndentWidth: 8, IndentWidth: 4,
PenaltyBreakBeforeFirstCallParameter: 100000,
SpacesBeforeTrailingComments: 1}"
' cdf4eee808130cc007a6203904d1d6c9acbf53a3^..HEAD
```
Previously, we were apparently based on Google's
`android-games-sdk-game-text-input-release` branch instead of their
`android-games-sdk-game-activity-release` branch, which made it awkward
to diff changes because both branches include the game-activity SDK but
all of the same patches have different commit hashes between branches.
Our previous base commit for GameActivity 4.0.0 was:
7f54c13ee549e4511dcdc15a8ca73864e87be605
which corresponds to:
65ee0100ead8cf73c851f150bffad2779dfa8704
on the game-activity-release branch
Note: The upstream release notes are also confusing because where they
list what commits are included in each release, then for the 4.0.0
release those commits only exist on the `game-text` release branch but
for the 4.4.0 release the commits exist on the `game-activity` release
branch.
These are the upstream patches to the game-activity glue since 4.0.0:
- c28257b2 Push new version of GameActivity 4.4.0
- no functional change
- e32db80f Fixed formatting of gamesdk repo
- no functional change
- a7cdb8c6 Migrate from deprecate ALooper_pollAll to ALooper_pollOnce
- only affects examples
- 163d7fcb Improve android_app_set_activity_state ANR protection
- this adds a timeout for how long android_app_set_activity_state
will block waiting for the android_main thread to handle
synchronous callbacks (such as onStart, onResume)
- this is backwards compatible
- d3fbe82a Improve version revision macro updating
- no functional change
- 2ae5d1f4 Release a new alpha version for AGDK components.
- no functional change
- 3e5fc4cd Add JNI_OnLoad function
- an (optional) alternative means to call `GameActivity_register`
which won't affect us since the `JNI_OnLoad` exported from C++ won't
be exported when compiling with the Rust toolchain.
- 044fd03c Release a new alpha version for AGDK components.
- no functional change
- 1198bb06 Fix GameActivity getLocale* functions.
- this is a backwards compatible fix that doesn't interact without
integration changes
- 07eff729 Change GameActivity and GameTextInput to 4.1 alpha.
- no functional change
Based on this audit, our integration should be backwards compatible with
GameActivity 4.0.0
This exposes `MotionEvent` pointer history via a `PointerHistoryIter`, got via
`Pointer::history()`, that yields `HistoricPointer`'s that give access to
sub-sample timestamps and axis values between events.
This adds consistent pointer history support for both the `native-activity` and
`game-activity` backends.
For example, historical pointer samples can be iterated like:
```rust
let num_pointers = motion_event.pointer_count();
for i in 0..num_pointers {
let pointer = motion_event.pointer_at_index(i);
println!(
"Pointer[{i}]: id={}, time={}, x={}, y={}",
pointer.pointer_id(),
motion_event.event_time(),
pointer.x(),
pointer.y(),
);
for sample in pointer.history() {
println!(
" History[{}]: x={}, y={}, time={:?}",
sample.history_index(),
sample.x(),
sample.y(),
sample.event_time()
);
}
}
```
The documentation clarifies that each pointer will have the same number of
historic samples, and the timestamps for corresponding samples will match.
The `PointerHistoryIter` supports forwards and/or backwards iteration and can
be queried for its `.len()`.
Fixes: #207
This updates `AndroidApp::show/hide_soft_input` to be implemented
manually with JNI (instead of `ANativeActivity_show/hideSoftInput`) so
that we can pass the root, decor view to
`InputMethodManager.showSoftInput` instead of the private
`mNativeContentView` created by `NativeActivity`.
Unlike the private `mNativeContentView`, the root decor view is
considered to be the current "served" view for a vanilla
`NativeActivity`-based application.
Co-authored-by: Robert Bragg <robert@sixbynine.org>
This adds support for an optional `android_on_crate` entrypoint which is
called from within the Activity.onCreate native method callback from the
Java main / UI thread.
This gives applications an opportunity initialize state while the
`Activity`'s class loader is on the stack, so `FindClass` will be able
to find application classes.
This can be a more-convenient place to initialize JNI bindings, without
needing to explicitly get the class loader from the Activity to be able
to look up application classes from the android_main thread.
This may also be convenient for initially using JNI to interact with
your new Activity in case you need to use SDK APIs that are only safe to
use from the Java main / UI thread.
The moves the thread initialization functions out of util.rs into a new
init.rs
While adding documentation for this feature, this also does a
more-general pass over the top-level crate documentation to try and
ensure it's up-to-date.
Fixes: #169
Addresses: #82
This imports the SDK from commit 090732c3ca7d8b47ed39e028081d685e4097db7f, from:
https://github.com/rust-mobile/android-games-sdk/commits/android-activity-4.0.0
This imports a patch to revert the recent addition of a
`_rust_glue_on_create_hook` in favour of fixing the Rust wrapper for
`GameActivity_onCreate` which is more consistent with the
`ANativeActivity_onCreate` entrypoint that we have in the `native-activity`
backend.
This also:
- Fixes a related rerun-if-changed path in build.rs
- Removes the reference to _rust_glue_on_create_hook src/game_activity/mod.rs
When we know we're done with the `Weak` reference that is associated with
the `NativeActivity` callbacks we make sure to drop the `Weak` reference
so that the underlying allocation for the `WaitableNativeActivityState`
can be freed.
This also updates `try_with_waitable_activity_ref` to be more careful
about converting the `Weak` ref back into a raw pointer _before_ calling
the handler, just in case the handler triggers a panic and unwinds
(where we wouldn't want to lose/Drop our weak ref).
Most of the same issues found in the native-activity backend when
working on #234 (to safely drop ANativeActivity via onDestroy callback)
also apply to the game-activity backend, which this PR addresses.
This ensures that the game-activity backend cleanly drops its
`android_app` pointer once we're notified that the `GameActivity` is being
destroyed and adds a mutex around the pointer that guarantees that
it can't be freed while it's being dereferenced (because the same
lock is required to respond to the onDestroy callback where the
state gets freed).
This makes a number of backend details consistent with the
native-activity backend:
- The backend retains its own Looper reference instead of relying on
the android_app reference.
- The backend allocates its own JNI global reference for the Activity,
instead of relying on the android_app reference.
Since this needed to add a hook to clear the android_app pointer after
dispatching the callback for `MainEvent::Destroy` it also made sense to
fix the MainEvent::TerminateWindow hook for clearing our `NativeWindow`
so it also happens _after_ the callback (as the API docs state).
Testing these changes with a minimal agdk-mainloop and agdk-egui example
I see it's now possible to cleanly handle repeated activity start ->
destroy -> start -> destroy cycles (e.g. due to config changes
triggering a recreation of the activity). (When testing egui I did also
have to patch Winit to ensure it exits the loop when receiving a Destroy
event)
Fixes: #235Fixes: #162
Once `on_destroy()` returns then the `NativeActivity.java` code will call an
`unloadNativeCode` native method that will `delete` the `ANativeActivity`
and invalidate any pointers we hold.
Considering the possibility that an `AndroidApp` could be retained
beyond the lifetime of the original `NativeActivity`, this ensures we
always hold the `WaitableNativeActivityState::mutex` before
dereferencing this pointer and ensures we clear the pointer before
returning from `on_destroy` so we're also able to perform `null` pointer
checks before dereferencing.
Considering that `AndroidApp::vm_as_ptr` previously depended on
dereferencing the `ANativeActivity`, this updates it to instead use
`JavaVM::singleton()` which we guarantee will be initialized before the
`AndroidApp` is created.
Considering that `AndroidApp::activity_as_ptr()` promises to return a
global reference that remains valid for the lifetime of the
`AndroidApp`, but the `ANativeActivity::clazz` reference is deleted
after `on_destroy()` returns, we now create our own `Global` reference
for the `Activity` that is owned by `AndroidAppInner`.
This makes sure that the `AssetManager` we return from
`AndroidApp::asset_manager` can be retained with a static lifetime and
never become a wrapper for an invalid pointer.
The key change here is that we now return the Application AssetManager
(i.e. from Application.getAssets()) instead of the Activity
AssetManager.
Theoretically there could be some applications that could associate an
Activity AssetManager with unique resources but that's not expected to
be common (and at least no expected to affect anyone currently using
`AndroidApp::asset_manager`).
As part of the `APP_ONCE` initialization in `init_android_main_thread`
we now get a global reference to the Application AssetManager and get
the corresponding AAssetManager that we can trust will be valid for the
lifetime of the process since we leak the global reference.
Note: The Application `AssetManager` is logically a process-wide
resource and so the leaked global is just a technical formality to
ensure it can't be garbage collected, but that's assumed to be
redundant.
Note: If anyone _strictly_ needs the `Activity` `AssetManager` then they
could at least resort to calling `Activity.getAssets()` via JNI
manually, but perhaps we can later consider adding a separate
`AndroidApp::activity_asset_manager()` that will pair an `AAssetManager`
pointer with a JNI global reference to ensure the pointer remains valid.
Fixes#161
This makes it easy to schedule boxed closures to be run on the Java main
/ ui thread.
When the closure is run then:
- Any panic will be caught, so we don't unwind into the Looper and abort
the process
- The JVM will be attached (for JNI) and any exceptions that are thrown
will be caught and logged as errors.
- A JNI stack frame will be pushed and popped before running your closure
(so you don't have to worry about leaking local JNI references)
This bumps the jni dependency to 0.22.4 because that version adds a
`JCharSequence` binding that we use in the `Toast` example in the
documentation.
This makes it possible to register file descriptors that can wake up the
Java main / UI thread as well as callbacks that will run on the Java
main / UI thread.
Although it can be common to refer to this thread as the "main" thread,
we choose to explicitly refer to it as the "java main" thread thread in
the API to avoid confusion with the Rust thread that runs
"android_main".
Co-authored-by: Robert Bragg <robert@sixbynine.org>
This imports the SDK from commit
30b8bfcc9a12942d1268820e8a83d7643e99ee92, from:
https://github.com/rust-mobile/android-games-sdk/commits/android-activity-4.0.0
this includes these patches:
# PATCH: Add mainLooper to android_app
Track the Looper for the Java main/UI thread in the android_app.
This makes it possible to add file descriptors and callbacks to the Java
UI Looper from the android_main thread.
This needs to be initialized by the android_native_app_glue before
spawning the android_main thread because the looper needs to be
discovered via `ALooper_forThread` while still running on the Java main
thread (in the onCreate callback).
# PATCH: Enable Rust glue to hook into onCreate
This declares an extern `_rust_glue_on_create_hook` that is called from
`GameActivity` `onCreate` native method callback, before the
`android_main` thread is spawned.
This gives Rust code an opportunity to run code and initialize state
while still running on the Java main/UI thread.
For example, this could be used to initialize JNI bindings while we can
assume that the current thread has an associated ClassLoader that will
be able to find application classes.
It may also be a convenient place to make some initial JNI calls into
Android SDK APIs that can only be used from the Java main thread.
# Updated import-games-sdk.sh to remove symlinks
While updating the SDK the import script has been updated to remove any
symlinks which make it difficult to build android-activity from Git on
Windows.
Note: the symlinks were redundant based on how the include paths were
already configured in `build.rs`
Instead of initializing `ndk-context` with an `Activity` reference (for
the `android.context.Context` subclass) we now initialize with
an `android.app.Application` reference (also an
`android.context.Context` subclass).
The benefit of this is that we can strictly initialize `ndk-context`
once (via a `OnceLock`) so there's no risk of a panic in case an
application starts more than one Activity within the same process.
Fixes: #58Fixes: #228
This ensures we call `ALooper_acquire` before `create_waker()` wraps the
Looper pointer with `AndroidAppWaker` and it also ensures that
`::clone()` and `::drop()` call `ALooper_acquire()` and
`ALooper_release()` respectively.
Contrary to what the comment for the `looper` member said previously, it
was not safe to assume that the application's looper pointer had a
`'static` lifetime.
The looper pointer would only be valid up until `android_main` returns,
but unlike a traditional `main()` function an `android_main()` runs
with respect to an `Activity` lifecycle and not a process lifecycle.
It's technically possible for `android_main()` to return (at which point
any looper stored in `'static` storage would have previously become an
invalid pointer) and then JNI could be used to re-enter Rust and
potentially try and dereference that invalid pointer.
This adds a shared implementation of `AndroidAppWaker` to `src/waker.rs`
instead of having each backend implement `AndroidAppWaker`.
Fixes: #226
The `ALooper_pollAll` API is deprecated and considering that `poll_events`
never promised the behaviour of `pollAll` we simply change the
implementation to use `ALoooper_pollOnce` and assume the caller is going
to anyway be calling `poll_events` within its own loop.
Note: `pollOnce` can still deliver multiple callback events, and the
"once" effectively just refers to only calling `epoll_wait` at most
once.
Considering winit for example, this should have no effect since winit
will be calling `poll_events` in a loop with no assumption about how
concurrent events could potentially be batched.
Fixes: #170
This adds and documents the remaining `ImeOptions` (addressing TODO comment)
`ImeOptions` now has a getter/setter for the action, based on the
`TextInputAction` enum added in #216
There is also a separate `InputTypeClass` that lets you query the
mutually-exclusive type class bits from an `InputType`
This corresponds to the GameActivity_setImeEditorInfo function on
GameActivity. This is not supported on NativeActivity.
Signed-off-by: William Casarin <jb55@jb55.com>
The `cesu8` crate hasn't been updated for 10 years where as the
`simd_cesu8` crate is more actively maintained and is expected to have
better performance in all conditions:
<https://docs.rs/simd_cesu8/latest/simd_cesu8/#benchmarks>
This change is consistent with the `jni` crate which switched to using
`simd_cesu8` in the 0.22.2 release - so this avoids needing to build
two separate crates for mutf8 encoding.
This also addresses the current CI issue that comes from incorrectly
depending on `cesu8 = "1"` instead of `"1.1.0"` (which adds the
java/mutf8 APIs that we used). Previously this went unnoticed because
of the `jni` crate pulling in the correct minimum version.
This was replaced by `AttachConfig::thread_name` in jni 0.22.2, which
takes a `&JNIStr` and doesn't require an extra allocation for the name
to be mutf8 encoded.
This adds a common init_android_main_thread() utility that's called by
both backends in order to get the ClassLoader from the Activity and
associate that with the thread via `JThreadthread::set_context_class_loader`
(which jni 0.22 can use automatically when loading classes).
This change notably starts to use the `jni::bind_java_type!` macro for the
`KeyCharacterMap` and `InputDevice` Java SDK API bindings in
`src/input/sdk.rs` which is a nice simplification.
This exposes IME actions via an InputEvent::TextAction event so that
it's possible to recognise when text entry via an input method is
finished.
This adds a `TextInputAction` enum to represent the action key on a soft
keyboard, such as "Done".
For example, this makes it possible to emit Ime::Commit events in Winit.
APP_CMD_SOFTWARE_KB_VIS_CHANGED in the GameActivity backend is
intended for notifying the android_main thread that the soft keyboard
visibility has changed.
There's currently no Rust event / API for this, and so it wasn't being
handled in poll_events but that was leading to a unreachable panic when
GameActivity would send this APP_CMD when showing soft keyboards.
We don't currently plan to expose any public API / event for this since
it's based on monitoring IME insets and applications should instead be able
to check insets after getting InsetsChanged events.
For the sake of minimizing patches to the upstream GameActivity code
this makes it so poll_events can ignore this APP_CMD as a NOOP.
This imports the SDK from commit 8fa58b0e145ec28e726fa2b1c7e7a52af925ca35, from:
https://github.com/rust-mobile/android-games-sdk/commits/android-activity-4.0.0
This includes one "notify android_main of editor actions" patch which will make
it possible to forward editor actions and support IME Commit events in Winit)
# notify android_main of editor actions
This adds a pendingEditorActions member to android_app that is set via
onEditorAction and the android_main thread is notified via notifyInput
instead of re-instating APP_CMD_EDITOR_ACTION.
The idea is that the android_main thread should check for
android_app->pendingEditorActions whenever input events are polled/iterated.
# FFI bindings update
Also updates the FFI bindings via generate-bindings.sh
This reverts commit 51d05d48c8 for
backwards compatibility with the existing `0.6` releases.
For now, it's creating a lot of busy work having to always make this
revert in order to test various topic branch changes with winit 0.30.
Lets save this breaking change until we have more reasons to break
semver compatibility (in itself this doesn't fix or enable any features,
so we can live without it for now).
We see that some Android callbacks like `onStart()` deadlock,
specifically when returning out of the main thread before running
any event loop (but likely also whenever terminating the event loop),
because they don't check if the thread is still even running and are
otherwise guaranteed receive an `activity_state` update or other state
change to unblock themselves.
This is a followup to [#94] which only concerned itself with a deadlock
caused by a destructor not running because that very object was kept
alive to poll on the `destroyed` field that destructor was supposed to
set, but its new `thread_state` can be reused to disable these condvar
waits when the "sending" thread has disappeared.
Separately, that PR mentions `Activity` recreates because of
configuration changes which isn't supported anyway because `Activity` is
still wrongly assumed to be a global singleton.
[#94]: https://togithub.com/rust-mobile/android-activity/pull/94
For convenience, when updating to new GameActivity versions, this makes
it possible to build against the out-of-tree `android-games-sdk` repo.
This also updates `generate-bindings.sh` to point at $ANDROID_GAMES_SDK
if set.
E.g.
```
git clone git@github.com:rust-mobile/android-games-sdk.git \
--branch android-activity-4.0.0
export ANDROID_GAMES_SDK=$PWD/android-games-sdk
./generate-bindings.sh
cargo build --features=game-activity --target=aarch64-linux-android
```