This tests using the game_activity crate with winit and wgpu. This is based on a re-worked winit backend here: https://github.com/rib/winit/tree/agdk-game-activity Although it would have been possible to handle the suspend/resume lifecycle events with a simpler approach of destroying and recreating all graphics state, this tries to represent how lifecycle events could be handled in more complex applications, such as within Bevy. Considering that lifecycle events aren't supported consistently on desktop platforms this test also aims to build and run on desktop - for the sake of testing how more complex applications (that need to be portable) can work. (enable "desktop" feature to build binary) ``` rustup target add aarch64-linux-android cargo install cargo-ndk export ANDROID_NDK_HOME="path/to/ndk" cargo ndk -t arm64-v8a -o app/src/main/jniLibs/ build export ANDROID_HOME="path/to/sdk" ./gradlew build ./gradlew installDebug adb shell am start -n co.realfit.agdkwinitwgpu/.MainActivity ```