Files
android-activity/examples/agdk-mainloop/src/lib.rs
T
Robert Bragg 7cdb77eca4 Let applications report if they handled input events
The callback given to `AndroidApp::input_events()` is now expected to return
`InputStatus::Handled` or `InputStatus::Unhandled`.

When running with NativeActivity then if we know an input event hasn't been
handled we can notify the InputQueue which may result in fallback
handling.

Although the status is currently ignored with the GameActivity backend.

Since this is a breaking change that also affects the current Winit
backend this updates the winit based examples to stick with the 0.3
release of android-activity for now.

Fixes: #31
2022-09-20 00:14:38 +01:00

84 lines
3.3 KiB
Rust

use android_activity::{AndroidApp, InputStatus, MainEvent, PollEvent};
use log::info;
#[no_mangle]
fn android_main(app: AndroidApp) {
android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Info));
let mut quit = false;
let mut redraw_pending = true;
let mut render_state: Option<()> = Default::default();
while !quit {
app.poll_events(
Some(std::time::Duration::from_secs(1)), /* timeout */
|event| {
match event {
PollEvent::Wake => {
info!("Early wake up");
}
PollEvent::Timeout => {
info!("Timed out");
// Real app would probably rely on vblank sync via graphics API...
redraw_pending = true;
}
PollEvent::Main(main_event) => {
info!("Main event: {:?}", main_event);
match main_event {
MainEvent::SaveState { saver, .. } => {
saver.store("foo://bar".as_bytes());
}
MainEvent::Pause => {}
MainEvent::Resume { loader, .. } => {
if let Some(state) = loader.load() {
if let Ok(uri) = String::from_utf8(state) {
info!("Resumed with saved state = {uri:#?}");
}
}
}
MainEvent::InitWindow { .. } => {
render_state = Some(());
redraw_pending = true;
}
MainEvent::TerminateWindow { .. } => {
render_state = None;
}
MainEvent::WindowResized { .. } => {
redraw_pending = true;
}
MainEvent::RedrawNeeded { .. } => {
redraw_pending = true;
}
MainEvent::InputAvailable { .. } => {
redraw_pending = true;
}
MainEvent::ConfigChanged { .. } => {
info!("Config Changed: {:#?}", app.config());
}
MainEvent::LowMemory => {}
MainEvent::Destroy => quit = true,
_ => { /* ... */ }
}
}
_ => {}
}
if redraw_pending {
if let Some(_rs) = render_state {
redraw_pending = false;
// Handle input
app.input_events(|event| {
info!("Input Event: {event:?}");
InputStatus::Unhandled
});
info!("Render...");
}
}
},
);
}
}