/usr/src/castle-game-engine-5.2.0/base/android/castleandroidnativeactivity.pas is in castle-game-engine-src 5.2.0-2.
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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.
}
{ @exclude Internal for the engine. }
unit CastleAndroidNativeActivity;
interface
uses CastleAndroidAssetManager, CastleAndroidInput, CastleAndroidNativeWindow,
CastleAndroidRect, jni, ctypes;
{
* 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.
}
type
PANativeActivityCallbacks = ^ANativeActivityCallbacks;
ANativeActivity = packed record
(**
* 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.
*)
callbacks : PANativeActivityCallbacks;
(**
* The global handle on the process's Java VM.
*)
vm : PJavaVM;
(**
* 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.
*)
env : PJNIEnv;
(**
* The NativeActivity Java class.
*)
clazz : jobject;
(**
* Path to this application's internal data directory.
*)
internalDataPath : Pchar;
(**
* Path to this application's external (removable/mountable) data directory.
*)
externalDataPath : Pchar;
(**
* The platform's SDK version code.
*)
sdkVersion : longword;
(**
* 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.
*)
instance : Pointer;
(**
* Pointer to the Asset Manager instance for the application. The application
* uses this to access binary assets bundled inside its own .apk file.
*)
assetManager : PAAssetManager;
end;
{*
* 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.
}
Psize_t = ^csize_t;
PANativeActivity = ^ANativeActivity;
ANativeActivityCallbacks = packed record
(**
* NativeActivity has started. See Java documentation for Activity.onStart()
* for more information.
*)
onStart : procedure(activity: PANativeActivity); cdecl;
(**
* NativeActivity has resumed. See Java documentation for Activity.onResume()
* for more information.
*)
onResume : procedure(activity: PANativeActivity); cdecl;
(**
* 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).
*)
onSaveInstanceState : function(activity: PANativeActivity; outSize: Psize_t): Pointer; cdecl;
(**
* NativeActivity has paused. See Java documentation for Activity.onPause()
* for more information.
*)
onPause : procedure(activity: PANativeActivity); cdecl;
(**
* NativeActivity has stopped. See Java documentation for Activity.onStop()
* for more information.
*)
onStop : procedure(activity: PANativeActivity); cdecl;
(**
* NativeActivity is being destroyed. See Java documentation for Activity.onDestroy()
* for more information.
*)
onDestroy : procedure(activity: PANativeActivity); cdecl;
(**
* Focus has changed in this NativeActivity's window. This is often used,
* for example, to pause a game when it loses input focus.
*)
onWindowFocusChanged : procedure(activity: PANativeActivity; hasFocus: cint); cdecl;
(**
* The drawing window for this native activity has been created. You
* can use the given native window object to start drawing.
*)
onNativeWindowCreated : procedure(activity: PANativeActivity; window: PANativeWindow); cdecl;
(**
* 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.
*)
onNativeWindowResized : procedure(activity: PANativeActivity; window: PANativeWindow); cdecl;
(**
* 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.
*)
onNativeWindowRedrawNeeded : procedure(activity: PANativeActivity; window: PANativeWindow); cdecl;
(**
* 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.
*)
onNativeWindowDestroyed : procedure(activity: PANativeActivity; window: PANativeWindow); cdecl;
(**
* The input queue for this native activity's window has been created.
* You can use the given input queue to start retrieving input events.
*)
onInputQueueCreated : procedure(activity: PANativeActivity; queue: PAInputQueue); cdecl;
(**
* 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.
*)
onInputQueueDestroyed : procedure(activity: PANativeActivity; queue: PAInputQueue); cdecl;
(**
* The rectangle in the window in which content should be placed has changed.
*)
onContentRectChanged : procedure(activity: PANativeActivity; rect: PARect); cdecl;
(**
* The current device AConfiguration has changed. The new configuration can
* be retrieved from assetManager.
*)
onConfigurationChanged : procedure(activity: PANativeActivity); cdecl;
(**
* 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.
*)
onLowMemory : procedure(activity: PANativeActivity); cdecl;
end;
{*
* 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.
}
ANativeActivity_createFunc = procedure(activity: PANativeActivity; savedState: pointer; savedStateSize: SizeInt); cdecl;
{*
* 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.
}
{var
ANativeActivity_onCreate : ANativeActivity_createFunc; external;}
(**
* 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.
*)
procedure ANativeActivity_finish(activity: PANativeActivity); cdecl; external;
(**
* 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.
*)
procedure ANativeActivity_setWindowFormat(activity: PANativeActivity; format: cint32); cdecl; external;
(**
* 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.
*)
procedure ANativeActivity_setWindowFlags(activity: PANativeActivity; addFlags, removeFlags: cuint32); cdecl; external;
(**
* Flags for ANativeActivity_showSoftInput; see the Java InputMethodManager
* API for documentation.
*)
const
ANATIVEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT = $0001;
ANATIVEACTIVITY_SHOW_SOFT_INPUT_FORCED = $0002;
(**
* 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.
*)
procedure ANativeActivity_showSoftInput(activity: PANativeActivity; flags: cuint32); cdecl; external;
(**
* Flags for ANativeActivity_hideSoftInput; see the Java InputMethodManager
* API for documentation.
*)
const
ANATIVEACTIVITY_HIDE_SOFT_INPUT_IMPLICIT_ONLY = $0001;
ANATIVEACTIVITY_HIDE_SOFT_INPUT_NOT_ALWAYS = $0002;
(**
* Hide the IME while in the given activity. Calls InputMethodManager.hideSoftInput()
* for the given activity. Note that this method can be called from
* *any* thread; it will send a message to the main thread of the process
* where the Java finish call will take place.
*)
procedure ANativeActivity_hideSoftInput(activity: PANativeActivity; flags: cuint32); cdecl; external;
implementation
{$linklib android}
end.
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