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/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.