/usr/include/android/android/native_activity.h is in android-libutils-dev 21-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 | /*
* 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.
*/
#ifndef ANDROID_NATIVE_ACTIVITY_H
#define ANDROID_NATIVE_ACTIVITY_H
#include <stdint.h>
#include <sys/types.h>
#include <jni.h>
#include <android/asset_manager.h>
#include <android/input.h>
#include <android/native_window.h>
#ifdef __cplusplus
extern "C" {
#endif
struct ANativeActivityCallbacks;
/**
* 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.
*/
typedef struct ANativeActivity {
/**
* 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.
*/
struct ANativeActivityCallbacks* callbacks;
/**
* The global handle on the process's Java VM.
*/
JavaVM* vm;
/**
* 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.
*/
JNIEnv* env;
/**
* The NativeActivity object handle.
*
* IMPORTANT NOTE: This member is mis-named. It should really be named
* 'activity' instead of 'clazz', since it's a reference to the
* NativeActivity instance created by the system for you.
*
* We unfortunately cannot change this without breaking NDK
* source-compatibility.
*/
jobject clazz;
/**
* Path to this application's internal data directory.
*/
const char* internalDataPath;
/**
* Path to this application's external (removable/mountable) data directory.
*/
const char* externalDataPath;
/**
* The platform's SDK version code.
*/
int32_t sdkVersion;
/**
* 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.
*/
void* instance;
/**
* Pointer to the Asset Manager instance for the application. The application
* uses this to access binary assets bundled inside its own .apk file.
*/
AAssetManager* assetManager;
/**
* Available starting with Honeycomb: path to the directory containing
* the application's OBB files (if any). If the app doesn't have any
* OBB files, this directory may not exist.
*/
const char* obbPath;
} ANativeActivity;
/**
* 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.
*/
typedef struct ANativeActivityCallbacks {
/**
* NativeActivity has started. See Java documentation for Activity.onStart()
* for more information.
*/
void (*onStart)(ANativeActivity* activity);
/**
* NativeActivity has resumed. See Java documentation for Activity.onResume()
* for more information.
*/
void (*onResume)(ANativeActivity* activity);
/**
* 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).
*/
void* (*onSaveInstanceState)(ANativeActivity* activity, size_t* outSize);
/**
* NativeActivity has paused. See Java documentation for Activity.onPause()
* for more information.
*/
void (*onPause)(ANativeActivity* activity);
/**
* NativeActivity has stopped. See Java documentation for Activity.onStop()
* for more information.
*/
void (*onStop)(ANativeActivity* activity);
/**
* NativeActivity is being destroyed. See Java documentation for Activity.onDestroy()
* for more information.
*/
void (*onDestroy)(ANativeActivity* activity);
/**
* Focus has changed in this NativeActivity's window. This is often used,
* for example, to pause a game when it loses input focus.
*/
void (*onWindowFocusChanged)(ANativeActivity* activity, int hasFocus);
/**
* The drawing window for this native activity has been created. You
* can use the given native window object to start drawing.
*/
void (*onNativeWindowCreated)(ANativeActivity* activity, ANativeWindow* window);
/**
* 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.
*/
void (*onNativeWindowResized)(ANativeActivity* activity, ANativeWindow* window);
/**
* 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.
*/
void (*onNativeWindowRedrawNeeded)(ANativeActivity* activity, ANativeWindow* window);
/**
* 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.
*/
void (*onNativeWindowDestroyed)(ANativeActivity* activity, ANativeWindow* window);
/**
* The input queue for this native activity's window has been created.
* You can use the given input queue to start retrieving input events.
*/
void (*onInputQueueCreated)(ANativeActivity* activity, AInputQueue* queue);
/**
* 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.
*/
void (*onInputQueueDestroyed)(ANativeActivity* activity, AInputQueue* queue);
/**
* The rectangle in the window in which content should be placed has changed.
*/
void (*onContentRectChanged)(ANativeActivity* activity, const ARect* rect);
/**
* The current device AConfiguration has changed. The new configuration can
* be retrieved from assetManager.
*/
void (*onConfigurationChanged)(ANativeActivity* activity);
/**
* 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.
*/
void (*onLowMemory)(ANativeActivity* activity);
} ANativeActivityCallbacks;
/**
* 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.
*/
typedef void ANativeActivity_createFunc(ANativeActivity* activity,
void* savedState, size_t savedStateSize);
/**
* 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.
*/
extern ANativeActivity_createFunc ANativeActivity_onCreate;
/**
* 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.
*/
void ANativeActivity_finish(ANativeActivity* activity);
/**
* 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.
*/
void ANativeActivity_setWindowFormat(ANativeActivity* activity, int32_t format);
/**
* 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.
*/
void ANativeActivity_setWindowFlags(ANativeActivity* activity,
uint32_t addFlags, uint32_t removeFlags);
/**
* Flags for ANativeActivity_showSoftInput; see the Java InputMethodManager
* API for documentation.
*/
enum {
ANATIVEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT = 0x0001,
ANATIVEACTIVITY_SHOW_SOFT_INPUT_FORCED = 0x0002,
};
/**
* 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.
*/
void ANativeActivity_showSoftInput(ANativeActivity* activity, uint32_t flags);
/**
* Flags for ANativeActivity_hideSoftInput; see the Java InputMethodManager
* API for documentation.
*/
enum {
ANATIVEACTIVITY_HIDE_SOFT_INPUT_IMPLICIT_ONLY = 0x0001,
ANATIVEACTIVITY_HIDE_SOFT_INPUT_NOT_ALWAYS = 0x0002,
};
/**
* 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.
*/
void ANativeActivity_hideSoftInput(ANativeActivity* activity, uint32_t flags);
#ifdef __cplusplus
};
#endif
#endif // ANDROID_NATIVE_ACTIVITY_H
|