//! # Android //! //! The Android backend builds on (and exposes types from) the [`ndk`](https://docs.rs/ndk/) crate. //! //! Native Android applications need some form of "glue" crate that is responsible //! for defining the main entry point for your Rust application as well as tracking //! various life-cycle events and synchronizing with the main JVM thread. //! //! Winit uses the [android-activity](https://docs.rs/android-activity/) as a //! glue crate (prior to `0.28` it used //! [ndk-glue](https://github.com/rust-windowing/android-ndk-rs/tree/master/ndk-glue)). //! //! The version of the glue crate that your application depends on _must_ match the //! version that Winit depends on because the glue crate is responsible for your //! application's main entry point. If Cargo resolves multiple versions, they will //! clash. //! //! `winit` glue compatibility table: //! //! | winit | ndk-glue | //! | :---: | :--------------------------: | //! | 0.30 | `android-activity = "0.6"` | //! | 0.29 | `android-activity = "0.5"` | //! | 0.28 | `android-activity = "0.4"` | //! | 0.27 | `ndk-glue = "0.7"` | //! | 0.26 | `ndk-glue = "0.5"` | //! | 0.25 | `ndk-glue = "0.3"` | //! | 0.24 | `ndk-glue = "0.2"` | //! //! The recommended way to avoid a conflict with the glue version is to avoid explicitly //! depending on the `android-activity` crate, and instead consume the API that //! is re-exported by Winit under `winit::platform::android::activity::*` //! //! Running on an Android device needs a dynamic system library. Add this to Cargo.toml: //! //! ```toml //! [lib] //! name = "main" //! crate-type = ["cdylib"] //! ``` //! //! All Android applications are based on an `Activity` subclass, and the //! `android-activity` crate is designed to support different choices for this base //! class. Your application _must_ specify the base class it needs via a feature flag: //! //! | Base Class | Feature Flag | Notes | //! | :--------------: | :---------------: | :-----: | //! | `NativeActivity` | `android-native-activity` | Built-in to Android - it is possible to use without compiling any Java or Kotlin code. Java or Kotlin code may be needed to subclass `NativeActivity` to access some platform features. It does not derive from the [`AndroidAppCompat`] base class.| //! | [`GameActivity`] | `android-game-activity` | Derives from [`AndroidAppCompat`], a defacto standard `Activity` base class that helps support a wider range of Android versions. Requires a build system that can compile Java or Kotlin and fetch Android dependencies from a [Maven repository][agdk_jetpack] (or link with an embedded [release][agdk_releases] of [`GameActivity`]) | //! //! [`GameActivity`]: https://developer.android.com/games/agdk/game-activity //! [`GameTextInput`]: https://developer.android.com/games/agdk/add-support-for-text-input //! [`AndroidAppCompat`]: https://developer.android.com/reference/androidx/appcompat/app/AppCompatActivity //! [agdk_jetpack]: https://developer.android.com/jetpack/androidx/releases/games //! [agdk_releases]: https://developer.android.com/games/agdk/download#agdk-libraries //! [Gradle]: https://developer.android.com/studio/build //! //! For more details, refer to these `android-activity` [example applications](https://github.com/rust-mobile/android-activity/tree/main/examples). //! //! ## Converting from `ndk-glue` to `android-activity` //! //! If your application is currently based on `NativeActivity` via the `ndk-glue` crate and building //! with `cargo apk`, then the minimal changes would be: //! 1. Remove `ndk-glue` from your `Cargo.toml` //! 2. Enable the `"android-native-activity"` feature for Winit: `winit = { version = //! "0.31.0-beta.1", features = [ "android-native-activity" ] }` //! 3. Add an `android_main` entrypoint (as above), instead of using the '`[ndk_glue::main]` proc //! macro from `ndk-macros` (optionally add a dependency on `android_logger` and initialize //! logging as above). //! 4. Pass a clone of the `AndroidApp` that your application receives to Winit when building your //! event loop (as shown above). #![cfg(target_os = "android")] mod event_loop; mod keycodes; use winit_core::event_loop::ActiveEventLoop as CoreActiveEventLoop; use winit_core::window::Window as CoreWindow; use self::activity::{AndroidApp, ConfigurationRef, Rect}; pub use crate::event_loop::{ ActiveEventLoop, EventLoop, EventLoopProxy, PlatformSpecificEventLoopAttributes, PlatformSpecificWindowAttributes, Window, }; /// Additional methods on [`EventLoop`] that are specific to Android. pub trait EventLoopExtAndroid { /// Get the [`AndroidApp`] which was used to create this event loop. fn android_app(&self) -> &AndroidApp; } /// Additional methods on [`ActiveEventLoop`] that are specific to Android. pub trait ActiveEventLoopExtAndroid { /// Get the [`AndroidApp`] which was used to create this event loop. fn android_app(&self) -> &AndroidApp; } /// Additional methods on [`Window`] that are specific to Android. pub trait WindowExtAndroid { fn content_rect(&self) -> Rect; fn config(&self) -> ConfigurationRef; } impl WindowExtAndroid for dyn CoreWindow + '_ { fn content_rect(&self) -> Rect { let window = self.cast_ref::().unwrap(); window.content_rect() } fn config(&self) -> ConfigurationRef { let window = self.cast_ref::().unwrap(); window.config() } } impl ActiveEventLoopExtAndroid for dyn CoreActiveEventLoop + '_ { fn android_app(&self) -> &AndroidApp { let event_loop = self.cast_ref::().unwrap(); &event_loop.app } } pub trait EventLoopBuilderExtAndroid { /// Associates the [`AndroidApp`] that was passed to `android_main()` with the event loop /// /// This must be called on Android since the [`AndroidApp`] is not global state. fn with_android_app(&mut self, app: AndroidApp) -> &mut Self; /// Calling this will mark the volume keys to be manually handled by the application /// /// Default is to let the operating system handle the volume keys fn handle_volume_keys(&mut self) -> &mut Self; } /// Re-export of the `android_activity` API /// /// Winit re-exports the `android_activity` API for convenience so that most /// applications can rely on the Winit crate to resolve the required version of /// `android_activity` and avoid any chance of a conflict between Winit and the /// application crate. /// /// Unlike most libraries there can only be a single implementation /// of the `android_activity` glue crate linked with an application because /// it is responsible for the application's `android_main()` entry point. /// /// Since Winit depends on a specific version of `android_activity` the simplest /// way to avoid creating a conflict is for applications to avoid explicitly /// depending on the `android_activity` crate, and instead consume the API that /// is re-exported by Winit. /// /// For compatibility applications should then import the [`AndroidApp`] type for /// their `android_main(app: AndroidApp)` function like: /// ```rust /// #[cfg(target_os = "android")] /// use winit::platform::android::activity::AndroidApp; /// ``` pub mod activity { // We enable the `"native-activity"` feature just so that we can build the // docs, but it'll be very confusing for users to see the docs with that // feature enabled, so we avoid inlining it so that they're forced to view // it on the crate's own docs.rs page. #[doc(no_inline)] pub use android_activity::*; }