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