java.lang.Object | |||||
↳ | android.content.Context | ||||
↳ | android.content.ContextWrapper | ||||
↳ | android.view.ContextThemeWrapper | ||||
↳ | android.app.Activity | ||||
↳ | android.app.NativeActivity |
Convenience for implementing an activity that will be implemented purely in native code. That is, a game (or game-like thing). There is no need to derive from this class; you can simply declare it in your manifest, and use the NDK APIs from there.
A typical manifest would look like:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.example.native_activity" android:versionCode="1" android:versionName="1.0"> <!-- This is the platform API where NativeActivity was introduced. --> <uses-sdk android:minSdkVersion="9" /> <!-- This .apk has no Java code itself, so set hasCode to false. --> <application android:label="@string/app_name" android:hasCode="false"> <!-- Our activity is the built-in NativeActivity framework class. This will take care of integrating with our NDK code. --> <activity android:name="android.app.NativeActivity" android:label="@string/app_name" android:configChanges="orientation|keyboardHidden"> <!-- Tell NativeActivity the name of or .so --> <meta-data android:name="android.app.lib_name" android:value="native-activity" /> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> </manifest>
A very simple example of native code that is run by NativeActivity follows. This reads input events from the user and uses OpenGLES to draw into the native activity's window.
#include <jni.h> #include <errno.h> #include <EGL/egl.h> #include <GLES/gl.h> #include <android/sensor.h> #include <android/log.h> #include <android_native_app_glue.h> #define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "native-activity", __VA_ARGS__)) #define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "native-activity", __VA_ARGS__)) /** * Our saved state data. */ struct saved_state { float angle; int32_t x; int32_t y; }; /** * Shared state for our app. */ struct engine { struct android_app* app; ASensorManager* sensorManager; const ASensor* accelerometerSensor; ASensorEventQueue* sensorEventQueue; int animating; EGLDisplay display; EGLSurface surface; EGLContext context; int32_t width; int32_t height; struct saved_state state; }; /** * Initialize an EGL context for the current display. */ static int engine_init_display(struct engine* engine) { // initialize OpenGL ES and EGL /* * Here specify the attributes of the desired configuration. * Below, we select an EGLConfig with at least 8 bits per color * component compatible with on-screen windows */ const EGLint attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_NONE }; EGLint w, h, dummy, format; EGLint numConfigs; EGLConfig config; EGLSurface surface; EGLContext context; EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(display, 0, 0); /* Here, the application chooses the configuration it desires. In this * sample, we have a very simplified selection process, where we pick * the first EGLConfig that matches our criteria */ eglChooseConfig(display, attribs, &config, 1, &numConfigs); /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is * guaranteed to be accepted by ANativeWindow_setBuffersGeometry(). * As soon as we picked a EGLConfig, we can safely reconfigure the * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */ eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format); ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format); surface = eglCreateWindowSurface(display, config, engine->app->window, NULL); context = eglCreateContext(display, config, NULL, NULL); if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { LOGW("Unable to eglMakeCurrent"); return -1; } eglQuerySurface(display, surface, EGL_WIDTH, &w); eglQuerySurface(display, surface, EGL_HEIGHT, &h); engine->display = display; engine->context = context; engine->surface = surface; engine->width = w; engine->height = h; engine->state.angle = 0; // Initialize GL state. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glEnable(GL_CULL_FACE); glShadeModel(GL_SMOOTH); glDisable(GL_DEPTH_TEST); return 0; } /** * Just the current frame in the display. */ static void engine_draw_frame(struct engine* engine) { if (engine->display == NULL) { // No display. return; } // Just fill the screen with a color. glClearColor(((float)engine->state.x)/engine->width, engine->state.angle, ((float)engine->state.y)/engine->height, 1); glClear(GL_COLOR_BUFFER_BIT); eglSwapBuffers(engine->display, engine->surface); } /** * Tear down the EGL context currently associated with the display. */ static void engine_term_display(struct engine* engine) { if (engine->display != EGL_NO_DISPLAY) { eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); if (engine->context != EGL_NO_CONTEXT) { eglDestroyContext(engine->display, engine->context); } if (engine->surface != EGL_NO_SURFACE) { eglDestroySurface(engine->display, engine->surface); } eglTerminate(engine->display); } engine->animating = 0; engine->display = EGL_NO_DISPLAY; engine->context = EGL_NO_CONTEXT; engine->surface = EGL_NO_SURFACE; } /** * Process the next input event. */ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) { struct engine* engine = (struct engine*)app->userData; if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { engine->animating = 1; engine->state.x = AMotionEvent_getX(event, 0); engine->state.y = AMotionEvent_getY(event, 0); return 1; } return 0; } /** * Process the next main command. */ static void engine_handle_cmd(struct android_app* app, int32_t cmd) { struct engine* engine = (struct engine*)app->userData; switch (cmd) { case APP_CMD_SAVE_STATE: // The system has asked us to save our current state. Do so. engine->app->savedState = malloc(sizeof(struct saved_state)); *((struct saved_state*)engine->app->savedState) = engine->state; engine->app->savedStateSize = sizeof(struct saved_state); break; case APP_CMD_INIT_WINDOW: // The window is being shown, get it ready. if (engine->app->window != NULL) { engine_init_display(engine); engine_draw_frame(engine); } break; case APP_CMD_TERM_WINDOW: // The window is being hidden or closed, clean it up. engine_term_display(engine); break; case APP_CMD_GAINED_FOCUS: // When our app gains focus, we start monitoring the accelerometer. if (engine->accelerometerSensor != NULL) { ASensorEventQueue_enableSensor(engine->sensorEventQueue, engine->accelerometerSensor); // We'd like to get 60 events per second (in us). ASensorEventQueue_setEventRate(engine->sensorEventQueue, engine->accelerometerSensor, (1000L/60)*1000); } break; case APP_CMD_LOST_FOCUS: // When our app loses focus, we stop monitoring the accelerometer. // This is to avoid consuming battery while not being used. if (engine->accelerometerSensor != NULL) { ASensorEventQueue_disableSensor(engine->sensorEventQueue, engine->accelerometerSensor); } // Also stop animating. engine->animating = 0; engine_draw_frame(engine); break; } } /** * This is the main entry point of a native application that is using * android_native_app_glue. It runs in its own thread, with its own * event loop for receiving input events and doing other things. */ void android_main(struct android_app* state) { struct engine engine; // Make sure glue isn't stripped. app_dummy(); memset(&engine, 0, sizeof(engine)); state->userData = &engine; state->onAppCmd = engine_handle_cmd; state->onInputEvent = engine_handle_input; engine.app = state; // Prepare to monitor accelerometer engine.sensorManager = ASensorManager_getInstance(); engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager, ASENSOR_TYPE_ACCELEROMETER); engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager, state->looper, LOOPER_ID_USER, NULL, NULL); if (state->savedState != NULL) { // We are starting with a previous saved state; restore from it. engine.state = *(struct saved_state*)state->savedState; } // loop waiting for stuff to do. while (1) { // Read all pending events. int ident; int events; struct android_poll_source* source; // If not animating, we will block forever waiting for events. // If animating, we loop until all events are read, then continue // to draw the next frame of animation. while ((ident=ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events, (void**)&source)) >= 0) { // Process this event. if (source != NULL) { source->process(state, source); } // If a sensor has data, process it now. if (ident == LOOPER_ID_USER) { if (engine.accelerometerSensor != NULL) { ASensorEvent event; while (ASensorEventQueue_getEvents(engine.sensorEventQueue, &event, 1) > 0) { LOGI("accelerometer: x=%f y=%f z=%f", event.acceleration.x, event.acceleration.y, event.acceleration.z); } } } // Check if we are exiting. if (state->destroyRequested != 0) { engine_term_display(&engine); return; } } if (engine.animating) { // Done with events; draw next animation frame. engine.state.angle += .01f; if (engine.state.angle > 1) { engine.state.angle = 0; } // Drawing is throttled to the screen update rate, so there // is no need to do timing here. engine_draw_frame(&engine); } } }
Constants | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
String | META_DATA_FUNC_NAME | Optional meta-that can be in the manifest for this component, specifying
the name of the main entry point for this native activity in the
META_DATA_LIB_NAME native code. |
|||||||||
String | META_DATA_LIB_NAME | Optional meta-that can be in the manifest for this component, specifying the name of the native shared library to load. |
[Expand]
Inherited Constants | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
From class
android.app.Activity
| |||||||||||
From class
android.content.Context
| |||||||||||
From interface
android.content.ComponentCallbacks2
|
[Expand]
Inherited Fields | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
From class
android.app.Activity
|
Public Constructors | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Public Methods | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Called by the system when the device configuration changes while your
activity is running.
| |||||||||||
Callback method to be invoked when the global layout state or the visibility of views
within the view tree changes
| |||||||||||
Called when the given InputQueue is now associated with the
thread making this call, so it can start receiving events from it.
| |||||||||||
Called when the given InputQueue is no longer associated with
the thread and thus not dispatching events.
| |||||||||||
This is called when the overall system is running low on memory, and
actively running processes should trim their memory usage.
| |||||||||||
Called when the current
Window of the activity gains or loses
focus. | |||||||||||
This is called immediately after any structural changes (format or
size) have been made to the surface.
| |||||||||||
This is called immediately after the surface is first created.
| |||||||||||
This is called immediately before a surface is being destroyed.
| |||||||||||
Called when the application needs to redraw the content of its
surface, after it is resized or for some other reason.
|
Protected Methods | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Called when the activity is starting.
| |||||||||||
Perform any final cleanup before an activity is destroyed.
| |||||||||||
Called as part of the activity lifecycle when an activity is going into
the background, but has not (yet) been killed.
| |||||||||||
Called after
onRestoreInstanceState(Bundle) , onRestart() , or
onPause() , for your activity to start interacting with the user. | |||||||||||
Called to retrieve per-instance state from an activity before being killed
so that the state can be restored in
onCreate(Bundle) or
onRestoreInstanceState(Bundle) (the Bundle populated by this method
will be passed to both). | |||||||||||
Called after
onCreate(Bundle) — or after onRestart() when
the activity had been stopped, but is now again being displayed to the
user. | |||||||||||
Called when you are no longer visible to the user.
|
[Expand]
Inherited Methods | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
From class
android.app.Activity
| |||||||||||
From class
android.view.ContextThemeWrapper
| |||||||||||
From class
android.content.ContextWrapper
| |||||||||||
From class
android.content.Context
| |||||||||||
From class
java.lang.Object
| |||||||||||
From interface
android.content.ComponentCallbacks
| |||||||||||
From interface
android.content.ComponentCallbacks2
| |||||||||||
From interface
android.view.InputQueue.Callback
| |||||||||||
From interface
android.view.KeyEvent.Callback
| |||||||||||
From interface
android.view.LayoutInflater.Factory
| |||||||||||
From interface
android.view.LayoutInflater.Factory2
| |||||||||||
From interface
android.view.SurfaceHolder.Callback
| |||||||||||
From interface
android.view.SurfaceHolder.Callback2
| |||||||||||
From interface
android.view.View.OnCreateContextMenuListener
| |||||||||||
From interface
android.view.ViewTreeObserver.OnGlobalLayoutListener
| |||||||||||
From interface
android.view.Window.Callback
|
Optional meta-that can be in the manifest for this component, specifying
the name of the main entry point for this native activity in the
META_DATA_LIB_NAME
native code. If not specified,
"ANativeActivity_onCreate" is used.
Optional meta-that can be in the manifest for this component, specifying the name of the native shared library to load. If not specified, "main" is used.
Called by the system when the device configuration changes while your
activity is running. Note that this will only be called if
you have selected configurations you would like to handle with the
configChanges
attribute in your manifest. If
any configuration change occurs that is not selected to be reported
by that attribute, then instead of reporting it the system will stop
and restart the activity (to have it launched with the new
configuration).
At the time that this function has been called, your Resources object will have been updated to return resource values matching the new configuration.
newConfig | The new device configuration. |
---|
Callback method to be invoked when the global layout state or the visibility of views within the view tree changes
Called when the given InputQueue is now associated with the thread making this call, so it can start receiving events from it.
Called when the given InputQueue is no longer associated with the thread and thus not dispatching events.
This is called when the overall system is running low on memory, and actively running processes should trim their memory usage. While the exact point at which this will be called is not defined, generally it will happen when all background process have been killed. That is, before reaching the point of killing processes hosting service and foreground UI that we would like to avoid killing.
You should implement this method to release any caches or other unnecessary resources you may be holding on to. The system will perform a garbage collection for you after returning from this method.
Preferably, you should implement onTrimMemory(int)
from
ComponentCallbacks2
to incrementally unload your resources based on various
levels of memory demands. That API is available for API level 14 and higher, so you should
only use this onLowMemory()
method as a fallback for older versions, which can be
treated the same as onTrimMemory(int)
with the TRIM_MEMORY_COMPLETE
level.
Called when the current Window
of the activity gains or loses
focus. This is the best indicator of whether this activity is visible
to the user. The default implementation clears the key tracking
state, so should always be called.
Note that this provides information about global focus state, which
is managed independently of activity lifecycles. As such, while focus
changes will generally have some relation to lifecycle changes (an
activity that is stopped will not generally get window focus), you
should not rely on any particular order between the callbacks here and
those in the other lifecycle methods such as onResume()
.
As a general rule, however, a resumed activity will have window focus... unless it has displayed other dialogs or popups that take input focus, in which case the activity itself will not have focus when the other windows have it. Likewise, the system may display system-level windows (such as the status bar notification panel or a system alert) which will temporarily take window input focus without pausing the foreground activity.
hasFocus | Whether the window of this activity has focus. |
---|
This is called immediately after any structural changes (format or
size) have been made to the surface. You should at this point update
the imagery in the surface. This method is always called at least
once, after surfaceCreated(SurfaceHolder)
.
holder | The SurfaceHolder whose surface has changed. |
---|---|
format | The new PixelFormat of the surface. |
width | The new width of the surface. |
height | The new height of the surface. |
This is called immediately after the surface is first created.
Implementations of this should start up whatever rendering code
they desire. Note that only one thread can ever draw into
a Surface
, so you should not draw into the Surface here
if your normal rendering will be in another thread.
holder | The SurfaceHolder whose surface is being created. |
---|
This is called immediately before a surface is being destroyed. After returning from this call, you should no longer try to access this surface. If you have a rendering thread that directly accesses the surface, you must ensure that thread is no longer touching the Surface before returning from this function.
holder | The SurfaceHolder whose surface is being destroyed. |
---|
Called when the application needs to redraw the content of its
surface, after it is resized or for some other reason. By not
returning from here until the redraw is complete, you can ensure that
the user will not see your surface in a bad state (at its new
size before it has been correctly drawn that way). This will
typically be preceeded by a call to surfaceChanged(SurfaceHolder, int, int, int)
.
holder | The SurfaceHolder whose surface has changed. |
---|
Called when the activity is starting. This is where most initialization
should go: calling setContentView(int)
to inflate the
activity's UI, using findViewById(int)
to programmatically interact
with widgets in the UI, calling
managedQuery(android.net.Uri, String[], String, String[], String)
to retrieve
cursors for data being displayed, etc.
You can call finish()
from within this function, in
which case onDestroy() will be immediately called without any of the rest
of the activity lifecycle (onStart()
, onResume()
,
onPause()
, etc) executing.
Derived classes must call through to the super class's implementation of this method. If they do not, an exception will be thrown.
savedInstanceState | If the activity is being re-initialized after
previously being shut down then this Bundle contains the data it most
recently supplied in onSaveInstanceState(Bundle) . Note: Otherwise it is null. |
---|
Perform any final cleanup before an activity is destroyed. This can
happen either because the activity is finishing (someone called
finish()
on it, or because the system is temporarily destroying
this instance of the activity to save space. You can distinguish
between these two scenarios with the isFinishing()
method.
Note: do not count on this method being called as a place for
saving data! For example, if an activity is editing data in a content
provider, those edits should be committed in either onPause()
or
onSaveInstanceState(Bundle)
, not here. This method is usually implemented to
free resources like threads that are associated with an activity, so
that a destroyed activity does not leave such things around while the
rest of its application is still running. There are situations where
the system will simply kill the activity's hosting process without
calling this method (or any others) in it, so it should not be used to
do things that are intended to remain around after the process goes
away.
Derived classes must call through to the super class's implementation of this method. If they do not, an exception will be thrown.
Called as part of the activity lifecycle when an activity is going into
the background, but has not (yet) been killed. The counterpart to
onResume()
.
When activity B is launched in front of activity A, this callback will
be invoked on A. B will not be created until A's onPause()
returns,
so be sure to not do anything lengthy here.
This callback is mostly used for saving any persistent state the activity is editing, to present a "edit in place" model to the user and making sure nothing is lost if there are not enough resources to start the new activity without first killing this one. This is also a good place to do things like stop animations and other things that consume a noticeable amount of CPU in order to make the switch to the next activity as fast as possible, or to close resources that are exclusive access such as the camera.
In situations where the system needs more memory it may kill paused
processes to reclaim resources. Because of this, you should be sure
that all of your state is saved by the time you return from
this function. In general onSaveInstanceState(Bundle)
is used to save
per-instance state in the activity and this method is used to store
global persistent data (in content providers, files, etc.)
After receiving this call you will usually receive a following call
to onStop()
(after the next activity has been resumed and
displayed), however in some cases there will be a direct call back to
onResume()
without going through the stopped state.
Derived classes must call through to the super class's implementation of this method. If they do not, an exception will be thrown.
Called after onRestoreInstanceState(Bundle)
, onRestart()
, or
onPause()
, for your activity to start interacting with the user.
This is a good place to begin animations, open exclusive-access devices
(such as the camera), etc.
Keep in mind that onResume is not the best indicator that your activity
is visible to the user; a system window such as the keyguard may be in
front. Use onWindowFocusChanged(boolean)
to know for certain that your
activity is visible to the user (for example, to resume a game).
Derived classes must call through to the super class's implementation of this method. If they do not, an exception will be thrown.
Called to retrieve per-instance state from an activity before being killed
so that the state can be restored in onCreate(Bundle)
or
onRestoreInstanceState(Bundle)
(the Bundle
populated by this method
will be passed to both).
This method is called before an activity may be killed so that when it
comes back some time in the future it can restore its state. For example,
if activity B is launched in front of activity A, and at some point activity
A is killed to reclaim resources, activity A will have a chance to save the
current state of its user interface via this method so that when the user
returns to activity A, the state of the user interface can be restored
via onCreate(Bundle)
or onRestoreInstanceState(Bundle)
.
Do not confuse this method with activity lifecycle callbacks such as
onPause()
, which is always called when an activity is being placed
in the background or on its way to destruction, or onStop()
which
is called before destruction. One example of when onPause()
and
onStop()
is called and not this method is when a user navigates back
from activity B to activity A: there is no need to call onSaveInstanceState(Bundle)
on B because that particular instance will never be restored, so the
system avoids calling it. An example when onPause()
is called and
not onSaveInstanceState(Bundle)
is when activity B is launched in front of activity A:
the system may avoid calling onSaveInstanceState(Bundle)
on activity A if it isn't
killed during the lifetime of B since the state of the user interface of
A will stay intact.
The default implementation takes care of most of the UI per-instance
state for you by calling onSaveInstanceState()
on each
view in the hierarchy that has an id, and by saving the id of the currently
focused view (all of which is restored by the default implementation of
onRestoreInstanceState(Bundle)
). If you override this method to save additional
information not captured by each individual view, you will likely want to
call through to the default implementation, otherwise be prepared to save
all of the state of each view yourself.
If called, this method will occur before onStop()
. There are
no guarantees about whether it will occur before or after onPause()
.
outState | Bundle in which to place your saved state. |
---|
Called after onCreate(Bundle)
— or after onRestart()
when
the activity had been stopped, but is now again being displayed to the
user. It will be followed by onResume()
.
Derived classes must call through to the super class's implementation of this method. If they do not, an exception will be thrown.
Called when you are no longer visible to the user. You will next
receive either onRestart()
, onDestroy()
, or nothing,
depending on later user activity.
Note that this method may never be called, in low memory situations
where the system does not have enough memory to keep your activity's
process running after its onPause()
method is called.
Derived classes must call through to the super class's implementation of this method. If they do not, an exception will be thrown.