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+page.title=Sample: native-activity
+@jd:body
+
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>On this page</h2>
+
+ <ol>
+ <li><a href="#am">AndroidManifest.xml</a></li>
+ <li><a href="#anm">Android.mk</a></li>
+ <li><a href="#apm">Application.mk</a></li>
+ <li><a href="#mac">main.c</a></li>
+ </ol>
+ </li>
+ </ol>
+ </div>
+ </div>
+
+<p>The native-activity sample resides under the NDK installation root, in
+{@code samples/native-activity}. It is a very simple example of a purely native
+application, with no Java source code. In the absence of any Java source, the
+Java compiler still creates an executable stub for the virtual machine to run.
+The stub serves as a wrapper for the actual, native program, which is located in the {@code .so}
+file.</p>
+
+<p>The app itself simply renders a color onto the entire screen, and
+then changes the color partly in response to movement that it detects.</p>
+
+<h2 id="am">AndroidManifest.xml</h2>
+
+<p>An app with only native code must not specify an Android API level lower than 9, which introduced
+the <a href="{@docRoot}ndk/guides/concepts.html#naa">{@code NativeActivity}</a> framework class.</p>
+
+<pre class="no-pretty-print">
+&lt;uses-sdk android:minSdkVersion="9" /&gt;
+</pre>
+
+<p>The following line declares {@code android:hasCode} as {@code false}, as this app has only
+native code&ndash;no Java.
+</p>
+
+<pre class="no-pretty-print">
+&lt;application android:label="@string/app_name"
+android:hasCode="false"&gt;
+</pre>
+
+<p>The next line declares the {@code NativeActivity} class.</p>
+
+<pre class="no-pretty-print">
+&lt;activity android:name="android.app.NativeActivity"
+</pre>
+
+<p>Finally, the manifest specifies {@code android:value} as the name of the shared library to be
+built, minus the initial {@code lib} and the {@code .so} extension. This value must be the same as
+the name of {@code LOCAL_MODULE} in {@code Android.mk}.</p>
+
+<pre class="no-pretty-print">
+&lt;meta-data android:name="android.app.lib_name"
+ android:value="native-activity" /&gt;
+</pre>
+
+<h2 id="anm">Android.mk</h2>
+<p>This file begins by providing the name of the shared library to generate.</p>
+
+<pre class="no-pretty-print">
+LOCAL_MODULE := native-activity
+</pre>
+
+<p>Next, it declares the name of the native source-code file.</p>
+
+<pre class="no-pretty-print">
+LOCAL_SRC_FILES := main.c
+</pre>
+
+<p>Next, it lists the external libraries for the build system to use in building the binary. The
+{@code -l} (link-against) option precedes each library name.</p>
+
+<ul>
+<li>{@code log} is a logging library.</li>
+<li>{@code android} encompasses the standard Android support APIs for NDK. For more information about
+the APIs that Android and the NDK support, see <a href="stable_apis.html">Android NDK Native
+APIs</a>.</li>
+<li>{@code EGL} corresponds to the platform-specific portion of the graphics API.</li>
+<li>{@code GLESv1_CM} corresponds to OpenGL ES, the version of OpenGL for Android. This library
+depends on EGL.</li>
+</ul>
+
+<p>For each library:</p>
+
+<ul>
+<li>The actual file name starts with {@code lib}, and ends with the
+{@code .so} extension. For example, the actual file name for the
+{@code log} library is {@code liblog.so}.</li>
+<li>The library resides in the following directory, NDK root:
+{@code &lt;ndk&gt;/platforms/android-&lt;sdk_version&gt;/arch-&lt;abi&gt;/usr/lib/}.</li>
+</ul>
+
+<pre class="no-pretty-print">
+LOCAL_LDLIBS := -llog -landroid -lEGL -lGLESv1_CM
+</pre>
+
+<p>The next line provides the name of the static library, {@code android_native_app_glue}, which the
+application uses to manage {@code NativeActivity} lifecycle events and touch input.</p>
+
+<pre class="no-pretty-print">
+LOCAL_STATIC_LIBRARIES := android_native_app_glue
+</pre>
+
+<p>The final line tells the build system to build this static library.
+The {@code ndk-build} script places the built library
+({@code libandroid_native_app_glue.a}) into the {@code obj} directory
+generated during the build process. For more information about the {@code android_native_app_glue}
+library, see its {@code android_native_app_glue.h} header and corresponding {@code .c}source file.
+</p>
+
+
+<pre class="no-pretty-print">
+$(call import-module,android/native_app_glue)
+</pre>
+
+<p>For more information about the {@code Android.mk} file, see
+<a href="{@docRoot}ndk/guides/android_mk.html">Android.mk</a>.</p>
+
+
+<h2 id="apm">Application.mk</h2>
+
+<p>This line defines the minimum level of Android API Level support.</p>
+
+<pre class="no-pretty-print">
+APP_PLATFORM := android-10
+</pre>
+
+<p>Because there is no ABI definition, the build system defaults to building only for
+{@code armeabi}.</p>
+
+<h2 id="mac">main.c</h2>
+<p>This file essentially contains the entire progam.</p>
+
+<p>The following includes correspond to the libraries, both shared and static,
+enumerated in {@code Android.mk}.</p>
+
+<pre class="no-pretty-print">
+#include &lt;EGL/egl.h&gt;
+#include &lt;GLES/gl.h&gt;
+
+
+#include &lt;android/sensor.h&gt;
+#include &lt;android/log.h&gt;
+#include &lt;android_native_app_glue&gt;
+</pre>
+
+<p>The {@code android_native_app_glue} library calls the following function,
+passing it a predefined state structure. It also serves as a wrapper that
+simplifies handling of {@code NativeActivity} callbacks.</p>
+
+<pre class="no-pretty-print">
+void android_main(struct android_app* state) {
+</pre>
+
+<p>Next, the program handles events queued by the glue library. The event
+handler follows the state structure.</p>
+
+<pre class="no-pretty-print">
+struct engine engine;
+
+
+
+// Suppress link-time optimization that removes unreferenced code
+// to make sure glue isn't stripped.
+app_dummy();
+
+
+memset(&amp;engine, 0, sizeof(engine));
+state-&gt;userData = &amp;engine;
+state-&gt;onAppCmd = engine_handle_cmd;
+state-&gt;onInputEvent = engine_handle_input;
+engine.app = state;
+</pre>
+
+<p>The application prepares to start monitoring the sensors, using the
+APIs in {@code sensor.h}.</p>
+
+<pre class="no-pretty-print">
+ engine.sensorManager = ASensorManager_getInstance();
+ engine.accelerometerSensor =
+ ASensorManager_getDefaultSensor(engine.sensorManager,
+ ASENSOR_TYPE_ACCELEROMETER);
+ engine.sensorEventQueue =
+ ASensorManager_createEventQueue(engine.sensorManager,
+ state-&gt;looper, LOOPER_ID_USER, NULL, NULL);
+</pre>
+
+<p>Next, a loop begins, in which the application polls the system for
+messages (sensor events). It sends messages to
+{@code android_native_app_glue}, which checks to see whether they match
+any {@code onAppCmd} events defined in {@code android_main}. When a
+match occurs, the message is sent to the handler for execution.</p>
+
+<pre class="no-pretty-print">
+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,
+ &amp;events,
+ (void**)&amp;source)) &gt;= 0) {
+
+
+ // Process this event.
+ if (source != NULL) {
+ source-&gt;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,
+ &amp;event, 1) &gt; 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-&gt;destroyRequested != 0) {
+ engine_term_display(&amp;engine);
+ return;
+ }
+ }
+</pre>
+
+<p>Once the queue is empty, and the program exits the polling loop, the
+program calls OpenGL to draw the screen.</p>
+<pre class="no-pretty-print">
+ if (engine.animating) {
+ // Done with events; draw next animation frame.
+ engine.state.angle += .01f;
+ if (engine.state.angle &gt; 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(&amp;engine);
+ }
+}
+</pre>