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sx/library/modules/platform/android.sx
agra 9719432e79 refactor(ffi-linkage): Phase 9.3 — purge remaining 'foreign' from library/docs/example comments
Capital-Foreign + stale-identifier comment refs: library (Foreign Java types→Runtime,
foreign-class→runtime-class, foreign_class_map→runtime_class_map); docs/debugger
(foreign call→extern call); docs/fork-c ledger (foreign_class_map, protocol/foreign→
runtime-class); docs/inline-asm-design Deviation-6 obsolete #foreign-vs-extern design
RESOLVED to the landed extern/export reality; example comments (parseForeignClassDecl→
parseRuntimeClassDecl, checkForeignRefs→checkExternRefs, Foreign decls→Extern). Docs/
comments only — no build impact.
2026-06-15 11:03:29 +03:00

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// Android backend driven by a `#jni_main` Activity (no native_app_glue).
//
// Lifecycle:
//
// 1. Java `SxApp.onCreate(b)` → native `sx_onCreate`: stash JNIEnv* +
// Activity globals, install the AAssetManager into the C file_utils,
// construct a `SurfaceView`, register `SxApp` as its
// SurfaceHolder.Callback, set as Activity content view.
// 2. Java `SxApp.surfaceCreated(holder)` → native `sx_surfaceCreated`:
// extract the ANativeWindow from the holder's Surface, then
// `pthread_create` the render thread on first delivery.
// 3. Render thread: brings up EGL on the ANativeWindow, then calls
// `sx_app_main()` — the user's entry-point, which sets up the
// AndroidPlatform / GPU / pipeline globals and ends in
// `run_frame_loop(closure(frame))`.
// 4. `run_frame_loop` drives the loop: drain touch events queue,
// invoke `frame_fn`, `eglSwapBuffers`, sleep ~1ms.
// 5. Java `onTouchEvent` → native `sx_onTouchEvent`: push the
// (action,x,y) tuple onto a mutex-guarded queue. `poll_events`
// drains the queue into the platform's standard `Event` shape.
//
// State model: every piece of mutable Android-backend state lives on
// `AndroidPlatform` (the EGL handles, the ANativeWindow, the render
// thread, the touch ring, the frame closure, the user main fn, the
// touch mutex). Module-level globals are out — they shadow consumer
// globals on `#import` and produced an integer/float-shadowing render
// regression on chess before we eliminated them.
//
// Vulkan-compatible: same ANativeWindow drives `vkCreate*SurfaceKHR`
// without changing the lifecycle.
#import "modules/std.sx";
#import "modules/build.sx";
#import "modules/ui/types.sx";
#import "modules/ui/events.sx";
#import "modules/platform/types.sx";
#import "modules/platform/api.sx";
// ── Runtime Java types ──────────────────────────────────────────────────
Bundle :: #jni_class("android/os/Bundle") extern { }
JContext :: #jni_class("android/content/Context") extern {
getAssets :: (self: *Self) -> *AssetManagerJ;
}
AssetManagerJ :: #jni_class("android/content/res/AssetManager") extern { }
Surface :: #jni_class("android/view/Surface") extern { }
SurfaceHolder :: #jni_class("android/view/SurfaceHolder") extern {
getSurface :: (self: *Self) -> *Surface;
addCallback :: (self: *Self, cb: *SurfaceHolderCallback);
}
SurfaceView :: #jni_class("android/view/SurfaceView") extern {
new :: (ctx: *JContext) -> *Self; // no `self: *Self` → class method
getHolder :: (self: *Self) -> *SurfaceHolder;
}
SurfaceHolderCallback :: #jni_class("android/view/SurfaceHolder$Callback") extern { }
MotionEvent :: #jni_class("android/view/MotionEvent") extern {
getAction :: (self: *Self) -> i32;
getX :: (self: *Self) -> f32;
getY :: (self: *Self) -> f32;
}
JView :: #jni_class("android/view/View") extern { }
ActivityClass :: #jni_class("android/app/Activity") extern {
setContentView :: (self: *Self, v: *JView);
}
// ── Extern C/NDK decls ─────────────────────────────────────────────────
// C side of file_utils — installs the AAssetManager so `read_file_bytes`
// can route through `AAssetManager_open` when running on Android.
sx_android_set_asset_manager :: (mgr: *void) extern;
__android_log_print :: (prio: i32, tag: *u8, fmt: *u8) -> i32 extern;
usleep :: (us: u32) -> i32 extern;
// libandroid
ANativeWindow_fromSurface :: (env: *void, surface: *void) -> *void extern;
ANativeWindow_release :: (window: *void) extern;
ANativeWindow_getWidth :: (window: *void) -> i32 extern;
ANativeWindow_getHeight :: (window: *void) -> i32 extern;
ANativeWindow_setBuffersGeometry :: (w: *void, width: i32, height: i32, fmt: i32) -> i32 extern;
AAssetManager_fromJava :: (env: *void, mgr: *void) -> *void extern;
// pthread (link libpthread is built into bionic).
pthread_create :: (thread: *u64, attr: *void, start: (*void) -> *void callconv(.c), arg: *void) -> i32 extern;
pthread_mutex_init :: (m: *void, attr: *void) -> i32 extern;
pthread_mutex_lock :: (m: *void) -> i32 extern;
pthread_mutex_unlock :: (m: *void) -> i32 extern;
// EGL. Constants from <EGL/egl.h>. We bring up an ES3 context with a
// 24-bit RGB framebuffer + 24-bit depth (same shape chess used under
// the legacy NDK path).
EGL_DEFAULT_DISPLAY :: 0;
EGL_NO_DISPLAY :*void: null;
EGL_NO_CONTEXT :*void: null;
EGL_NO_SURFACE :*void: null;
EGL_TRUE :u32: 1;
EGL_FALSE :u32: 0;
EGL_NONE :i32: 0x3038;
EGL_RED_SIZE :i32: 0x3024;
EGL_GREEN_SIZE :i32: 0x3023;
EGL_BLUE_SIZE :i32: 0x3022;
EGL_ALPHA_SIZE :i32: 0x3021;
EGL_DEPTH_SIZE :i32: 0x3025;
EGL_RENDERABLE_TYPE :i32: 0x3040;
EGL_SURFACE_TYPE :i32: 0x3033;
EGL_OPENGL_ES3_BIT :i32: 0x00000040;
EGL_WINDOW_BIT :i32: 0x0004;
EGL_NATIVE_VISUAL_ID :i32: 0x302E;
EGL_CONTEXT_CLIENT_VERSION :i32: 0x3098;
eglGetDisplay :: (id: u64) -> *void extern;
eglInitialize :: (d: *void, major: *i32, minor: *i32) -> u32 extern;
eglChooseConfig :: (d: *void, attrs: *i32, configs: **void, sz: i32, num: *i32) -> u32 extern;
eglGetConfigAttrib :: (d: *void, cfg: *void, attr: i32, value: *i32) -> u32 extern;
eglCreateContext :: (d: *void, cfg: *void, share: *void, attrs: *i32) -> *void extern;
eglCreateWindowSurface :: (d: *void, cfg: *void, window: *void, attrs: *i32) -> *void extern;
eglMakeCurrent :: (d: *void, draw: *void, read: *void, ctx: *void) -> u32 extern;
eglSwapBuffers :: (d: *void, surface: *void) -> u32 extern;
eglDestroyContext :: (d: *void, ctx: *void) -> u32 extern;
eglDestroySurface :: (d: *void, surface: *void) -> u32 extern;
eglTerminate :: (d: *void) -> u32 extern;
// ── Touch ring ──────────────────────────────────────────────────────────
TouchEvent :: struct {
action: i32;
x: f32;
y: f32;
}
// ── AndroidPlatform ─────────────────────────────────────────────────────
//
// Every per-instance piece of state — EGL handles, ANativeWindow, render
// thread, touch ring + mutex, frame closure, user main fn — lives here.
// No module-level globals: a previous shape had `g_viewport_w : i32` at
// module scope, which silently shadowed chess's own
// `g_viewport_w : f32` on `#import` and caused the renderer to receive
// a logical width cast to i32 instead of the physical pixel width.
//
// `logical_w` is the consumer's design width in points (e.g. chess sets
// 414 to match an iPhone 12 layout). `begin_frame` derives `dpi_scale`
// from `pixel_w / logical_w` so the renderer sees the design canvas
// regardless of physical density. Touch coords are divided by the same
// scale before delivery so layout-side hit-testing matches.
AndroidPlatform :: struct {
title: [:0]u8 = "";
width: i32 = 0;
height: i32 = 0;
// Set by consumer code BEFORE `init` if a fixed design width is
// wanted (chess uses 414). When 0, the platform reports
// viewport = pixel (1:1 logical/physical) — same as the legacy
// hardcoded `dpi_scale = 1.0` behaviour.
logical_w: f32 = 0.0;
// ANativeWindow + EGL state (set up by sx_android_attach_window +
// egl_init on the render thread).
app_window: *void = null;
egl_display: *void = null;
egl_context: *void = null;
egl_surface: *void = null;
egl_config: *void = null;
// Pixel-size from ANativeWindow_get{Width,Height}; derived dpi_scale
// (pixel_w / logical_w when logical_w > 0, else 1.0).
pixel_w: i32 = 0;
pixel_h: i32 = 0;
dpi_scale: f32 = 1.0;
// Render thread lifecycle. `user_main_fn` is the consumer's `main`
// entry, invoked once EGL is current. `should_stop` is checked in
// the frame loop; `stop()` flips it.
render_thread: u64 = 0;
render_thread_started: bool = false;
user_main_fn: () -> void = ---;
should_stop: bool = false;
frame_closure: ?Closure() = null;
events: List(Event) = .{};
// Touch ring: single-producer (Java UI thread via sx_android_push_touch)
// / single-consumer (render thread via sx_android_drain_touches).
// pthread_mutex_t is 40 bytes on bionic (NDK 26+); over-size to 64
// for safety. `touch_mutex_inited` tracks lazy init on first use.
touch_queue: [64]TouchEvent = ---;
touch_head: u32 = 0;
touch_tail: u32 = 0;
touch_mutex_storage: [64]u8 = ---;
touch_mutex_inited: bool = false;
}
// ── User-facing helpers for the consumer's `#jni_main` Activity ────────
//
// The consumer (chess, etc.) writes their own `SxApp :: #jni_main
// #jni_class("...")` declaration with `#implements SurfaceHolderCallback`
// and the standard lifecycle methods. This file provides the primitives
// those methods call:
//
// - `sx_android_forward_assets(env, activity)` from onCreate.
// - `sx_android_attach_window(plat, env, holder)` from surfaceCreated.
// - `sx_android_detach_window(plat)` from surfaceDestroyed.
// - `sx_android_set_viewport(plat, w, h)` from surfaceChanged.
// - `sx_android_start_render_thread(plat, main_fn)` once the surface
// is up.
// - `sx_android_push_touch(plat, action, x, y)` from onTouchEvent.
// Extract the AAssetManager from the Activity and install it into the
// C file_utils so `read_file_bytes` can route through `AAssetManager_open`.
// Call this from your Activity's `onCreate` (BEFORE any asset read).
sx_android_forward_assets :: (env: *void, activity: *JContext) {
#jni_env(env) {
assets := activity.getAssets();
aam := AAssetManager_fromJava(env, xx assets);
sx_android_set_asset_manager(aam);
}
}
// Extract the ANativeWindow from a SurfaceHolder and stash it on `plat`.
// Call this from your Activity's `surfaceCreated`. The window stays
// valid until `sx_android_detach_window` runs (typically in
// `surfaceDestroyed`).
sx_android_attach_window :: (plat: *AndroidPlatform, env: *void, holder: *SurfaceHolder) {
#jni_env(env) {
surface := holder.getSurface();
plat.app_window = ANativeWindow_fromSurface(env, xx surface);
}
}
sx_android_detach_window :: (plat: *AndroidPlatform) {
if plat.app_window != null {
ANativeWindow_release(plat.app_window);
plat.app_window = null;
}
}
sx_android_set_viewport :: (plat: *AndroidPlatform, w: i32, h: i32) {
plat.pixel_w = w;
plat.pixel_h = h;
sx_android_recompute_scale(plat);
}
// Start the render thread that brings up EGL on `plat.app_window` and
// calls `entry_fn` (typically the consumer's `main`). Safe to call once
// after `sx_android_attach_window` has set the window.
sx_android_start_render_thread :: (plat: *AndroidPlatform, entry_fn: () -> void) {
if plat.render_thread_started { return; }
plat.user_main_fn = entry_fn;
pthread_create(@plat.render_thread, null, sx_android_render_thread_entry, xx plat);
plat.render_thread_started = true;
}
sx_android_render_thread_entry :: (arg: *void) -> *void callconv(.c) {
plat : *AndroidPlatform = xx arg;
while plat.app_window == null and !plat.should_stop {
usleep(1000);
}
if plat.should_stop { return null; }
if !sx_android_egl_init(plat) {
__android_log_print(6, "sxapp".ptr, "EGL bootstrap failed\n".ptr);
return null;
}
if plat.user_main_fn != null {
fn := plat.user_main_fn;
fn();
}
null
}
// Bring up EGL on `plat.app_window`. Sets the egl_* fields and makes
// the context current. Returns false on any failure — caller bails on
// the render thread.
sx_android_egl_init :: (plat: *AndroidPlatform) -> bool {
plat.egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if plat.egl_display == EGL_NO_DISPLAY { return false; }
major : i32 = 0;
minor : i32 = 0;
if eglInitialize(plat.egl_display, @major, @minor) == EGL_FALSE { return false; }
cfg_attrs : [13]i32 = .{
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_DEPTH_SIZE, 24,
EGL_NONE,
};
num_cfg : i32 = 0;
if eglChooseConfig(plat.egl_display, @cfg_attrs[0], @plat.egl_config, 1, @num_cfg) == EGL_FALSE { return false; }
if num_cfg < 1 { return false; }
visual_id : i32 = 0;
eglGetConfigAttrib(plat.egl_display, plat.egl_config, EGL_NATIVE_VISUAL_ID, @visual_id);
ANativeWindow_setBuffersGeometry(plat.app_window, 0, 0, visual_id);
ctx_attrs : [3]i32 = .{ EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
plat.egl_context = eglCreateContext(plat.egl_display, plat.egl_config, EGL_NO_CONTEXT, @ctx_attrs[0]);
if plat.egl_context == EGL_NO_CONTEXT { return false; }
plat.egl_surface = eglCreateWindowSurface(plat.egl_display, plat.egl_config, plat.app_window, null);
if plat.egl_surface == EGL_NO_SURFACE { return false; }
if eglMakeCurrent(plat.egl_display, plat.egl_surface, plat.egl_surface, plat.egl_context) == EGL_FALSE { return false; }
plat.pixel_w = ANativeWindow_getWidth(plat.app_window);
plat.pixel_h = ANativeWindow_getHeight(plat.app_window);
sx_android_recompute_scale(plat);
true
}
// Recompute `dpi_scale` from `pixel_w / logical_w`. Called on viewport
// changes and after EGL bringup populates pixel_w/h. Falls back to 1.0
// when consumer didn't set logical_w (1:1 logical/physical mode).
sx_android_recompute_scale :: (plat: *AndroidPlatform) {
if plat.logical_w > 0.0 and plat.pixel_w > 0 {
plat.dpi_scale = xx plat.pixel_w / plat.logical_w;
} else {
plat.dpi_scale = 1.0;
}
}
// ── Touch event queue ───────────────────────────────────────────────────
sx_android_push_touch :: (plat: *AndroidPlatform, action: i32, x: f32, y: f32) {
sx_android_ensure_touch_mutex(plat);
pthread_mutex_lock(xx @plat.touch_mutex_storage[0]);
next := (plat.touch_tail + 1) % 64;
if next != plat.touch_head { // drop on full
plat.touch_queue[plat.touch_tail] = TouchEvent.{ action = action, x = x, y = y };
plat.touch_tail = next;
}
pthread_mutex_unlock(xx @plat.touch_mutex_storage[0]);
}
sx_android_drain_touches :: (plat: *AndroidPlatform, out: *List(Event)) {
sx_android_ensure_touch_mutex(plat);
pthread_mutex_lock(xx @plat.touch_mutex_storage[0]);
inv : f32 = if plat.dpi_scale > 0.0 then 1.0 / plat.dpi_scale else 1.0;
while plat.touch_head != plat.touch_tail {
t := plat.touch_queue[plat.touch_head];
plat.touch_head = (plat.touch_head + 1) % 64;
// MotionEvent actions: 0=DOWN, 1=UP, 2=MOVE. Map onto chess's
// existing mouse Event variants — touch becomes a left-button
// mouse on the same screen coords. Coords come in as physical
// pixels; divide by dpi_scale so layout-side hit-testing
// matches its own logical-coord frames.
pos : Point = .{ x = t.x * inv, y = t.y * inv };
if t.action == 0 {
out.append(.mouse_down(.{ position = pos, button = .left }));
} else if t.action == 1 {
out.append(.mouse_up(.{ position = pos, button = .left }));
} else if t.action == 2 {
out.append(.mouse_moved(.{ position = pos, delta = .{ x = 0, y = 0 } }));
}
}
pthread_mutex_unlock(xx @plat.touch_mutex_storage[0]);
}
sx_android_ensure_touch_mutex :: (plat: *AndroidPlatform) {
if plat.touch_mutex_inited { return; }
pthread_mutex_init(xx @plat.touch_mutex_storage[0], null);
plat.touch_mutex_inited = true;
}
// ── Platform impl ───────────────────────────────────────────────────────
impl Platform for AndroidPlatform {
init :: (self: *AndroidPlatform, title: [:0]u8, w: i32, h: i32) -> bool {
self.title = title;
self.width = w;
self.height = h;
sx_android_recompute_scale(self);
true
}
// NOTE: method order must match the `Platform` protocol declaration
// in modules/platform/api.sx. The vtable is built in impl source
// order; mismatched order silently routes calls to the wrong method
// (chess on Android lost touch entirely because poll_events sat in
// begin_frame's slot, etc.).
run_frame_loop :: (self: *AndroidPlatform, frame_fn: Closure()) {
self.frame_closure = frame_fn;
// `frame_fn` is expected to call `g_plat.end_frame()` which does
// the `eglSwapBuffers` — don't swap again here or the back buffer
// is presented twice per render, alternating with the previous
// frame's contents → visible flicker.
while !self.should_stop {
frame_fn();
usleep(1000);
}
}
poll_events :: (self: *AndroidPlatform) -> []Event {
self.events.len = 0;
sx_android_drain_touches(self, @self.events);
result : []Event = ---;
result.ptr = self.events.items;
result.len = self.events.len;
result
}
begin_frame :: (self: *AndroidPlatform) -> FrameContext {
// viewport_* is the logical canvas the renderer + layout see —
// pixel_w/h divided by dpi_scale. With logical_w unset (1.0
// scale) viewport == pixel.
inv : f32 = if self.dpi_scale > 0.0 then 1.0 / self.dpi_scale else 1.0;
FrameContext.{
viewport_w = xx self.pixel_w * inv,
viewport_h = xx self.pixel_h * inv,
pixel_w = self.pixel_w,
pixel_h = self.pixel_h,
dpi_scale = self.dpi_scale,
delta_time = 0.016,
target_present_time = 0.0,
}
}
end_frame :: (self: *AndroidPlatform) {
if self.egl_display != null and self.egl_surface != null {
eglSwapBuffers(self.egl_display, self.egl_surface);
}
}
safe_insets :: (self: *AndroidPlatform) -> EdgeInsets {
EdgeInsets.{}
}
keyboard :: (self: *AndroidPlatform) -> KeyboardState {
KeyboardState.zero()
}
show_keyboard :: (self: *AndroidPlatform) { }
hide_keyboard :: (self: *AndroidPlatform) { }
stop :: (self: *AndroidPlatform) {
self.should_stop = true;
}
shutdown :: (self: *AndroidPlatform) {
if self.egl_display != null {
eglMakeCurrent(self.egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if self.egl_surface != null { eglDestroySurface(self.egl_display, self.egl_surface); self.egl_surface = null; }
if self.egl_context != null { eglDestroyContext(self.egl_display, self.egl_context); self.egl_context = null; }
eglTerminate(self.egl_display);
self.egl_display = null;
}
}
}