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- // Copyright 2014 The Go Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- //go:build android
- // +build android
- /*
- Android Apps are built with -buildmode=c-shared. They are loaded by a
- running Java process.
- Before any entry point is reached, a global constructor initializes the
- Go runtime, calling all Go init functions. All cgo calls will block
- until this is complete. Next JNI_OnLoad is called. When that is
- complete, one of two entry points is called.
- All-Go apps built using NativeActivity enter at ANativeActivity_onCreate.
- Go libraries (for example, those built with gomobile bind) do not use
- the app package initialization.
- */
- package app
- /*
- #cgo LDFLAGS: -landroid -llog -lEGL -lGLESv2
- #include <android/configuration.h>
- #include <android/input.h>
- #include <android/keycodes.h>
- #include <android/looper.h>
- #include <android/native_activity.h>
- #include <android/native_window.h>
- #include <EGL/egl.h>
- #include <jni.h>
- #include <pthread.h>
- #include <stdlib.h>
- extern EGLDisplay display;
- extern EGLSurface surface;
- char* createEGLSurface(ANativeWindow* window);
- char* destroyEGLSurface();
- int32_t getKeyRune(JNIEnv* env, AInputEvent* e);
- */
- import "C"
- import (
- "fmt"
- "log"
- "os"
- "time"
- "unsafe"
- "golang.org/x/mobile/app/internal/callfn"
- "golang.org/x/mobile/event/key"
- "golang.org/x/mobile/event/lifecycle"
- "golang.org/x/mobile/event/paint"
- "golang.org/x/mobile/event/size"
- "golang.org/x/mobile/event/touch"
- "golang.org/x/mobile/geom"
- "golang.org/x/mobile/internal/mobileinit"
- )
- // RunOnJVM runs fn on a new goroutine locked to an OS thread with a JNIEnv.
- //
- // RunOnJVM blocks until the call to fn is complete. Any Java
- // exception or failure to attach to the JVM is returned as an error.
- //
- // The function fn takes vm, the current JavaVM*,
- // env, the current JNIEnv*, and
- // ctx, a jobject representing the global android.context.Context.
- func RunOnJVM(fn func(vm, jniEnv, ctx uintptr) error) error {
- return mobileinit.RunOnJVM(fn)
- }
- //export setCurrentContext
- func setCurrentContext(vm *C.JavaVM, ctx C.jobject) {
- mobileinit.SetCurrentContext(unsafe.Pointer(vm), uintptr(ctx))
- }
- //export callMain
- func callMain(mainPC uintptr) {
- for _, name := range []string{"TMPDIR", "PATH", "LD_LIBRARY_PATH"} {
- n := C.CString(name)
- os.Setenv(name, C.GoString(C.getenv(n)))
- C.free(unsafe.Pointer(n))
- }
- // Set timezone.
- //
- // Note that Android zoneinfo is stored in /system/usr/share/zoneinfo,
- // but it is in some kind of packed TZiff file that we do not support
- // yet. As a stopgap, we build a fixed zone using the tm_zone name.
- var curtime C.time_t
- var curtm C.struct_tm
- C.time(&curtime)
- C.localtime_r(&curtime, &curtm)
- tzOffset := int(curtm.tm_gmtoff)
- tz := C.GoString(curtm.tm_zone)
- time.Local = time.FixedZone(tz, tzOffset)
- go callfn.CallFn(mainPC)
- }
- //export onStart
- func onStart(activity *C.ANativeActivity) {
- }
- //export onResume
- func onResume(activity *C.ANativeActivity) {
- }
- //export onSaveInstanceState
- func onSaveInstanceState(activity *C.ANativeActivity, outSize *C.size_t) unsafe.Pointer {
- return nil
- }
- //export onPause
- func onPause(activity *C.ANativeActivity) {
- }
- //export onStop
- func onStop(activity *C.ANativeActivity) {
- }
- //export onCreate
- func onCreate(activity *C.ANativeActivity) {
- // Set the initial configuration.
- //
- // Note we use unbuffered channels to talk to the activity loop, and
- // NativeActivity calls these callbacks sequentially, so configuration
- // will be set before <-windowRedrawNeeded is processed.
- windowConfigChange <- windowConfigRead(activity)
- }
- //export onDestroy
- func onDestroy(activity *C.ANativeActivity) {
- }
- //export onWindowFocusChanged
- func onWindowFocusChanged(activity *C.ANativeActivity, hasFocus C.int) {
- }
- //export onNativeWindowCreated
- func onNativeWindowCreated(activity *C.ANativeActivity, window *C.ANativeWindow) {
- }
- //export onNativeWindowRedrawNeeded
- func onNativeWindowRedrawNeeded(activity *C.ANativeActivity, window *C.ANativeWindow) {
- // Called on orientation change and window resize.
- // Send a request for redraw, and block this function
- // until a complete draw and buffer swap is completed.
- // This is required by the redraw documentation to
- // avoid bad draws.
- windowRedrawNeeded <- window
- <-windowRedrawDone
- }
- //export onNativeWindowDestroyed
- func onNativeWindowDestroyed(activity *C.ANativeActivity, window *C.ANativeWindow) {
- windowDestroyed <- window
- }
- //export onInputQueueCreated
- func onInputQueueCreated(activity *C.ANativeActivity, q *C.AInputQueue) {
- inputQueue <- q
- <-inputQueueDone
- }
- //export onInputQueueDestroyed
- func onInputQueueDestroyed(activity *C.ANativeActivity, q *C.AInputQueue) {
- inputQueue <- nil
- <-inputQueueDone
- }
- //export onContentRectChanged
- func onContentRectChanged(activity *C.ANativeActivity, rect *C.ARect) {
- }
- type windowConfig struct {
- orientation size.Orientation
- pixelsPerPt float32
- }
- func windowConfigRead(activity *C.ANativeActivity) windowConfig {
- aconfig := C.AConfiguration_new()
- C.AConfiguration_fromAssetManager(aconfig, activity.assetManager)
- orient := C.AConfiguration_getOrientation(aconfig)
- density := C.AConfiguration_getDensity(aconfig)
- C.AConfiguration_delete(aconfig)
- // Calculate the screen resolution. This value is approximate. For example,
- // a physical resolution of 200 DPI may be quantized to one of the
- // ACONFIGURATION_DENSITY_XXX values such as 160 or 240.
- //
- // A more accurate DPI could possibly be calculated from
- // https://developer.android.com/reference/android/util/DisplayMetrics.html#xdpi
- // but this does not appear to be accessible via the NDK. In any case, the
- // hardware might not even provide a more accurate number, as the system
- // does not apparently use the reported value. See golang.org/issue/13366
- // for a discussion.
- var dpi int
- switch density {
- case C.ACONFIGURATION_DENSITY_DEFAULT:
- dpi = 160
- case C.ACONFIGURATION_DENSITY_LOW,
- C.ACONFIGURATION_DENSITY_MEDIUM,
- 213, // C.ACONFIGURATION_DENSITY_TV
- C.ACONFIGURATION_DENSITY_HIGH,
- 320, // ACONFIGURATION_DENSITY_XHIGH
- 480, // ACONFIGURATION_DENSITY_XXHIGH
- 640: // ACONFIGURATION_DENSITY_XXXHIGH
- dpi = int(density)
- case C.ACONFIGURATION_DENSITY_NONE:
- log.Print("android device reports no screen density")
- dpi = 72
- default:
- log.Printf("android device reports unknown density: %d", density)
- // All we can do is guess.
- if density > 0 {
- dpi = int(density)
- } else {
- dpi = 72
- }
- }
- o := size.OrientationUnknown
- switch orient {
- case C.ACONFIGURATION_ORIENTATION_PORT:
- o = size.OrientationPortrait
- case C.ACONFIGURATION_ORIENTATION_LAND:
- o = size.OrientationLandscape
- }
- return windowConfig{
- orientation: o,
- pixelsPerPt: float32(dpi) / 72,
- }
- }
- //export onConfigurationChanged
- func onConfigurationChanged(activity *C.ANativeActivity) {
- // A rotation event first triggers onConfigurationChanged, then
- // calls onNativeWindowRedrawNeeded. We extract the orientation
- // here and save it for the redraw event.
- windowConfigChange <- windowConfigRead(activity)
- }
- //export onLowMemory
- func onLowMemory(activity *C.ANativeActivity) {
- }
- var (
- inputQueue = make(chan *C.AInputQueue)
- inputQueueDone = make(chan struct{})
- windowDestroyed = make(chan *C.ANativeWindow)
- windowRedrawNeeded = make(chan *C.ANativeWindow)
- windowRedrawDone = make(chan struct{})
- windowConfigChange = make(chan windowConfig)
- )
- func init() {
- theApp.registerGLViewportFilter()
- }
- func main(f func(App)) {
- mainUserFn = f
- // TODO: merge the runInputQueue and mainUI functions?
- go func() {
- if err := mobileinit.RunOnJVM(runInputQueue); err != nil {
- log.Fatalf("app: %v", err)
- }
- }()
- // Preserve this OS thread for:
- // 1. the attached JNI thread
- // 2. the GL context
- if err := mobileinit.RunOnJVM(mainUI); err != nil {
- log.Fatalf("app: %v", err)
- }
- }
- var mainUserFn func(App)
- func mainUI(vm, jniEnv, ctx uintptr) error {
- workAvailable := theApp.worker.WorkAvailable()
- donec := make(chan struct{})
- go func() {
- // close the donec channel in a defer statement
- // so that we could still be able to return even
- // if mainUserFn panics.
- defer close(donec)
- mainUserFn(theApp)
- }()
- var pixelsPerPt float32
- var orientation size.Orientation
- for {
- select {
- case <-donec:
- return nil
- case cfg := <-windowConfigChange:
- pixelsPerPt = cfg.pixelsPerPt
- orientation = cfg.orientation
- case w := <-windowRedrawNeeded:
- if C.surface == nil {
- if errStr := C.createEGLSurface(w); errStr != nil {
- return fmt.Errorf("%s (%s)", C.GoString(errStr), eglGetError())
- }
- }
- theApp.sendLifecycle(lifecycle.StageFocused)
- widthPx := int(C.ANativeWindow_getWidth(w))
- heightPx := int(C.ANativeWindow_getHeight(w))
- theApp.eventsIn <- size.Event{
- WidthPx: widthPx,
- HeightPx: heightPx,
- WidthPt: geom.Pt(float32(widthPx) / pixelsPerPt),
- HeightPt: geom.Pt(float32(heightPx) / pixelsPerPt),
- PixelsPerPt: pixelsPerPt,
- Orientation: orientation,
- }
- theApp.eventsIn <- paint.Event{External: true}
- case <-windowDestroyed:
- if C.surface != nil {
- if errStr := C.destroyEGLSurface(); errStr != nil {
- return fmt.Errorf("%s (%s)", C.GoString(errStr), eglGetError())
- }
- }
- C.surface = nil
- theApp.sendLifecycle(lifecycle.StageAlive)
- case <-workAvailable:
- theApp.worker.DoWork()
- case <-theApp.publish:
- // TODO: compare a generation number to redrawGen for stale paints?
- if C.surface != nil {
- // eglSwapBuffers blocks until vsync.
- if C.eglSwapBuffers(C.display, C.surface) == C.EGL_FALSE {
- log.Printf("app: failed to swap buffers (%s)", eglGetError())
- }
- }
- select {
- case windowRedrawDone <- struct{}{}:
- default:
- }
- theApp.publishResult <- PublishResult{}
- }
- }
- }
- func runInputQueue(vm, jniEnv, ctx uintptr) error {
- env := (*C.JNIEnv)(unsafe.Pointer(jniEnv)) // not a Go heap pointer
- // Android loopers select on OS file descriptors, not Go channels, so we
- // translate the inputQueue channel to an ALooper_wake call.
- l := C.ALooper_prepare(C.ALOOPER_PREPARE_ALLOW_NON_CALLBACKS)
- pending := make(chan *C.AInputQueue, 1)
- go func() {
- for q := range inputQueue {
- pending <- q
- C.ALooper_wake(l)
- }
- }()
- var q *C.AInputQueue
- for {
- if C.ALooper_pollAll(-1, nil, nil, nil) == C.ALOOPER_POLL_WAKE {
- select {
- default:
- case p := <-pending:
- if q != nil {
- processEvents(env, q)
- C.AInputQueue_detachLooper(q)
- }
- q = p
- if q != nil {
- C.AInputQueue_attachLooper(q, l, 0, nil, nil)
- }
- inputQueueDone <- struct{}{}
- }
- }
- if q != nil {
- processEvents(env, q)
- }
- }
- }
- func processEvents(env *C.JNIEnv, q *C.AInputQueue) {
- var e *C.AInputEvent
- for C.AInputQueue_getEvent(q, &e) >= 0 {
- if C.AInputQueue_preDispatchEvent(q, e) != 0 {
- continue
- }
- processEvent(env, e)
- C.AInputQueue_finishEvent(q, e, 0)
- }
- }
- func processEvent(env *C.JNIEnv, e *C.AInputEvent) {
- switch C.AInputEvent_getType(e) {
- case C.AINPUT_EVENT_TYPE_KEY:
- processKey(env, e)
- case C.AINPUT_EVENT_TYPE_MOTION:
- // At most one of the events in this batch is an up or down event; get its index and change.
- upDownIndex := C.size_t(C.AMotionEvent_getAction(e)&C.AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> C.AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT
- upDownType := touch.TypeMove
- switch C.AMotionEvent_getAction(e) & C.AMOTION_EVENT_ACTION_MASK {
- case C.AMOTION_EVENT_ACTION_DOWN, C.AMOTION_EVENT_ACTION_POINTER_DOWN:
- upDownType = touch.TypeBegin
- case C.AMOTION_EVENT_ACTION_UP, C.AMOTION_EVENT_ACTION_POINTER_UP:
- upDownType = touch.TypeEnd
- }
- for i, n := C.size_t(0), C.AMotionEvent_getPointerCount(e); i < n; i++ {
- t := touch.TypeMove
- if i == upDownIndex {
- t = upDownType
- }
- theApp.eventsIn <- touch.Event{
- X: float32(C.AMotionEvent_getX(e, i)),
- Y: float32(C.AMotionEvent_getY(e, i)),
- Sequence: touch.Sequence(C.AMotionEvent_getPointerId(e, i)),
- Type: t,
- }
- }
- default:
- log.Printf("unknown input event, type=%d", C.AInputEvent_getType(e))
- }
- }
- func processKey(env *C.JNIEnv, e *C.AInputEvent) {
- deviceID := C.AInputEvent_getDeviceId(e)
- if deviceID == 0 {
- // Software keyboard input, leaving for scribe/IME.
- return
- }
- k := key.Event{
- Rune: rune(C.getKeyRune(env, e)),
- Code: convAndroidKeyCode(int32(C.AKeyEvent_getKeyCode(e))),
- }
- switch C.AKeyEvent_getAction(e) {
- case C.AKEY_EVENT_ACTION_DOWN:
- k.Direction = key.DirPress
- case C.AKEY_EVENT_ACTION_UP:
- k.Direction = key.DirRelease
- default:
- k.Direction = key.DirNone
- }
- // TODO(crawshaw): set Modifiers.
- theApp.eventsIn <- k
- }
- func eglGetError() string {
- switch errNum := C.eglGetError(); errNum {
- case C.EGL_SUCCESS:
- return "EGL_SUCCESS"
- case C.EGL_NOT_INITIALIZED:
- return "EGL_NOT_INITIALIZED"
- case C.EGL_BAD_ACCESS:
- return "EGL_BAD_ACCESS"
- case C.EGL_BAD_ALLOC:
- return "EGL_BAD_ALLOC"
- case C.EGL_BAD_ATTRIBUTE:
- return "EGL_BAD_ATTRIBUTE"
- case C.EGL_BAD_CONTEXT:
- return "EGL_BAD_CONTEXT"
- case C.EGL_BAD_CONFIG:
- return "EGL_BAD_CONFIG"
- case C.EGL_BAD_CURRENT_SURFACE:
- return "EGL_BAD_CURRENT_SURFACE"
- case C.EGL_BAD_DISPLAY:
- return "EGL_BAD_DISPLAY"
- case C.EGL_BAD_SURFACE:
- return "EGL_BAD_SURFACE"
- case C.EGL_BAD_MATCH:
- return "EGL_BAD_MATCH"
- case C.EGL_BAD_PARAMETER:
- return "EGL_BAD_PARAMETER"
- case C.EGL_BAD_NATIVE_PIXMAP:
- return "EGL_BAD_NATIVE_PIXMAP"
- case C.EGL_BAD_NATIVE_WINDOW:
- return "EGL_BAD_NATIVE_WINDOW"
- case C.EGL_CONTEXT_LOST:
- return "EGL_CONTEXT_LOST"
- default:
- return fmt.Sprintf("Unknown EGL err: %d", errNum)
- }
- }
- func convAndroidKeyCode(aKeyCode int32) key.Code {
- // Many Android key codes do not map into USB HID codes.
- // For those, key.CodeUnknown is returned. This switch has all
- // cases, even the unknown ones, to serve as a documentation
- // and search aid.
- switch aKeyCode {
- case C.AKEYCODE_UNKNOWN:
- case C.AKEYCODE_SOFT_LEFT:
- case C.AKEYCODE_SOFT_RIGHT:
- case C.AKEYCODE_HOME:
- return key.CodeHome
- case C.AKEYCODE_BACK:
- case C.AKEYCODE_CALL:
- case C.AKEYCODE_ENDCALL:
- case C.AKEYCODE_0:
- return key.Code0
- case C.AKEYCODE_1:
- return key.Code1
- case C.AKEYCODE_2:
- return key.Code2
- case C.AKEYCODE_3:
- return key.Code3
- case C.AKEYCODE_4:
- return key.Code4
- case C.AKEYCODE_5:
- return key.Code5
- case C.AKEYCODE_6:
- return key.Code6
- case C.AKEYCODE_7:
- return key.Code7
- case C.AKEYCODE_8:
- return key.Code8
- case C.AKEYCODE_9:
- return key.Code9
- case C.AKEYCODE_STAR:
- case C.AKEYCODE_POUND:
- case C.AKEYCODE_DPAD_UP:
- case C.AKEYCODE_DPAD_DOWN:
- case C.AKEYCODE_DPAD_LEFT:
- case C.AKEYCODE_DPAD_RIGHT:
- case C.AKEYCODE_DPAD_CENTER:
- case C.AKEYCODE_VOLUME_UP:
- return key.CodeVolumeUp
- case C.AKEYCODE_VOLUME_DOWN:
- return key.CodeVolumeDown
- case C.AKEYCODE_POWER:
- case C.AKEYCODE_CAMERA:
- case C.AKEYCODE_CLEAR:
- case C.AKEYCODE_A:
- return key.CodeA
- case C.AKEYCODE_B:
- return key.CodeB
- case C.AKEYCODE_C:
- return key.CodeC
- case C.AKEYCODE_D:
- return key.CodeD
- case C.AKEYCODE_E:
- return key.CodeE
- case C.AKEYCODE_F:
- return key.CodeF
- case C.AKEYCODE_G:
- return key.CodeG
- case C.AKEYCODE_H:
- return key.CodeH
- case C.AKEYCODE_I:
- return key.CodeI
- case C.AKEYCODE_J:
- return key.CodeJ
- case C.AKEYCODE_K:
- return key.CodeK
- case C.AKEYCODE_L:
- return key.CodeL
- case C.AKEYCODE_M:
- return key.CodeM
- case C.AKEYCODE_N:
- return key.CodeN
- case C.AKEYCODE_O:
- return key.CodeO
- case C.AKEYCODE_P:
- return key.CodeP
- case C.AKEYCODE_Q:
- return key.CodeQ
- case C.AKEYCODE_R:
- return key.CodeR
- case C.AKEYCODE_S:
- return key.CodeS
- case C.AKEYCODE_T:
- return key.CodeT
- case C.AKEYCODE_U:
- return key.CodeU
- case C.AKEYCODE_V:
- return key.CodeV
- case C.AKEYCODE_W:
- return key.CodeW
- case C.AKEYCODE_X:
- return key.CodeX
- case C.AKEYCODE_Y:
- return key.CodeY
- case C.AKEYCODE_Z:
- return key.CodeZ
- case C.AKEYCODE_COMMA:
- return key.CodeComma
- case C.AKEYCODE_PERIOD:
- return key.CodeFullStop
- case C.AKEYCODE_ALT_LEFT:
- return key.CodeLeftAlt
- case C.AKEYCODE_ALT_RIGHT:
- return key.CodeRightAlt
- case C.AKEYCODE_SHIFT_LEFT:
- return key.CodeLeftShift
- case C.AKEYCODE_SHIFT_RIGHT:
- return key.CodeRightShift
- case C.AKEYCODE_TAB:
- return key.CodeTab
- case C.AKEYCODE_SPACE:
- return key.CodeSpacebar
- case C.AKEYCODE_SYM:
- case C.AKEYCODE_EXPLORER:
- case C.AKEYCODE_ENVELOPE:
- case C.AKEYCODE_ENTER:
- return key.CodeReturnEnter
- case C.AKEYCODE_DEL:
- return key.CodeDeleteBackspace
- case C.AKEYCODE_GRAVE:
- return key.CodeGraveAccent
- case C.AKEYCODE_MINUS:
- return key.CodeHyphenMinus
- case C.AKEYCODE_EQUALS:
- return key.CodeEqualSign
- case C.AKEYCODE_LEFT_BRACKET:
- return key.CodeLeftSquareBracket
- case C.AKEYCODE_RIGHT_BRACKET:
- return key.CodeRightSquareBracket
- case C.AKEYCODE_BACKSLASH:
- return key.CodeBackslash
- case C.AKEYCODE_SEMICOLON:
- return key.CodeSemicolon
- case C.AKEYCODE_APOSTROPHE:
- return key.CodeApostrophe
- case C.AKEYCODE_SLASH:
- return key.CodeSlash
- case C.AKEYCODE_AT:
- case C.AKEYCODE_NUM:
- case C.AKEYCODE_HEADSETHOOK:
- case C.AKEYCODE_FOCUS:
- case C.AKEYCODE_PLUS:
- case C.AKEYCODE_MENU:
- case C.AKEYCODE_NOTIFICATION:
- case C.AKEYCODE_SEARCH:
- case C.AKEYCODE_MEDIA_PLAY_PAUSE:
- case C.AKEYCODE_MEDIA_STOP:
- case C.AKEYCODE_MEDIA_NEXT:
- case C.AKEYCODE_MEDIA_PREVIOUS:
- case C.AKEYCODE_MEDIA_REWIND:
- case C.AKEYCODE_MEDIA_FAST_FORWARD:
- case C.AKEYCODE_MUTE:
- case C.AKEYCODE_PAGE_UP:
- return key.CodePageUp
- case C.AKEYCODE_PAGE_DOWN:
- return key.CodePageDown
- case C.AKEYCODE_PICTSYMBOLS:
- case C.AKEYCODE_SWITCH_CHARSET:
- case C.AKEYCODE_BUTTON_A:
- case C.AKEYCODE_BUTTON_B:
- case C.AKEYCODE_BUTTON_C:
- case C.AKEYCODE_BUTTON_X:
- case C.AKEYCODE_BUTTON_Y:
- case C.AKEYCODE_BUTTON_Z:
- case C.AKEYCODE_BUTTON_L1:
- case C.AKEYCODE_BUTTON_R1:
- case C.AKEYCODE_BUTTON_L2:
- case C.AKEYCODE_BUTTON_R2:
- case C.AKEYCODE_BUTTON_THUMBL:
- case C.AKEYCODE_BUTTON_THUMBR:
- case C.AKEYCODE_BUTTON_START:
- case C.AKEYCODE_BUTTON_SELECT:
- case C.AKEYCODE_BUTTON_MODE:
- case C.AKEYCODE_ESCAPE:
- return key.CodeEscape
- case C.AKEYCODE_FORWARD_DEL:
- return key.CodeDeleteForward
- case C.AKEYCODE_CTRL_LEFT:
- return key.CodeLeftControl
- case C.AKEYCODE_CTRL_RIGHT:
- return key.CodeRightControl
- case C.AKEYCODE_CAPS_LOCK:
- return key.CodeCapsLock
- case C.AKEYCODE_SCROLL_LOCK:
- case C.AKEYCODE_META_LEFT:
- return key.CodeLeftGUI
- case C.AKEYCODE_META_RIGHT:
- return key.CodeRightGUI
- case C.AKEYCODE_FUNCTION:
- case C.AKEYCODE_SYSRQ:
- case C.AKEYCODE_BREAK:
- case C.AKEYCODE_MOVE_HOME:
- case C.AKEYCODE_MOVE_END:
- case C.AKEYCODE_INSERT:
- return key.CodeInsert
- case C.AKEYCODE_FORWARD:
- case C.AKEYCODE_MEDIA_PLAY:
- case C.AKEYCODE_MEDIA_PAUSE:
- case C.AKEYCODE_MEDIA_CLOSE:
- case C.AKEYCODE_MEDIA_EJECT:
- case C.AKEYCODE_MEDIA_RECORD:
- case C.AKEYCODE_F1:
- return key.CodeF1
- case C.AKEYCODE_F2:
- return key.CodeF2
- case C.AKEYCODE_F3:
- return key.CodeF3
- case C.AKEYCODE_F4:
- return key.CodeF4
- case C.AKEYCODE_F5:
- return key.CodeF5
- case C.AKEYCODE_F6:
- return key.CodeF6
- case C.AKEYCODE_F7:
- return key.CodeF7
- case C.AKEYCODE_F8:
- return key.CodeF8
- case C.AKEYCODE_F9:
- return key.CodeF9
- case C.AKEYCODE_F10:
- return key.CodeF10
- case C.AKEYCODE_F11:
- return key.CodeF11
- case C.AKEYCODE_F12:
- return key.CodeF12
- case C.AKEYCODE_NUM_LOCK:
- return key.CodeKeypadNumLock
- case C.AKEYCODE_NUMPAD_0:
- return key.CodeKeypad0
- case C.AKEYCODE_NUMPAD_1:
- return key.CodeKeypad1
- case C.AKEYCODE_NUMPAD_2:
- return key.CodeKeypad2
- case C.AKEYCODE_NUMPAD_3:
- return key.CodeKeypad3
- case C.AKEYCODE_NUMPAD_4:
- return key.CodeKeypad4
- case C.AKEYCODE_NUMPAD_5:
- return key.CodeKeypad5
- case C.AKEYCODE_NUMPAD_6:
- return key.CodeKeypad6
- case C.AKEYCODE_NUMPAD_7:
- return key.CodeKeypad7
- case C.AKEYCODE_NUMPAD_8:
- return key.CodeKeypad8
- case C.AKEYCODE_NUMPAD_9:
- return key.CodeKeypad9
- case C.AKEYCODE_NUMPAD_DIVIDE:
- return key.CodeKeypadSlash
- case C.AKEYCODE_NUMPAD_MULTIPLY:
- return key.CodeKeypadAsterisk
- case C.AKEYCODE_NUMPAD_SUBTRACT:
- return key.CodeKeypadHyphenMinus
- case C.AKEYCODE_NUMPAD_ADD:
- return key.CodeKeypadPlusSign
- case C.AKEYCODE_NUMPAD_DOT:
- return key.CodeKeypadFullStop
- case C.AKEYCODE_NUMPAD_COMMA:
- case C.AKEYCODE_NUMPAD_ENTER:
- return key.CodeKeypadEnter
- case C.AKEYCODE_NUMPAD_EQUALS:
- return key.CodeKeypadEqualSign
- case C.AKEYCODE_NUMPAD_LEFT_PAREN:
- case C.AKEYCODE_NUMPAD_RIGHT_PAREN:
- case C.AKEYCODE_VOLUME_MUTE:
- return key.CodeMute
- case C.AKEYCODE_INFO:
- case C.AKEYCODE_CHANNEL_UP:
- case C.AKEYCODE_CHANNEL_DOWN:
- case C.AKEYCODE_ZOOM_IN:
- case C.AKEYCODE_ZOOM_OUT:
- case C.AKEYCODE_TV:
- case C.AKEYCODE_WINDOW:
- case C.AKEYCODE_GUIDE:
- case C.AKEYCODE_DVR:
- case C.AKEYCODE_BOOKMARK:
- case C.AKEYCODE_CAPTIONS:
- case C.AKEYCODE_SETTINGS:
- case C.AKEYCODE_TV_POWER:
- case C.AKEYCODE_TV_INPUT:
- case C.AKEYCODE_STB_POWER:
- case C.AKEYCODE_STB_INPUT:
- case C.AKEYCODE_AVR_POWER:
- case C.AKEYCODE_AVR_INPUT:
- case C.AKEYCODE_PROG_RED:
- case C.AKEYCODE_PROG_GREEN:
- case C.AKEYCODE_PROG_YELLOW:
- case C.AKEYCODE_PROG_BLUE:
- case C.AKEYCODE_APP_SWITCH:
- case C.AKEYCODE_BUTTON_1:
- case C.AKEYCODE_BUTTON_2:
- case C.AKEYCODE_BUTTON_3:
- case C.AKEYCODE_BUTTON_4:
- case C.AKEYCODE_BUTTON_5:
- case C.AKEYCODE_BUTTON_6:
- case C.AKEYCODE_BUTTON_7:
- case C.AKEYCODE_BUTTON_8:
- case C.AKEYCODE_BUTTON_9:
- case C.AKEYCODE_BUTTON_10:
- case C.AKEYCODE_BUTTON_11:
- case C.AKEYCODE_BUTTON_12:
- case C.AKEYCODE_BUTTON_13:
- case C.AKEYCODE_BUTTON_14:
- case C.AKEYCODE_BUTTON_15:
- case C.AKEYCODE_BUTTON_16:
- case C.AKEYCODE_LANGUAGE_SWITCH:
- case C.AKEYCODE_MANNER_MODE:
- case C.AKEYCODE_3D_MODE:
- case C.AKEYCODE_CONTACTS:
- case C.AKEYCODE_CALENDAR:
- case C.AKEYCODE_MUSIC:
- case C.AKEYCODE_CALCULATOR:
- }
- /* Defined in an NDK API version beyond what we use today:
- C.AKEYCODE_ASSIST
- C.AKEYCODE_BRIGHTNESS_DOWN
- C.AKEYCODE_BRIGHTNESS_UP
- C.AKEYCODE_EISU
- C.AKEYCODE_HENKAN
- C.AKEYCODE_KANA
- C.AKEYCODE_KATAKANA_HIRAGANA
- C.AKEYCODE_MEDIA_AUDIO_TRACK
- C.AKEYCODE_MUHENKAN
- C.AKEYCODE_RO
- C.AKEYCODE_YEN
- C.AKEYCODE_ZENKAKU_HANKAKU
- */
- return key.CodeUnknown
- }
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