nullcheck the device coming back from InputDevice.getDevice(deviceId) in new code added to sdlactivity.onkey.
java.lang.NullPointerException:
at org.libsdl.app.SDLSurface.onKey (SDLActivity.java:1793)
at android.view.View.dispatchKeyEvent (View.java:13321)
at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912)
at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912)
at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912)
at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912)
at com.android.internal.policy.DecorView.superDispatchKeyEvent (DecorView.java:685)
at com.android.internal.policy.PhoneWindow.superDispatchKeyEvent (PhoneWindow.java:1869)
at android.app.Activity.dispatchKeyEvent (Activity.java:3447)
at org.libsdl.app.SDLActivity.dispatchKeyEvent (SDLActivity.java:496)
@dang @saml @dave
In API 28, 0 width views can't take focus, so if someone tries to position the IME without setting a width, they'll stop getting text events.
Tested on Android 9: with a 0 size, it would send correctly letters a, b, c, etc. but not numbers.
Anthony @ POW Games
I tried adding different configChanges and sure enough, "navigation" worked! Now bluetooth controllers hot-plug nicely. So shall we add it as a default to the AndroidManifest.xml?
Funny that this is how this activity is described:
"navigation" The navigation type (trackball/dpad) has changed. (This should never normally happen.)
I think the reason behind this is because the bluetooth game controller I was testing doubles-up as a keyboard, which probably comes with a DPAD? It's a MOCUTE-032X_B63-88CE
Sylvain 2019-04-18 21:22:59 UTC
Changes:
- SDL_WINDOWEVENT_FOCUS_GAINED and SDL_WINDOWEVENT_FOCUS_LOST are sent when the java method onWindowFocusChanged() is called.
- If we have support for MultiWindow (eg API >= 24), SDL event loop is blocked/un-blocked (or simply egl-backed-up or not), when java onStart()/onStop() are called.
- If not, this behaves like now, SDL event loop is blocked/un-blocked when onPause()/onResume() are called.
So if we have two app on screen and switch from one to the other, only FOCUS events are sent (and onPause()/onResume() are called but empty. onStart()/onStop() are not called).
The SDL app, un-focused, would still continue to run and display frames (currently the App would be displayed, but paused).
Like a video player app or a chronometer that would still be refreshed, even if the window hasn't the focus.
It should work also on ChromeBooks (not tested), with two apps opened at the same time.
I am not sure this fix Dan's issue. Because focus lost event triggers Minimize function (which BTW is not provided on android).
https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2653https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2634
So, in addition, it would need to add by default SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS to 0.
So that the lost focus event doesn't try to minimize the window. And this should fix also the issue.
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
InputDevice.SOURCE_CLASS_* are one bit
More readable to check that the source has this class_joystick set,
compared to the other statements, where the source is gamepad or dpad.
(Clean-up from bug 3958)
by checking Android_Window validity
- SDLThread: user application is exiting:
SDL_VideoQuit() and clearing SDL_GetVideoDevice()
- ActivityThread is changing orientation/size
surfaceChanged() > Android_SetScreenResolution() > SDL_GetVideoDevice()
- Separate function into Android_SetScreenResolution() and Android_SendResize(),
formating, and mark Android_DeviceWidth/Heigh as static
- If you call onPause() before CreateWindow(), SDLThread will run in infinite loop in background.
- If you call onPause() between a DestroyWindow() and a new CreateWindow(), semaphores are invalids.
SDLActivity.java: the first resume() starts the SDLThread, don't call
nativeResume() as it would post ResumeSem. And the first pause would
automatically be resumed.
SDLActivity thread priority is unchanged, by default -10 (THREAD_PRIORITY_VIDEO).
SDLAudio thread priority was -4 (SDL_SetThreadPriority was ignored) and is now -16 (THREAD_PRIORITY_AUDIO).
SDLThread thread priority was 0 (THREAD_PRIORITY_DEFAULT) and is -4 (THREAD_PRIORITY_DISPLAY).
Can be check by adding in build.grable:
gradle.projectsEvaluated {
tasks.withType(JavaCompile) {
options.compilerArgs << "-Xlint:unchecked" << "-Xlint:deprecation"
}
}
SDLActivity.java:1691: warning: [deprecation] A_8 in PixelFormat has been deprecated
case PixelFormat.A_8:
SDLActivity.java:1694: warning: [deprecation] LA_88 in PixelFormat has been deprecated
SDLActivity.java:1697: warning: [deprecation] L_8 in PixelFormat has been deprecated
SDLActivity.java:1700: warning: [deprecation] RGBA_4444 in PixelFormat has been deprecated
SDLActivity.java:1704: warning: [deprecation] RGBA_5551 in PixelFormat has been deprecated
SDLActivity.java:1716: warning: [deprecation] RGB_332 in PixelFormat has been deprecated
- destroy Android_ActivityMutex
- display any SDL error message that may have occured in this thread,
since SDL_GetError() is thread specific, and user has no access to it.
In the usual case, first call to onNativeOrientationChanged() is done before
SDL has been initialised and would just set an error message
"Video subsystem has not been initialized" without sending the event.
Default launch mode (standard) allows multiple instances of the SDLActivity.
( https://developer.android.com/guide/topics/manifest/activity-element#lmode )
Not sure this is intended in SDL as this doesn't work. There are static
variables in Java, in C code which make this impossible (allow one android_window) and
also Audio print errors.
There is also some code added in onDestroy as if it would be able to
re-initialize: https://hg.libsdl.org/SDL/rev/27686adb08c3
Bug Android activity life-cycle seems to show there is not transition to get out
of onDestroy()
https://developer.android.com/reference/android/app/Activity#ActivityLifecycle
( can be tested with "adb shell am start my.package.org/.MainActivity"
and "adb shell am start -n my.package.org/.MainActivity" )
Send me a message if there are real use-case for this !
This fixes issues for applications that have a large number of shared libraries
For more information, see https://github.com/KeepSafe/ReLinker for ReLinker's repository.
Sylvain
The issue is totally reproducible on P8 Lite.
"The dlopen() call doesn't include the app's native library directory. The behavior of dlopen() by Android is not guaranteed".
Workaround in getMainSharedObject()
Just replace
return library;
with
return getContext().getApplicationInfo().nativeLibraryDir + "/" + library;
Expand SDLActivity::SDLSurface::surfaceChanged() callback to grab the panel width and height at the same time and pass that along to the native code. Only works on API 17+. Duplicates surface dimensions whenever it fails.
Add Android_DeviceWidth/Android_DeviceHeight globals to native code.
Disambiguate Android_ScreenWidth/Android_ScreenHeight -> Android_SurfaceWidth/Android_SurfaceHeight
Use device width/height for all display mode settings.
This is commented out in SDLActivity.java, with the note #CURSORIMPLEENTATION because it requires API 24, which is higher than the minimum required SDK
Dominik Reichardt
As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768 6ce3bb5e38a5.
Sylvain
A listener thread has been added to know when the native thread would end.
But now, it is more easy to only check that after the main function has returned. It's one thread less.
Also added native code to the Android gradle project, which allows using gradle or Android Studio to build the entire SDL application without a separate ndk-build step.
Sylvain
Some API 16 methods are used (InputDevice: getDescriptor(), getVibrator()), so we need to compile at least with SDK API 16. Hence default.properties and project.properties have been modified to use android-16.
There are also some modification to SDLActivity.java not to use getVibrator() if we run under API 16. And not to check to presence of hasVibrator() if we are under API 11.
-some hard-coded constant can be expandend.
- rename a local variable (hasVibrator to hasVibratorService)
Sylvain
Since https://hg.libsdl.org/SDL/rev/6546daa45a02
SDL_android_main.c is empty and then produce a warning
nativeInit does not exist and dont need to be mark undefined
David Brady
When I attempted to make a mapping file for Android gamepads, I quickly discovered that most of the ones that I have here show up as the same device (Broadcom Bluetooth HID), meaning that it was impossible to make mappings on Android, since every device looked the same.
This patch will check for the existence of the getDescriptor function added in Jelly Bean, and use it if it's there. The Android Dashboard says that the majority of Android phones should support this function, and doing it this way will not force us to bump up our API version.
chw
Control key sequences from hardware keyboards (wireless/USB/bluetooth) get not properly reported on Android devices.
The attached patch uses the idea from http://stackoverflow.com/questions/12337117/capture-all-ctrl-under-android to make control key sequences appear as normal SDL_KEYDOWN events instead of cooked text input.
Sylvain
Hi! here's a patch for that with two class loaded regarding API level.
Test both case : before API 11 and after.
I also remove now unused GetSystemServiceFromUIThread() and minor clean-up (haptic warning prototype).
Sylvain
Small patch for this issue. I tested it and it seems to work.
- it can send several backspaces (instead of only 1).
- it calls directly "sendKeyEvent()" instead of "super.sendKeyEvent()".
otherwise, it would go through the android internals, calling again "onKey()".
and then the "backspace" would arrive after the next "commitText()".
Sylvain
Here's a patch.
It tries to get the hint first. Resizable will allow any orientation. Otherwise it uses width/height window.
setOrientation method is splitted in static and non-static, so that it can be overloaded in a user subclass.
Some artefact observed :
surfaceChanged() can be called twice at the beginning. When the phone starts in portrait and run a landscape application.
ny00
According to the current documentation in SDL_hints.h, if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH is set to "0" (or not set at all) then mouse input should lead to touch events, along with corresponding *fake* mouse events with mouse id SDL_TOUCH_MOUSEID.
However, while moving a mouse around (actually using a trackpad identified as a mouse), I get SDL mouse motion events with differing mouse ids, as follows:
- If the mouse is moved while a mouse button is pressed, the mouse id is SDL_TOUCH_MOUSEID.
- Otherwise, the mouse id for mouse motion events is 0.
I've attached sample code for reference, which includes logs of the various mouse events (the "which" field is covered).
I believe that no actual mouse event should arrive, if the hint is unset. In particular, no mouse motion event should arrive while no mouse button is pressed.
I'm going to attach a patch which resolves this, while also disabling mouse wheel motion events.
Sylvain
On Android, when shared libraries are not correctly loaded (eg SDLActivity.mBrokenLibraries is true), there is a pop-up with an error message.
After user dismisses the pop-up, application crashes:
- because the native function "nativePause()" may no be loaded (if libSDL2.so is not loaded).
- because mSurface is null.
Fixes Bugzilla #3448.
"Starting with Android API 13, another configuration change must be declared
to be handled by the app if it is desired to not let the system handle
rotation itself:
https://developer.android.com/guide/topics/resources/runtime-changes.html#HandlingTheChange
This will have effect if either a developer or SDL per default will set target
API > 12. Currently it is set to 12, but this might change in the future, like
when applying this patch: https://bugzilla.libsdl.org/show_bug.cgi?id=3445
The effect of not having this change applied is that the SDL app is destroyed
upon rotation. Even when the manifest has an additional entry to e.g. always
stay in landscape mode, the onDestroy() call will happen on devices that are
portrait per default, when switching off screen due to power save. The device
will then (at least try to) rotate into portrait to show the portrait screen
lock after resume.
I believe it is safe to apply this patch even with target API still set to 12,
the additional parameter is simply ignored."
Fixes Bugzilla #3562.
From Sylvain:
"With an android landscape application, if you quickly lock, then unlock your
device, you can see sometimes a quick glitch: screen badly draws in portrait,
then it correctly displays in landscape.
Not talking of a smooth rotation, it's a drawing glitch. And you need to have
a plain lock screen, with no model nor passphrase.
I think it happens because the call to "nativeResume()" occurs sometimes too
early.
It should be done once you have *all* those three things (in any sequence):
- onWindowsFocusChanged() set to true
- onResume() called
- a valid call to onSurfaceChanged()
Currently, this is not the case: you don't need to have onResume() called.
Just need to have isPaused, (eg onPaused()).
So "isPaused" should be renamed as "isResumedCalled".
But you also need some kind of isPaused state to make sure to don't call
nativePause() twice (and deadlocks...).
There are also redundant checks to "mHasFocus" and some creation of the
initialisation thread code from onSurfaceChanged() that could me moved.
So here's this patch:
- add some states, so we have cleaner transitions.
- make sure "onResume()" is called.
- some clean up
- it also goes faster in pause state (focus changed, onPause, without requiring isSurfaceReady which does seems to be needed).
Tested on a few devices and it removes the glitch.
But I haven't tested when the activity goes back to "init" state."
"Using an application in portrait orientation, turning off the device would
dispatch SDL_APP_WILLENTERBACKGROUND, then SDL_APP_DIDENTERBACKGROUND then
lock the screen.
However, rotating the application the application to landscape, then turning
off the device would incorrectly dispatch SDL_APP_WILLENTERBACKGROUND,
SDL_APP_WILLENTERBACKGROUND, SDL_APP_WILLENTERFOREGROUND and then
SDL_APP_DIDENTERFOREGROUND before locking the screen. You can imagine how
this created trouble :)
It appears this occurs because (on this application) turning off a device
when in landscape is triggering a resize. The resize logic in SDLActivity
triggers a resume.
This patch has resolved the issue on my device:
It prevents the dispatch of (improper) FOREGROUND events when locking
the device, but we get still events when the device is turned back on
and unlocked."
ny00
Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue:
If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected.
If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem).
What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code.
Here is a possible solution:
- Do check the return codes of "onNativePadDown/Up" as previously done.
- In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.
Sylvain
After a long time, I found out more clearly what was going wrong.
The native libraries should be built with a "APP_PLATFORM" as low as possible.
Ideally, APP_PLATFORM should be equals to the minSdkVersion of the AndroidManifest.xml
So that the application never runs on a lower APP_PLATFORM than it has been built for.
An additional good patch would be to write explicitly in "jni/Application.mk": APP_PLATFORM=android-10
(If no APP_PLATFORM is set, the "targetSdkVersion" of the AndroidManifest.xml is applied as an APP_PLATFORM to the native libraries. And currently, this is bad, because targetSdkVersion is 12, whereas minSdkLevel is 10.
And in fact, there is a warning from ndk: "Android NDK: WARNING: APP_PLATFORM android-12 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml".)
to precise what happened in the initial reported test-case:
Let say the "c" code contains a call to "srand()".
with APP_PLATFORM=android-21, libSDL2.so contains a undef reference to "srand()".
with APP_PLATFORM=android-10, libSDL2.so contains a undef reference to "srand48()".
but srand() is missing on devices with APP_PLATFORM=android-10 (it was in fact replaced by srand48()).
So, if you build for android-21 (where srand() is available), you will really have a call to "srand()" and it will fail on android-10.
That was the issue. The path tried to fix this by in fact always calling srand48().
SDL patches that were applied are beneficial anyway, there are implicitly allowing they backward compatibility of using android-21 on a android-10 platform.
It can be helpful in case you want to target a higher APP_PLATFORM than minSdkVersion to have potentially access to more functions.
Eg you want to have access to GLES3 functions (or other) of "android-21". But, if dlopen() fails (on android-10), you do a fall-back to GLES2.