And also: - APIs to show and hide the IME, and control its interaction with the app. - APIs to tell the app when its window resizes and needs to be redrawn. - API to tell the app the content rectangle of its window (to layout around the IME or status bar). There is still a problem with IME interaction -- we need a way for the app to deliver events to the IME before it handles them, so that for example the back key will close the IME instead of finishing the app. Change-Id: I37b75fc2ec533750ef36ca3aedd2f0cc0b5813cd
248 lines
8.1 KiB
C
248 lines
8.1 KiB
C
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_NATIVE_ACTIVITY_H
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#define ANDROID_NATIVE_ACTIVITY_H
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#include <stdint.h>
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#include <sys/types.h>
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#include <jni.h>
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#include <android/input.h>
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#include <android/native_window.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ANativeActivityCallbacks;
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/**
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* This structure defines the native side of an android.app.NativeActivity.
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* It is created by the framework, and handed to the application's native
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* code as it is being launched.
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*/
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typedef struct ANativeActivity {
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/**
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* Pointer to the callback function table of the native application.
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* You can set the functions here to your own callbacks. The callbacks
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* pointer itself here should not be changed; it is allocated and managed
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* for you by the framework.
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*/
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struct ANativeActivityCallbacks* callbacks;
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/**
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* The global handle on the process's Java VM.
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*/
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JavaVM* vm;
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/**
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* JNI context for the main thread of the app. Note that this field
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* can ONLY be used from the main thread of the process; that is, the
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* thread that calls into the ANativeActivityCallbacks.
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*/
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JNIEnv* env;
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/**
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* The NativeActivity Java class.
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*/
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jobject clazz;
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/**
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* Path to this application's internal data directory.
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*/
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const char* internalDataPath;
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/**
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* Path to this application's external (removable/mountable) data directory.
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*/
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const char* externalDataPath;
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/**
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* The platform's SDK version code.
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*/
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int32_t sdkVersion;
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/**
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* This is the native instance of the application. It is not used by
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* the framework, but can be set by the application to its own instance
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* state.
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*/
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void* instance;
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} ANativeActivity;
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/**
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* These are the callbacks the framework makes into a native application.
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* All of these callbacks happen on the main thread of the application.
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* By default, all callbacks are NULL; set to a pointer to your own function
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* to have it called.
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*/
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typedef struct ANativeActivityCallbacks {
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/**
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* NativeActivity has started. See Java documentation for Activity.onStart()
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* for more information.
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*/
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void (*onStart)(ANativeActivity* activity);
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/**
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* NativeActivity has resumed. See Java documentation for Activity.onResume()
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* for more information.
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*/
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void (*onResume)(ANativeActivity* activity);
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/**
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* Framework is asking NativeActivity to save its current instance state.
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* See Java documentation for Activity.onSaveInstanceState() for more
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* information. The returned pointer needs to be created with malloc();
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* the framework will call free() on it for you. You also must fill in
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* outSize with the number of bytes in the allocation. Note that the
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* saved state will be persisted, so it can not contain any active
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* entities (pointers to memory, file descriptors, etc).
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*/
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void* (*onSaveInstanceState)(ANativeActivity* activity, size_t* outSize);
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/**
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* NativeActivity has paused. See Java documentation for Activity.onPause()
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* for more information.
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*/
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void (*onPause)(ANativeActivity* activity);
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/**
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* NativeActivity has stopped. See Java documentation for Activity.onStop()
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* for more information.
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*/
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void (*onStop)(ANativeActivity* activity);
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/**
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* NativeActivity is being destroyed. See Java documentation for Activity.onDestroy()
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* for more information.
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*/
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void (*onDestroy)(ANativeActivity* activity);
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/**
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* Focus has changed in this NativeActivity's window. This is often used,
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* for example, to pause a game when it loses input focus.
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*/
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void (*onWindowFocusChanged)(ANativeActivity* activity, int hasFocus);
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/**
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* The drawing window for this native activity has been created. You
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* can use the given native window object to start drawing.
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*/
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void (*onNativeWindowCreated)(ANativeActivity* activity, ANativeWindow* window);
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/**
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* The drawing window for this native activity has been resized. You should
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* retrieve the new size from the window and ensure that your rendering in
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* it now matches.
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*/
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void (*onNativeWindowResized)(ANativeActivity* activity, ANativeWindow* window);
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/**
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* The drawing window for this native activity needs to be redrawn. To avoid
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* transient artifacts during screen changes (such resizing after rotation),
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* applications should not return from this function until they have finished
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* drawing their window in its current state.
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*/
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void (*onNativeWindowRedrawNeeded)(ANativeActivity* activity, ANativeWindow* window);
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/**
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* The drawing window for this native activity is going to be destroyed.
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* You MUST ensure that you do not touch the window object after returning
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* from this function: in the common case of drawing to the window from
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* another thread, that means the implementation of this callback must
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* properly synchronize with the other thread to stop its drawing before
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* returning from here.
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*/
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void (*onNativeWindowDestroyed)(ANativeActivity* activity, ANativeWindow* window);
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/**
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* The input queue for this native activity's window has been created.
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* You can use the given input queue to start retrieving input events.
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*/
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void (*onInputQueueCreated)(ANativeActivity* activity, AInputQueue* queue);
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/**
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* The input queue for this native activity's window is being destroyed.
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* You should no longer try to reference this object upon returning from this
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* function.
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*/
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void (*onInputQueueDestroyed)(ANativeActivity* activity, AInputQueue* queue);
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/**
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* The rectangle in the window in which content should be placed has changed.
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*/
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void (*onContentRectChanged)(ANativeActivity* activity, const ARect* rect);
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/**
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* The system is running low on memory. Use this callback to release
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* resources you do not need, to help the system avoid killing more
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* important processes.
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*/
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void (*onLowMemory)(ANativeActivity* activity);
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} ANativeActivityCallbacks;
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/**
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* This is the function that must be in the native code to instantiate the
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* application's native activity. It is called with the activity instance (see
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* above); if the code is being instantiated from a previously saved instance,
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* the savedState will be non-NULL and point to the saved data.
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*/
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typedef void ANativeActivity_createFunc(ANativeActivity* activity,
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void* savedState, size_t savedStateSize);
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/**
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* The name of the function that NativeInstance looks for when launching its
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* native code.
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*/
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extern ANativeActivity_createFunc ANativeActivity_onCreate;
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void ANativeActivity_setWindowFormat(ANativeActivity* activity, int32_t format);
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void ANativeActivity_setWindowFlags(ANativeActivity* activity,
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uint32_t addFlags, uint32_t removeFlags);
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/**
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* Flags for ANativeActivity_showSoftInput; see the Java InputMethodManager
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* API for documentation.
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*/
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enum {
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ANATIVEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT = 0x0001,
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ANATIVEACTIVITY_SHOW_SOFT_INPUT_FORCED = 0x0002,
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};
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void ANativeActivity_showSoftInput(ANativeActivity* activity, uint32_t flags);
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/**
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* Flags for ANativeActivity_hideSoftInput; see the Java InputMethodManager
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* API for documentation.
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*/
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enum {
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ANATIVEACTIVITY_HIDE_SOFT_INPUT_IMPLICIT_ONLY = 0x0001,
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ANATIVEACTIVITY_HIDE_SOFT_INPUT_NOT_ALWAYS = 0x0002,
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};
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void ANativeActivity_hideSoftInput(ANativeActivity* activity, uint32_t flags);
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#ifdef __cplusplus
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};
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#endif
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#endif // ANDROID_NATIVE_ACTIVITY_H
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