Delphi的Android程序是原生的程序,也就是NativeActivity。那么就需要先看一下NativeActivity的原理,
在AndroidManifest.xml文件里面指定入口activity为nativeactivity,这样应用程序一启动,java虚拟机这边就开一个主线程,主线程创建一个活动,就是nativeactivity,这个nativeactivity在创建的过程中就会去应用程序的.so动态链接库中寻找一个函数:
__ANativeActivity_onCreate(ANativeActivity, void* size_t),然后调用这个函数,这个函数就是C++代码中的真正的入口函数,在这个入口函数里面
做写什么事情呢,请参考ndk里面的Native_app_glue。它是这样来实现的:对这个传进来的ANativeActivity, 设置这个activity的各种是事件的回调函数:
activity->callbacks->onDestroy = onDestroy;
activity->callbacks->onStart = onStart;
activity->callbacks->onStart = onStart;
设置完了之后就调用:
activity->instance = android_app_create(activity, savedState, savedStateSize);
activity->instance = android_app_create(activity, savedState, savedStateSize);
这个在Delphi的Androidapi.AppGlue单元中实现,这个就是Delphi下的Android NDK一些对应的简单封装。Delphi中在这个单元中导出了一个ANativeActivity_onCreate就是前面介绍的__ANativeActivity_onCreate,这个函数就相当于是Delphi的Android运行程序的入口函数,在这个函数中Delphi保存了一个DelphiActivity,用来保存这个Activity结构。Android的入口位置不再是Delphi的工程文件位置的Begin end之间的代码。这个函数被打包到Lib+工程名.So文件中,然后作为一个到处函数,程序运行的时候会加载这个So动态库,然后加载ANativeActivity_onCreate执行Android入口。此过程调用android_app_create,同样在Androidapi.AppGlue单元中。这个代码如下:
// -------------------------------------------------------------------- // Native activity interaction (called from main thread) // -------------------------------------------------------------------- function android_app_create(activity: PANativeActivity; savedState: Pointer; savedStateSize: size_t): Pandroid_app; var android_app: Pandroid_app; PipeDescriptors: TPipeDescriptors; attr: pthread_attr_t; thread: pthread_t; begin android_app := Pandroid_app(__malloc(SizeOf(TAndroid_app))); FillChar(android_app^, SizeOf(TAndroid_app), 0); android_app^.activity := activity; pthread_mutex_init(android_app^.mutex, nil); pthread_cond_init(android_app^.cond, nil); if savedState <> nil then begin android_app^.savedState := __malloc(savedStateSize); android_app^.savedStateSize := savedStateSize; Move(PByte(savedState)^, PByte(android_app^.savedState)^, savedStateSize); end; pipe(PipeDescriptors); android_app^.msgread := PipeDescriptors.ReadDes; android_app^.msgwrite := PipeDescriptors.WriteDes; pthread_attr_init(attr); pthread_attr_setdetachstate(attr, PTHREAD_CREATE_DETACHED); pthread_create(thread, attr, @android_app_entry, android_app); pthread_mutex_lock(android_app^.mutex); while android_app^.running = 0 do pthread_cond_wait(android_app^.cond, android_app^.mutex); pthread_mutex_unlock(android_app^.mutex); Result := android_app; end;
可见在前面又注释,写了Native activity interaction (called from main thread),说明这个是主线程调用的。程序首先先创建了一个android_app结构体,然后设置 app的activity。
pthread_mutex_init(android_app^.mutex, nil);//创建一个线程同步对象 mutex互斥体,
pthread_cond_init(android_app^.cond, nil);//创建一个线程通信的对象。用于主线程(UI线程)和我们的线程通信。
然后检查看看android系统之前是否已经为我们的应用程序保存过状态。有的话直接恢复就好了。另外比较重要的是android应用程序的屏幕方向变化的话,activity也要从新建立!!!!!
然后创建两个管道对象,一个让线程用来读取消息,一个用来写入消息
pipe(PipeDescriptors);
android_app^.msgread := PipeDescriptors.ReadDes; //读取消息
android_app^.msgwrite := PipeDescriptors.WriteDes; //写
然后创建线程,运行程序代码
pthread_attr_init(attr);
pthread_attr_setdetachstate(attr, PTHREAD_CREATE_DETACHED);
pthread_create(thread, attr, @android_app_entry, android_app);//创建线程,线程入口为android_app_entry,入口的参数为android_app
//开始等待线程运行起来
pthread_mutex_lock(android_app^.mutex);
while android_app^.running = 0 do
pthread_cond_wait(android_app^.cond, android_app^.mutex);
pthread_mutex_unlock(android_app^.mutex);
运行完了之后返回android_app结构,这样就相当于我们的这个activity的oncreate完成了。
然后看一下android_app_entry的这个线程入口函数
function android_app_entry(param: Pointer): Pointer; cdecl; // Delphi: init system unit and RTL. procedure SystemEntry; type TMainFunction = procedure; var DlsymPointer: Pointer; EntryPoint: TMainFunction; begin DlsymPointer := dlsym(RTLD_DEFAULT, '_NativeMain'); if DlsymPointer <> nil then begin EntryPoint := TMainFunction(DlsymPointer); EntryPoint; end; end; var android_app: Pandroid_app; looper: PALooper; begin android_app := Pandroid_app(param); android_app^.config := AConfiguration_new;//创建应用程序config AConfiguration_fromAssetManager(android_app^.config, android_app^.activity^.assetManager); //从主线程获取消息用 android_app^.cmdPollSource.id := LOOPER_ID_MAIN; android_app^.cmdPollSource.app := android_app; android_app^.cmdPollSource.process := @process_cmd;//设置处理cmd的命令的函数 android_app^.inputPollSource.id := LOOPER_ID_INPUT; android_app^.inputPollSource.app := android_app; android_app^.inputPollSource.process := @process_input;//输入事件处理的函数 //创建一个looper消息循环,用来抓取消息 looper := ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS); ALooper_addFd(looper, android_app^.msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, nil, @android_app^.cmdPollSource); android_app^.looper := looper; pthread_mutex_lock(android_app^.mutex); android_app^.running := 1; //设置,让线程从等待开启运行中退出,也就是从android_app_create中退出 pthread_cond_broadcast(android_app^.cond); pthread_mutex_unlock(android_app^.mutex); { Delphi: this will initialize System and any RTL related functions, call unit initialization sections and then project main code, which will enter application main loop. This call will block until the loop ends, which is typically signalled by android_app^.destroyRequested. } SystemEntry;//这里才是调用了工程文件的Begin End之间的代码,是Delphi的一个封装,实际上,在Android Native中调用的是android_main(android_app);然后再这里执行一些消息的处理,等待程序运行结束 { This place would be ideal to call unit finalization, class destructors and so on. } // Halt; android_app_destroy(android_app);//销毁android_app退出线程。这里实际上才是Android程序的终结 Result := nil; end;
然后是
function android_app_read_cmd(android_app: Pandroid_app): ShortInt; cdecl; var cmd: ShortInt; begin Result := -1; if __read(android_app^.msgread, @cmd, sizeof(cmd)) = SizeOf(cmd) then begin case cmd of APP_CMD_SAVE_STATE: free_saved_state(android_app);//释放当前的保存状态 end; Result := cmd; end; end; procedure android_app_pre_exec_cmd(android_app: Pandroid_app; cmd: ShortInt); cdecl; //准备执行命令状态 begin case cmd of APP_CMD_INPUT_CHANGED: begin pthread_mutex_lock(android_app^.mutex); if android_app^.inputQueue <> nil then AInputQueue_detachLooper(android_app^.inputQueue); android_app^.inputQueue := android_app^.pendingInputQueue; if android_app^.inputQueue <> nil then AInputQueue_attachLooper(android_app^.inputQueue, android_app^.looper, LOOPER_ID_INPUT, nil, @android_app^.inputPollSource); pthread_cond_broadcast(android_app^.cond); pthread_mutex_unlock(android_app^.mutex); end; APP_CMD_INIT_WINDOW: begin pthread_mutex_lock(android_app^.mutex); android_app^.window := android_app^.pendingWindow; pthread_cond_broadcast(android_app^.cond); pthread_mutex_unlock(android_app^.mutex); end; APP_CMD_TERM_WINDOW: pthread_cond_broadcast(android_app^.cond); APP_CMD_RESUME, APP_CMD_START, APP_CMD_PAUSE, APP_CMD_STOP: begin pthread_mutex_lock(android_app^.mutex); android_app^.activityState := cmd; pthread_cond_broadcast(android_app^.cond); pthread_mutex_unlock(android_app^.mutex); end; APP_CMD_CONFIG_CHANGED: AConfiguration_fromAssetManager(android_app^.config, android_app^.activity^.assetManager); APP_CMD_DESTROY: android_app^.destroyRequested := 1; end; end; procedure android_app_post_exec_cmd(android_app: Pandroid_app; cmd: ShortInt); cdecl; begin case cmd of APP_CMD_TERM_WINDOW: begin pthread_mutex_lock(android_app^.mutex); android_app^.window := nil; pthread_cond_broadcast(android_app^.cond); pthread_mutex_unlock(android_app^.mutex); end; APP_CMD_SAVE_STATE: begin pthread_mutex_lock(android_app^.mutex); android_app^.stateSaved := 1; pthread_cond_broadcast(android_app^.cond); pthread_mutex_unlock(android_app^.mutex); end; APP_CMD_RESUME: { Delphi: It is unclear why this line is necessary in original AppGlue, but it prevents FireMonkey applications from recovering saved state. FireMonkey recovers saved state usually after APP_CMD_INIT_WINDOW, which happens much later after CMD_RESUME. } { free_saved_state(android_app) }; end; end; procedure process_cmd(app: Pandroid_app; source: Pandroid_poll_source); cdecl; var cmd: ShortInt; begin cmd := android_app_read_cmd(app);//先读取命令 android_app_pre_exec_cmd(app, cmd);//准备命令 if Assigned(app^.onAppCmd) then //程序内部的指令处理 app^.onAppCmd(app, cmd); android_app_post_exec_cmd(app, cmd);//执行处理 end;
这些代码将在Android消息循环中处理调用
其实这些代码中很多地方都是有注释的。仔细看看就明白了。
然后程序进入工程文件的Begin End之间,先进入SysInit.pas单元的_InitExe,然后会调用GetThisModuleHandle,这个会调用dlopen(Info.dli_fname, RTLD_LAZY)就是相当于加载Windows的DLL,会先加载(Lib+程序名.so)获得当前句柄,然后dlClose关闭,最后程序以这个工程的库句柄作为程序的Hinstance,也就是说我们的好多资源应该会都打包到这个so中去,最后如果是Android环境,会调用_StartExe,来启动程序,_StartExe中会调用InitUnits来初始化一些单元,这里就会调用程序所引用到的各个单元的Initialization中的内容,在这个过程中会初始化FMX.PlatForm这个跨平台单元的TPlatformServices类库,本库是跨平台单元服务管理,然后就会调用FMX.PlatForm下的initialization,里面的RegisterCorePlatformServices会根据选择的平台来判定到底调用哪个平台下的RegisterCorePlatformServices,这个判定通过编译预处理指令在Implemention下的Use中
uses
{$IFDEF IOS}
FMX.Platform.iOS,
{$ELSE}
{$IFDEF MACOS}
FMX.Platform.Mac,
{$ENDIF MACOS}
{$ENDIF IOS}
{$IFDEF MSWINDOWS}
FMX.Platform.Win,
{$ENDIF}
{$IFDEF ANDROID}
FMX.Platform.Android,
{$ENDIF},在ANdroid下,就会调用FMX.PlatForm.Android中的RegisterCorePlatformService来注册核心平台服务,然后里面有
if Assigned(PlatformAndroid.FAndroidApp) then
begin
PlatformAndroid.FAndroidApp^.onAppCmd := @HandleAndroidCmd;
PlatformAndroid.FAndroidApp^.onInputEvent := @HandleAndroidInputEvent;
end;
这样就将前面所说的Android的消息和输入事件转到FMX平台的HandleAndroidCmd和HandleAndroidInputEvent函数中然后HandleApplicationEvent中就会和消息管理器TMessageManager结合对消息进行处理。
把这些单元中的一些初始化过程都搞完了,就执行到工程文件中的Begin ENd之间去处理代码了,最后执行了Application.Run;
然后我们看这个执行的代码
procedure TApplication.Run; var AppService: IFMXApplicationService; begin {$IFNDEF ANDROID} AddExitProc(DoneApplication); {$ENDIF} FRunning := True; try if TPlatformServices.Current.SupportsPlatformService(IFMXApplicationService, AppService) then AppService.Run; finally FRunning := False; end; end;
实际上他是通过跨平台服务获得当前运行程序的服务平台,也就是FMX.PlatForm.Android中的TPlatformAndroid,此类继承了IFMXApplicationService,并且在前面已经通过RegisterCorePlatformServices注册了TPlatformAndroid,所以这里实际上调用的就是TPlatformAndroid的Run过程,这个Run实际上就是开始跑Android的消息循环处理了。代码很短,实际上就是调用了InternalProcessMessages来进行内部消息循环处理
procedure TPlatformAndroid.Run; begin { Although calling this routine is not really necessary, but it is a way to ensure that "Androidapi.AppGlue.pas" is kept in uses list, in order to export ANativeActivity_onCreate callback. } app_dummy; repeat InternalProcessMessages; until FAndroidApp^.destroyRequested <> 0; end;
首先InternalProcessMessages中有
EventPollValue := ALooper_pollAll(GetAndUpdateTimeout, nil, nil, PPointer(@PEventPollSource));
先通过这个获得消息信息,如果获得到了就有
if (PEventPollSource <> nil) and Assigned(PEventPollSource^.process) then
begin
PEventPollSource^.process(FAndroidApp, PEventPollSource);
if EventPollValue = LOOPER_ID_MAIN then
HasEvents := True;
end
PEventPollSource^.process(FAndroidApp, PEventPollSource);这句会调用之前设定初始化的Process_Cmd或者Process_Input
这样,就将消息和实际关联起来了。至于显示Android的界面,则会通过TWindowManager.Current.RenderIfNeeds来判定是否需要渲染界面信息,如果需要则会调用TWindowManager.Render来进行界面渲染,最后Render函数中
procedure RenderNormalWindows;
var
I: Integer;
PaintControl: IPaintControl;
begin
for I := FWindows.Count - 1 downto 0 do
if FWindows[I].Form.Visible and (not FWindows[I].RequiresComposition) and Supports(FWindows[I].Form,
IPaintControl, PaintControl) then
begin
PaintControl.PaintRects([TRectF.Create(0, 0, FContentRect.Width, FContentRect.Height)]);
Break;
end;
end;
PaintRects这个则开始匹配FMXForm的PaintRects函数来进行界面信息绘制。于是一个Android程序开启运行到显示基本完成。
http://www.cnblogs.com/DxSoft/p/4460236.html