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android-activity

ci crates.io Docs MSRV

Overview

android-activity provides a "glue" layer for building native Rust applications on Android, supporting multiple Activity base classes. It's comparable to android_native_app_glue.c for C/C++ applications and is an alternative to the ndk-glue crate.

android-activity provides a way to load your crate as a cdylib library via the onCreate method of your Android Activity class; run an android_main function in a separate thread from the Java main thread and marshal events (such as lifecycle events and input events) between Java and your native thread.

So far it supports NativeActivity or GameActivity (from the Android Game Development Kit) and there's also interest in supporting a first-party RustActivity base class that could be better tailored to the needs of Rust applications.

Quick Start

Cargo.toml:

[dependencies]
log = "0.4"
android_logger = "0.13"
android-activity = { version = "0.6", features = [ "native-activity" ] }

[lib]
crate-type = ["cdylib"]

Note: that you will need to either specify the "native-activity" feature or "game-activity" feature to identify which Activity base class your application is based on

lib.rs:

use std::sync::OnceLock;
use android_activity::{AndroidApp, InputStatus, MainEvent, PollEvent};

// - Called on a dedicated Activity main loop thread, spawned after `android_on_create` returns
// - May be called multiple times if your Activity is destroyed and recreated.
// - Note: this symbol has a "Rust" ABI (default), not "C" ABI.
#[unsafe(no_mangle)]
fn android_main(app: AndroidApp) {

    // `android_main` is tied to your `Activity` lifecycle, not your application lifecycle
    // and so it may be called multiple times if your Activity is destroyed and recreated.
    //
    // Use a `OnceLock` or similar to ensure that you don't attempt to initialize global state
    // multiple times.
    static APP_ONCE: OnceLock<()> = OnceLock::new();
    APP_ONCE.get_or_init(|| {
        android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Info));
    });

    loop {
        app.poll_events(Some(std::time::Duration::from_millis(500)) /* timeout */, |event| {
            match event {
                PollEvent::Wake => { log::info!("Early wake up"); },
                PollEvent::Timeout => { log::info!("Hello, World!"); },
                PollEvent::Main(main_event) => {
                    log::info!("Main event: {:?}", main_event);
                    match main_event {
                        // Once you receive a `Destroy` event, your `AndroidApp` will no longer
                        // be associated with any `Activity` and it's methods will effectively be no-ops.
                        //
                        // You should return from `android_main` and if your `Activity` gets recreated then
                        // a new `AndroidApp` will be passed to a new invocation of `android_main`.
                        MainEvent::Destroy => { return; }
                        _ => {}
                    }
                },
                _ => {}
            }

            app.input_events(|event| {
                log::info!("Input Event: {event:?}");
                InputStatus::Unhandled
            });
        });
    }
}
rustup target add aarch64-linux-android
cargo install cargo-apk
cargo apk run
adb logcat example:V *:S

Note: although cargo apk is convenient for this quick start example, it's generally recommended that you should use a more-standard, Gradle-based build system for your Android application and use something like cargo ndk for building your Rust code into a cdylib that is then packaged via Gradle.

Full Examples

See this collection of examples (based on both GameActivity and NativeActivity).

Each example is a standalone Android Studio project that can serve as a convenient template for starting a new project.

For the examples based on middleware frameworks (Winit or Egui) they also aim to demonstrate how it's possible to write portable code that will run on Android and other systems.

Optional android_on_create entry point

android-activity also supports an optional android_on_create entry point that gets called from the Activity.onCreate() callback before android_main() is called.

android_on_create is called from the Java main / UI thread before the android_main thread is spawned.

Considering that many Android SDK APIs (such as android.view.View) must be accessed from the main thread, android_on_create can be a good place to do any setup work that needs to be done on the Java main thread.

For example:

use std::sync::OnceLock;
use jni::{JavaVM, objects::JObject};

#[unsafe(no_mangle)]
fn android_on_create(state: &android_activity::OnCreateState) {

    // `android_on_create` is tied to your `Activity` lifecycle, not your application lifecycle
    // and so it may be called multiple times if your activity is destroyed and recreated.
    //
    // Use a `OnceLock` or similar to ensure that you don't attempt to initialize global state
    // multiple times.
    static APP_ONCE: OnceLock<()> = OnceLock::new();
    APP_ONCE.get_or_init(|| {
        // Initialize logging...
    });
    let vm = unsafe { JavaVM::from_raw(state.vm_as_ptr().cast()) };
    let activity = state.activity_as_ptr() as jni::sys::jobject;
    // Do some other setup work on the Java main thread before `android_main` starts running
}

(Note: there is also an AndroidApp::run_on_java_main_thread() method that gives another way to run code on the Java main thread for some use cases)

Should I use NativeActivity or GameActivity?

To learn more about the NativeActivity class that's shipped with Android see here.

To learn more about the GameActivity class that's part of the Android Game Developer's Kit and also see a comparison with NativeActivity see here

Generally speaking, if unsure, NativeActivity may be more convenient to start with since you may not need to compile/link any Java or Kotlin code, but GameActivity is likely to be the better longer-term choice, due to being based on AppCompatActivity and having built in support for input methods (such as onscreen keyboards).

NativeActivity

  • Good for: Simple apps, quick prototyping, limited text input support
  • Setup: Just add the feature flag
  • Limitations: No built-in input method support (can only receive physical key events from soft keyboards that typically only allows basic ascii input)

The unique advantage of the NativeActivity class is that it's shipped as part of the Android OS and so you can use it without needing to compile or link any Java or Kotlin code.

NativeActivity is technically the only way to build a native Android application purely in Rust without any Java or Kotlin code at all.

The most significant limitation of NativeActivity is that it doesn't have built-in support for input methods (such as onscreen keyboards) and so it's often not a good choice for applications that need to support text input.

Since some soft keyboards will deliver physical key events for basic ascii input then NativeActivity can enable basic text input for prototyping but this is unlikely to be sufficient for production applications.

For advanced use cases, it would be possible to provide custom InputConnection support in conjunction with NativeActivity but this isn't something that android-activity provides out of the box currently.

GameActivity

  • Good for: Apps needing text input, modern AndroidX features
  • Setup requirements:
    • Add gradle dependency: androidx.games:games-activity:4.4.0
    • Enable the game-activity feature in Cargo.toml
    • Important: Do NOT enable prefab support details here
  • Provides: IME support, AppCompatActivity features

GameActivity has built in support for input methods via the GameTextInput library and so is a better choice for applications that need to support text input.

GameActivity allows you to update the ImeOptions and actions associated with the soft keyboard as well as receive IME span updates for tracking the user's text input state.

GameActivity is based on the AppCompatActivity class, which is a standard Jetpack / AndroidX class that offers a lot of built-in functionality to help with compatibility across different Android versions and devices.

Game Activity Library Version

android-activity currently supports the GameActivity 4.4.0 Jetpack library and is backwards compatible with the previous 4.0.0 stable release. We can't guarantee that the next 4.x stable release will be compatible, but it's fairly likely that it will be.

Your Android package should depend on androidx.games:games-activity:4.4.0 from Google's Maven repository.

Read the upstream GameActivity getting started guide for more details on how to add the GameActivity library to your project.

Don't compile and link the upstream GameActivity 'prefab' (C++ glue) layer

Important: Do not follow upstream instructions to enable native prefab support for GameActivity that will compile and link the upstream C++ glue layer as part of your build. The upstream glue layer is not directly compatible with android-activity which provides its own native glue layer that integrates with Rust.

I.e. you do not need to enable prefabs via your build.gradle file:

buildFeatures {
  prefab true
}

and do not add a snippet like this to your CMakeLists.txt file:

find_package(game-activity REQUIRED CONFIG)
target_link_libraries(${PROJECT_NAME} PUBLIC log android
game-activity::game-activity_static)

Planning to Implement an Activity Subclass

It's not possible to subclass an Activity from Rust / JNI code alone.

Keep in mind that Android's design directs many events via the Activity class which can only be processed by overloading some associated Activity method, so if you want to handle those events then you will need to implement an Activity subclass and overload the relevant methods.

Most moderately complex applications will eventually need to define their own Activity subclass (either subclassing NativeActivity or GameActivity) which will require compiling at least a small amount of Java or Kotlin code.

At the end of the day, Android's application programming model is fundamentally based around a Java VM running Java/Kotlin code that can optionally call into native code (not the other way around).

Design Summary / Motivation behind android-activity

Prior to working on android-activity, the existing glue crates available for building standalone Rust applications on Android were found to have a number of technical limitations that this crate aimed to solve:

  1. Support alternative Activity classes: Prior glue crates were based on NativeActivity and their API precluded supporting alternatives. In particular there was an interest in the GameActivity class in conjunction with its GameTextInput library that can facilitate onscreen keyboard support. This also allows building applications based on the standard AppCompatActivity base class which isn't possible with NativeActivity. Finally there was interest in paving the way towards supporting a first-party RustActivity that could be best tailored towards the needs of Rust applications on Android.

  2. Encapsulate IPC + synchronization between the native thread and the JVM thread: For example with ndk-glue the application itself needs to avoid race conditions between the native and Java thread by following a locking convention) and it wasn't clear how this would extend to support other requests (like state saving) that also require synchronization.

  3. Avoid static global state: Keeping in mind the possibility of supporting applications with multiple native activities there was interest in having an API that didn't rely on global statics to track top-level state. Instead of having global getters for state then android-activity passes an explicit app: AndroidApp argument to the entry point that encapsulates the state connected with a single Activity.

    It's possible to write an application with android-activity that can gracefully handle repeated create -> run -> destroy cycles of the Activity due to its avoidance of global state. Theoretically you could even run multiple Activity instances at the same (though since NativeActivity and GameActivity were designed for fullscreen games, that only need a single Activity, this is not a common use case).

MSRV

We aim to (at least) support stable releases of Rust from the last three months. Rust has a 6 week release cycle which means we will support the last three stable releases. For example, when Rust 1.69 is released we would limit our rust-version to 1.67.

We will only bump the rust-version at the point where we either depend on a new features or a dependency has increased its MSRV, and we won't be greedy. In other words we will only set the MSRV to the lowest version that's needed.

MSRV updates are not considered to be inherently semver breaking (unless a new feature is exposed in the public API) and so a rust-version change may happen in patch releases.

Game Activity Library Versioning Policy

Any single release of android-activity will support a specific version of the Game Activity Jetpack / AndroidX library (documented above).

The required version of the Game Activity library does not form part of our Rust semver contract, since it doesn't affect the public Rust API of android-activity.

This means that a new patch release of android-activity may update the required version of GameActivity, which may require users to update how they package their application.

This is similar to how MSRV updates work, where new toolchain requirements can affect how you build your application but that change is orthogonal to the public API of the crate.

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Glue for building Rust applications on Android with NativeActivity or GameActivity

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