LibreOffice » android
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Contains common code for all projects on Android to bootstrap LibreOffice. In
addition it is a home to LibreOfficeKit
(LOK - see libreofficekit/README.md
) JNI
classes.
LibreOffice Android application - the code is based on Fennec (Firefox for Android).
It uses OpenGL ES 2 for rendering of the document tiles which are gathered from
LibreOffice using LOK. The application contains the LibreOffice core in one shared
library: liblo-native-code.so
, which is bundled together with the application.
The application implements editing support using 4 threads:
LOKitThread
), that performs LibreOfficeKit
calls, which may take more time
to complete. In addition it also receives events from the soffice thread (see below)
when the callback emits an event. Events are stored in a blocking queue (thread
processes events in FCFS order, goes to sleep when no more event is available and
awakens when there are events in the queue again).LOKitThread
, and may emit callback
events as necessary.LOKitThread
(org.libreoffice.LOKitThread
) communicates with LO via JNI (this can
be done only for one thread) and processes events (defined in org.libreoffice.LOEvent
)
triggered from UI.
LibreOfficeMainActivity (org.libreoffice.LibreOfficeMainActivity
) is the entry point
of the application - everything starts up and tears down from here (onCreate
, onResume
,
onPause
, onStart
, onStop
, onDestroy
).
From here on one of the most interesting pieces are the classes around document view, which includes listening to touch events, recalculating the viewport, tiled handling and rendering the layers to the document.
Viewport
- the viewport is the currently visible part of the document. It is defined
by view rectangle and zoom.
Layers
- document view is rendered using many layers. Such layers are: document
background, scroll handles, and also the document tiles.
LayerView
(org.mozilla.gecko.gfx.LayerView
) is the document view of the application.
It uses the SurfaceView
(android.view.SurfaceView
) as the main surface to draw on
using OpenGL ES 2.
GLController
(org.mozilla.gecko.gfx.GLController
) - holder of the OpenGL context.
RenderControllerThread
(org.mozilla.gecko.gfx.RenderControllerThread
) executes the
rendering requests through LayerRenderer.
LayerRenderer
(org.mozilla.gecko.gfx.LayerRenderer
) renders all the layers.
GeckoLayerClient
(org.mozilla.gecko.gfx.GeckoLayerClient
) is the middle man of the
application, which connects all the bits together. It is the document view layer
holder so the any management (including tiled rendering) usually go through this
class. It listens to draw requests and viewport changes from PanZoomController
(see “Touch events”).
The main class that handles the touch event, scrolling and zooming is JavaPanZoomController
org.mozilla.gecko.gfx.JavaPanZoomController
(implementation of PanZoomController
interface).
When the user performs a touch action, the document view needs to change, which means the
viewport changes. JavaPanZoomController
changes the viewport and signals the change through
PanZoomTarget
(org.mozilla.gecko.gfx.PanZoomTarget
).
Tiled rendering is a technique that splits the document to bitmaps of same size (typically 256x256) which are fetched on demand.
In the application the ComposedTileLayer
(org.mozilla.gecko.gfx.ComposedTileLayer
) is the
layer responsible for tracking and managing the tiles. Tiles are in this case also layers
(sub layers?) implemented in SubTile
(org.mozilla.gecko.gfx.SubTile
), where each one is
responsible for one tile bitmap (actually OpenGL texture once it has been uploaded).
When the viewport changes, the request for tile rechecking is send to LOKitThread
(see
LOKitThread#tileReevaluationRequest), where the tiles are rechecked, add and removed if
necessary.
CompositeTileLayer
is actually an abstract class, which has two implementations. One is
DynamicTileLayer
(org.mozilla.gecko.gfx.DynamicTileLayer
), which is used for main tile
view of the document, and FixedZoomTileLayer
(org.mozilla.gecko.gfx.FixedZoomTileLayer
),
which just renders the tiles at a fixed zoom level. This is then used as a background
low resolution layer.
Tile can change in LibreOffice when user changes the content (adds, removes text or changes
the properties). In this case, an invalidation rectangle is signaled from LibreOffice, which
includes a rectangle that needs to be invalidated. In this case LOKitThread
gets this request
via callback, and rechecks all tiles if they need to be invalidated. For more details see
LOKitThread#tileInvalidation).
For editing there are 2 coarse tasks that the LibreOffice app must do:
In most cases when an input event happens and is send to the LO core, then a message from LO core follows. For example: when the user writes to the keyboard, key event is sent and an invalidation request from LO core follows. When user touches an image, a mouse event is sent, and a “new graphic selection” message from LO core follows.
All keyboard and touch events are sent to LOKitThread
as LOEvents
. In LOKitThread
they are
processed and sent to LibreOffice core. The touch events originate in JavaPanZoomController
,
the keyboard events in LOKitInputConnectionHandler
(org.libreoffice.LOKitInputConnectionHandler
),
however there are other parts too - depending on the need.
InvalidationHandler
(org.libreoffice.InvalidationHandler
) is the class that is responsible
to process messages from LibreOffice core and to track the state.
Overlay elements like cursor and selections aren’t drawn by the LO core, instead the core
only provides data (cursor position, selection rectangles) and the app needs to draw them.
DocumentOverlay
(org.libreoffice.overlay.DocumentOverlay
) and DocumentOverlayView
(org.libreoffice.overlay.DocumentOverlayView
) are the classes that provide the overlay over
the document, where selections and the cursor is drawn.
App uses material design icons available at [1].
[1] - https://www.google.com/design/icons/
For instructions on how to build for Android, see README.cross
.
Attach your device, so ‘adb devices’ shows it. Then run:
cd android/source
make install
adb logcat
and if all goes well, you should have some nice debug output to enjoy when you start the app.
Create an AVD in the android UI, don’t even try to get the data partition size right in the GUI, that is doomed to producing an AVD that doesn’t work. Instead start it from the console:
LD_LIBRARY_PATH=$(pwd)/lib emulator-arm -avd <Name> -partition-size 500
where
[ In order to have proper acceleration, you need the 32-bit libGL.so
:
sudo zypper in Mesa-libGL-devel-32bit
and run emulator-arm after the installation. ]
Then you can run ant
/adb
as described above.
After a while of this loop you might find that you have lost a lot of
space on your emulator’s or device’s /data
volume. You can do:
adb shell stop; adb shell start
First of all, you need to configure the build with --enable-debug
or
--enable-dbgutil
. You may want to provide --enable-symbols
to limit debuginfo,
like --enable-symbols="sw/"
or so, in order to fit into the memory
during linking.
Building with all symbols is also possible but the linking is currently slow (around 10 to 15 minutes) and you need lots of memory (around 16GB + some swap).
Direct support for using ndk-gdb
has been removed from the build system. It is
recommended that you give the lldb debugger a try that has the benefit of being
nicely integrated into Android Studio (see below for instructions).
If you nevertheless want to continue using ndk-gdb
, use the following steps
that are described in more detail here: https://stackoverflow.com/a/10539883
android:debuggable="true"
to AndroidManifest.xml
gdbserver
to device, launch and attach to application - set solib-search-path obj/local/<appAbi>
- file obj/local/<appAbi>/liblo-native-code.so
- target remote :<portused>
Pretty printers aren’t loaded automatically due to the single shared
object, but you can still load them manually. E.g. to have a pretty-printer for
rtl::OString
, you need:
(gdb) python sys.path.insert(0, "/master/solenv/gdb")
(gdb) source /master/instdir/program/libuno_sal.so.3-gdb.py
Note that lldb might not yield the same results as ndk-gdb
. If you suspect a
problem with lldb
, you can try to manually use ndk-gdb
as described above.
Using lldb
from within Android Studio is more comfortable though and works like this:
android/source/build.gradle
in Android Studio via File|New → Import ProjectstrippedUIDebug
is what you want)android/obj/local/<hostarch>
to
the Symbol directories/path/to/solenv/lldb/libreoffice/LO.py
”
to get some pretty printing hooks for the various string classesThen you can select your new configuration and use Run | Debug to launch it.
Note that lldb
doesn’t initially stop execution, so if you want to add
breakpoints using lldb prompt, you manually have to pause execution, then you
can switch to the lldb tab and add your breakpoints. However making use of the
editor just using File|Open .. to open the desired file in Android Studio and
then toggling the breakpoint by clicking on the margin is more comfortable.
Open android/source/build.gradle
in Android studio via File|New → Import
Project and you can use Android Studio’s debugging interface.
Just make sure you pick the correct build variant (strippedUIDebug)
The alternative is to use the jdb command-line debugger. Steps to use it:
Find out the JDWP ID of a debuggable application:
adb jdwp
From the list of currently active JDWP processes, the last number is the just started debuggable application.
Forward the remote JDWP port/process ID to a local port:
adb forward tcp:7777 jdwp:31739
Connect to the running application:
jdb -sourcepath src/java/ -attach localhost:7777
Assuming that you’re already in the LOAndroid3 directory in your shell.
Android library only include essential services that are compiled for LibreOffice in order to reduce the size of the apk. When developing, some services might become useful and we should add those services to the combined library.
In order to identify missing services, we need to be able to receive
SAL_INFO
from cppuhelper/source/shlib.cxx
in logcat and therefore identify
what services are missing. To do so, you may want add the following
when configuring the build.
--enable-symbols="cppuhelper/ sal/"
[TODO: This is nonsense. --enable-symbols
enables the -g
option, not SAL_INFO
.
Perhaps this was a misunderstanding of meaning of --enable-selective-debuginfo
,
the old name for the option.]
Which services are combined in the android lib is determined by
solenv/bin/native-code.py
lo_dlneeds: Could not read ELF header of /data/data/org.libreoffice...libfoo.so
This (most likely) means that the install quietly failed, and that
the file is truncated; check it out with adb shell ls -l /data/data/...
All Android apps are basically Java programs. They run “in” a Dalvik
(or on Android 5 or newer - ART) virtual machine. Yes, you can also
have apps where all your code is native code, written in a compiled
language like C or C++. But also such apps are actually started
by system-provided Java bootstrapping code (NativeActivity
) running
in a Dalvik VM.
Such a native app (or actually, “activity”) is not built as a
executable program, but as a shared object. The Java NativeActivity
bootstrapper loads that shared object with dlopen.
Anyway, our current “experimental” apps are not based on NativeActivity
.
They have normal Java code for the activity, and just call out to a single,
app-specific native library (called liblo-native-code.so
) to do all the
heavy lifting.
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