Consolidate the ProjectManager and Editor windows into a single Android Activity class.
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0795587f69
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@ -32,13 +32,11 @@
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android:requestLegacyExternalStorage="true">
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<activity
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android:name=".GodotProjectManager"
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android:name=".GodotEditor"
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android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
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android:launchMode="singleTask"
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android:screenOrientation="userLandscape"
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android:exported="true"
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android:process=":GodotProjectManager">
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android:exported="true">
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<layout android:defaultHeight="@dimen/editor_default_window_height"
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android:defaultWidth="@dimen/editor_default_window_width" />
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@ -49,17 +47,6 @@
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</intent-filter>
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</activity>
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<activity
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android:name=".GodotEditor"
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android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
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android:process=":GodotEditor"
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android:launchMode="singleTask"
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android:screenOrientation="userLandscape"
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android:exported="false">
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<layout android:defaultHeight="@dimen/editor_default_window_height"
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android:defaultWidth="@dimen/editor_default_window_width" />
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</activity>
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<activity
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android:name=".GodotGame"
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android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
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@ -1,5 +1,5 @@
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/**************************************************************************/
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/* GodotProjectManager.kt */
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/* EditorWindowInfo.kt */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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@ -31,14 +31,38 @@
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package org.godotengine.editor
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/**
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* Launcher activity for the Godot Android Editor.
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*
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* It presents the user with the project manager interface.
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* Upon selection of a project, this activity (via its parent logic) starts the
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* [GodotEditor] activity.
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* Specifies the policy for adjacent launches.
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*/
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class GodotProjectManager : GodotEditor() {
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override fun checkForProjectPermissionsToEnable() {
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// Nothing to do here.. we have yet to select a project to load.
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enum class LaunchAdjacentPolicy {
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/**
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* Adjacent launches are disabled.
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*/
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DISABLED,
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/**
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* Adjacent launches are enabled / disabled based on the device and screen metrics.
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*/
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AUTO,
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/**
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* Adjacent launches are enabled.
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*/
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ENABLED
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}
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/**
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* Describe the editor window to launch
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*/
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data class EditorWindowInfo(
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val windowClassName: String,
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val windowId: Int,
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val processNameSuffix: String,
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val launchAdjacentPolicy: LaunchAdjacentPolicy = LaunchAdjacentPolicy.DISABLED
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) {
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constructor(
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windowClass: Class<*>,
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windowId: Int,
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processNameSuffix: String,
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launchAdjacentPolicy: LaunchAdjacentPolicy = LaunchAdjacentPolicy.DISABLED
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) : this(windowClass.name, windowId, processNameSuffix, launchAdjacentPolicy)
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}
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@ -32,12 +32,14 @@ package org.godotengine.editor
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import android.Manifest
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import android.app.ActivityManager
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import android.content.ComponentName
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import android.content.Context
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import android.content.Intent
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import android.content.pm.PackageManager
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import android.os.*
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import android.util.Log
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import android.widget.Toast
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import androidx.annotation.CallSuper
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import androidx.window.layout.WindowMetricsCalculator
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import org.godotengine.godot.GodotActivity
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import org.godotengine.godot.GodotLib
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@ -64,18 +66,15 @@ open class GodotEditor : GodotActivity() {
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private const val EXTRA_COMMAND_LINE_PARAMS = "command_line_params"
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private const val EDITOR_ID = 777
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// Command line arguments
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private const val EDITOR_ARG = "--editor"
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private const val EDITOR_ARG_SHORT = "-e"
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private const val EDITOR_PROCESS_NAME_SUFFIX = ":GodotEditor"
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private const val EDITOR_PROJECT_MANAGER_ARG = "--project-manager"
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private const val EDITOR_PROJECT_MANAGER_ARG_SHORT = "-p"
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private const val GAME_ID = 667
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private const val GAME_PROCESS_NAME_SUFFIX = ":GodotGame"
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private const val PROJECT_MANAGER_ID = 555
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private const val PROJECT_MANAGER_ARG = "--project-manager"
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private const val PROJECT_MANAGER_ARG_SHORT = "-p"
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private const val PROJECT_MANAGER_PROCESS_NAME_SUFFIX = ":GodotProjectManager"
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// Info for the various classes used by the editor
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internal val EDITOR_MAIN_INFO = EditorWindowInfo(GodotEditor::class.java, 777, "")
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internal val RUN_GAME_INFO = EditorWindowInfo(GodotGame::class.java, 667, ":GodotGame", LaunchAdjacentPolicy.AUTO)
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/**
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* Sets of constants to specify the window to use to run the project.
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@ -96,8 +95,8 @@ open class GodotEditor : GodotActivity() {
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PermissionsUtil.requestManifestPermissions(this, setOf(Manifest.permission.RECORD_AUDIO))
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val params = intent.getStringArrayExtra(EXTRA_COMMAND_LINE_PARAMS)
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Log.d(TAG, "Received parameters ${params.contentToString()}")
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updateCommandLineParams(params)
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Log.d(TAG, "Starting intent $intent with parameters ${params.contentToString()}")
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updateCommandLineParams(params?.asList() ?: emptyList())
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if (BuildConfig.BUILD_TYPE == "dev" && WAIT_FOR_DEBUGGER) {
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Debug.waitForDebugger()
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@ -133,98 +132,85 @@ open class GodotEditor : GodotActivity() {
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}
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}
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private fun updateCommandLineParams(args: Array<String>?) {
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@CallSuper
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protected open fun updateCommandLineParams(args: List<String>) {
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// Update the list of command line params with the new args
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commandLineParams.clear()
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if (!args.isNullOrEmpty()) {
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commandLineParams.addAll(listOf(*args))
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if (args.isNotEmpty()) {
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commandLineParams.addAll(args)
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}
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if (BuildConfig.BUILD_TYPE == "dev") {
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commandLineParams.add("--benchmark")
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}
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}
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override fun getCommandLine() = commandLineParams
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final override fun getCommandLine() = commandLineParams
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protected open fun getEditorWindowInfo(args: Array<String>): EditorWindowInfo {
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var hasEditor = false
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var i = 0
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while (i < args.size) {
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when (args[i++]) {
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EDITOR_ARG, EDITOR_ARG_SHORT, EDITOR_PROJECT_MANAGER_ARG, EDITOR_PROJECT_MANAGER_ARG_SHORT -> hasEditor = true
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}
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}
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return if (hasEditor) {
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EDITOR_MAIN_INFO
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} else {
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RUN_GAME_INFO
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}
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}
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protected open fun getEditorWindowInfoForInstanceId(instanceId: Int): EditorWindowInfo? {
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return when (instanceId) {
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RUN_GAME_INFO.windowId -> RUN_GAME_INFO
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EDITOR_MAIN_INFO.windowId -> EDITOR_MAIN_INFO
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else -> null
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}
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}
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override fun onNewGodotInstanceRequested(args: Array<String>): Int {
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// Parse the arguments to figure out which activity to start.
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var targetClass: Class<*> = GodotGame::class.java
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var instanceId = GAME_ID
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// Whether we should launch the new godot instance in an adjacent window
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// https://developer.android.com/reference/android/content/Intent#FLAG_ACTIVITY_LAUNCH_ADJACENT
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var launchAdjacent = shouldGameLaunchAdjacent()
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for (arg in args) {
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if (EDITOR_ARG == arg || EDITOR_ARG_SHORT == arg) {
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targetClass = GodotEditor::class.java
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launchAdjacent = false
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instanceId = EDITOR_ID
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break
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}
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if (PROJECT_MANAGER_ARG == arg || PROJECT_MANAGER_ARG_SHORT == arg) {
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targetClass = GodotProjectManager::class.java
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launchAdjacent = false
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instanceId = PROJECT_MANAGER_ID
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break
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}
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}
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val editorWindowInfo = getEditorWindowInfo(args)
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// Launch a new activity
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val newInstance = Intent(this, targetClass)
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val newInstance = Intent()
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.setComponent(ComponentName(this, editorWindowInfo.windowClassName))
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.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK)
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.putExtra(EXTRA_COMMAND_LINE_PARAMS, args)
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if (launchAdjacent) {
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
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if (editorWindowInfo.launchAdjacentPolicy == LaunchAdjacentPolicy.ENABLED ||
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(editorWindowInfo.launchAdjacentPolicy == LaunchAdjacentPolicy.AUTO && shouldGameLaunchAdjacent())) {
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Log.v(TAG, "Adding flag for adjacent launch")
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newInstance.addFlags(Intent.FLAG_ACTIVITY_LAUNCH_ADJACENT)
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}
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if (targetClass == javaClass) {
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Log.d(TAG, "Restarting $targetClass with parameters ${args.contentToString()}")
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}
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if (editorWindowInfo.windowClassName == javaClass.name) {
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Log.d(TAG, "Restarting ${editorWindowInfo.windowClassName} with parameters ${args.contentToString()}")
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ProcessPhoenix.triggerRebirth(this, newInstance)
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} else {
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Log.d(TAG, "Starting $targetClass with parameters ${args.contentToString()}")
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Log.d(TAG, "Starting ${editorWindowInfo.windowClassName} with parameters ${args.contentToString()}")
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newInstance.putExtra(EXTRA_NEW_LAUNCH, true)
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startActivity(newInstance)
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}
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return instanceId
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return editorWindowInfo.windowId
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}
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override fun onGodotForceQuit(godotInstanceId: Int): Boolean {
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val targetClass: Class<*>?
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val processNameSuffix: String
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when (godotInstanceId) {
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GAME_ID -> {
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processNameSuffix = GAME_PROCESS_NAME_SUFFIX
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targetClass = GodotGame::class.java
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}
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EDITOR_ID -> {
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processNameSuffix = EDITOR_PROCESS_NAME_SUFFIX
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targetClass = GodotEditor::class.java
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}
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PROJECT_MANAGER_ID -> {
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processNameSuffix = PROJECT_MANAGER_PROCESS_NAME_SUFFIX
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targetClass = GodotProjectManager::class.java
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}
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else -> {
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processNameSuffix = ""
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targetClass = null
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}
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}
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final override fun onGodotForceQuit(godotInstanceId: Int): Boolean {
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val editorWindowInfo = getEditorWindowInfoForInstanceId(godotInstanceId) ?: return super.onGodotForceQuit(godotInstanceId)
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if (targetClass == javaClass) {
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Log.d(TAG, "Force quitting $targetClass")
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if (editorWindowInfo.windowClassName == javaClass.name) {
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Log.d(TAG, "Force quitting ${editorWindowInfo.windowClassName}")
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ProcessPhoenix.forceQuit(this)
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return true
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}
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if (processNameSuffix.isBlank()) {
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return false
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}
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val processName = packageName + editorWindowInfo.processNameSuffix
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val activityManager = getSystemService(Context.ACTIVITY_SERVICE) as ActivityManager
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val runningProcesses = activityManager.runningAppProcesses
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for (runningProcess in runningProcesses) {
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if (runningProcess.processName.endsWith(processNameSuffix)) {
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if (runningProcess.processName == processName) {
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// Killing process directly
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Log.v(TAG, "Killing Godot process ${runningProcess.processName}")
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Process.killProcess(runningProcess.pid)
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@ -232,11 +218,11 @@ open class GodotEditor : GodotActivity() {
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}
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}
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return false
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return super.onGodotForceQuit(godotInstanceId)
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}
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// Get the screen's density scale
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protected val isLargeScreen: Boolean
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private val isLargeScreen: Boolean
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// Get the minimum window size // Correspond to the EXPANDED window size class.
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get() {
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val metrics = WindowMetricsCalculator.getOrCreate().computeMaximumWindowMetrics(this)
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@ -273,6 +259,10 @@ open class GodotEditor : GodotActivity() {
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protected open fun enablePanAndScaleGestures() =
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java.lang.Boolean.parseBoolean(GodotLib.getEditorSetting("interface/touchscreen/enable_pan_and_scale_gestures"))
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/**
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* Whether we should launch the new godot instance in an adjacent window
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* @see https://developer.android.com/reference/android/content/Intent#FLAG_ACTIVITY_LAUNCH_ADJACENT
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*/
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private fun shouldGameLaunchAdjacent(): Boolean {
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return if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.N) {
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try {
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