Provide access to the Android runtime to GDScript
Thanks for the fix of `JavaClassWrapper` in https://github.com/godotengine/godot/pull/96182 and the changes in the previous commit, this introduces an `AndroidRuntime` plugin which provides GDScript access to the Android runtime capabilities. This allows developers to get access to various Android capabilities without the need of a plugin. For example, the following logic can be used to check whether the device supports vibration: ``` var android_runtime = Engine.get_singleton("AndroidRuntime") if android_runtime: print("Checking if the device supports vibration") var vibrator_service = android_runtime.getApplicationContext().getSystemService("vibrator") if vibrator_service: if vibrator_service.hasVibrator(): print("Vibration is supported on device!") else: printerr("Vibration is not supported on device") else: printerr("Unable to retrieve the vibrator service") else: printerr("Couldn't find AndroidRuntime singleton") ```
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07cae26abe
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@ -58,6 +58,8 @@ import org.godotengine.godot.input.GodotEditText
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import org.godotengine.godot.input.GodotInputHandler
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import org.godotengine.godot.input.GodotInputHandler
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import org.godotengine.godot.io.directory.DirectoryAccessHandler
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import org.godotengine.godot.io.directory.DirectoryAccessHandler
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import org.godotengine.godot.io.file.FileAccessHandler
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import org.godotengine.godot.io.file.FileAccessHandler
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import org.godotengine.godot.plugin.AndroidRuntimePlugin
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import org.godotengine.godot.plugin.GodotPlugin
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import org.godotengine.godot.plugin.GodotPluginRegistry
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import org.godotengine.godot.plugin.GodotPluginRegistry
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import org.godotengine.godot.tts.GodotTTS
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import org.godotengine.godot.tts.GodotTTS
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import org.godotengine.godot.utils.CommandLineFileParser
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import org.godotengine.godot.utils.CommandLineFileParser
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@ -228,7 +230,9 @@ class Godot(private val context: Context) {
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window.addFlags(WindowManager.LayoutParams.FLAG_TURN_SCREEN_ON)
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window.addFlags(WindowManager.LayoutParams.FLAG_TURN_SCREEN_ON)
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Log.v(TAG, "Initializing Godot plugin registry")
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Log.v(TAG, "Initializing Godot plugin registry")
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GodotPluginRegistry.initializePluginRegistry(this, primaryHost.getHostPlugins(this))
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val runtimePlugins = mutableSetOf<GodotPlugin>(AndroidRuntimePlugin(this))
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runtimePlugins.addAll(primaryHost.getHostPlugins(this))
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GodotPluginRegistry.initializePluginRegistry(this, runtimePlugins)
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if (io == null) {
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if (io == null) {
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io = GodotIO(activity)
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io = GodotIO(activity)
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}
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}
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@ -0,0 +1,63 @@
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/**************************************************************************/
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/* AndroidRuntimePlugin.kt */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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package org.godotengine.godot.plugin
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import org.godotengine.godot.Godot
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/**
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* Provides access to the Android runtime capabilities.
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*
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* For example, from gdscript, developers can use [getApplicationContext] to access system services
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* and check if the device supports vibration.
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*
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* var android_runtime = Engine.get_singleton("AndroidRuntime")
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* if android_runtime:
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* print("Checking if the device supports vibration")
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* var vibrator_service = android_runtime.getApplicationContext().getSystemService("vibrator")
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* if vibrator_service:
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* if vibrator_service.hasVibrator():
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* print("Vibration is supported on device!")
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* else:
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* printerr("Vibration is not supported on device")
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* else:
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* printerr("Unable to retrieve the vibrator service")
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* else:
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* printerr("Couldn't find AndroidRuntime singleton")
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*/
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class AndroidRuntimePlugin(godot: Godot) : GodotPlugin(godot) {
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override fun getPluginName() = "AndroidRuntime"
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@UsedByGodot
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fun getApplicationContext() = activity?.applicationContext
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@UsedByGodot
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override fun getActivity() = super.getActivity()
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}
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