b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
330 lines
9.3 KiB
C++
330 lines
9.3 KiB
C++
/*************************************************************************/
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/* os_android.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "os_android.h"
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#include "core/config/project_settings.h"
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#include "drivers/unix/dir_access_unix.h"
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#include "drivers/unix/file_access_unix.h"
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#include "main/main.h"
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#include "platform/android/display_server_android.h"
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#include "dir_access_jandroid.h"
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#include "file_access_android.h"
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#include "net_socket_android.h"
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#include <dlfcn.h>
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#include "java_godot_io_wrapper.h"
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#include "java_godot_wrapper.h"
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class AndroidLogger : public Logger {
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public:
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virtual void logv(const char *p_format, va_list p_list, bool p_err) {
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__android_log_vprint(p_err ? ANDROID_LOG_ERROR : ANDROID_LOG_INFO, "godot", p_format, p_list);
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}
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virtual ~AndroidLogger() {}
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};
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void OS_Android::initialize_core() {
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OS_Unix::initialize_core();
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if (use_apk_expansion)
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_RESOURCES);
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else {
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FileAccess::make_default<FileAccessAndroid>(FileAccess::ACCESS_RESOURCES);
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}
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_USERDATA);
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_FILESYSTEM);
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if (use_apk_expansion)
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_RESOURCES);
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else
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DirAccess::make_default<DirAccessJAndroid>(DirAccess::ACCESS_RESOURCES);
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_USERDATA);
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_FILESYSTEM);
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NetSocketAndroid::make_default();
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}
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void OS_Android::initialize() {
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initialize_core();
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}
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void OS_Android::initialize_joypads() {
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Input::get_singleton()->set_fallback_mapping(godot_java->get_input_fallback_mapping());
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// This queries/updates the currently connected devices/joypads.
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godot_java->init_input_devices();
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}
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void OS_Android::set_main_loop(MainLoop *p_main_loop) {
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main_loop = p_main_loop;
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}
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void OS_Android::delete_main_loop() {
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if (main_loop) {
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memdelete(main_loop);
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main_loop = nullptr;
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}
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}
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void OS_Android::finalize() {
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}
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OS_Android *OS_Android::get_singleton() {
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return (OS_Android *)OS::get_singleton();
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}
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GodotJavaWrapper *OS_Android::get_godot_java() {
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return godot_java;
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}
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GodotIOJavaWrapper *OS_Android::get_godot_io_java() {
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return godot_io_java;
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}
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bool OS_Android::request_permission(const String &p_name) {
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return godot_java->request_permission(p_name);
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}
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bool OS_Android::request_permissions() {
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return godot_java->request_permissions();
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}
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Vector<String> OS_Android::get_granted_permissions() const {
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return godot_java->get_granted_permissions();
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}
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Error OS_Android::open_dynamic_library(const String p_path, void *&p_library_handle, bool p_also_set_library_path) {
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p_library_handle = dlopen(p_path.utf8().get_data(), RTLD_NOW);
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ERR_FAIL_COND_V_MSG(!p_library_handle, ERR_CANT_OPEN, "Can't open dynamic library: " + p_path + ", error: " + dlerror() + ".");
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return OK;
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}
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String OS_Android::get_name() const {
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return "Android";
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}
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MainLoop *OS_Android::get_main_loop() const {
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return main_loop;
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}
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void OS_Android::main_loop_begin() {
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if (main_loop)
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main_loop->initialize();
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}
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bool OS_Android::main_loop_iterate() {
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if (!main_loop)
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return false;
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DisplayServerAndroid::get_singleton()->process_events();
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return Main::iteration();
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}
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void OS_Android::main_loop_end() {
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if (main_loop)
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main_loop->finalize();
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}
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void OS_Android::main_loop_focusout() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
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audio_driver_android.set_pause(true);
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}
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void OS_Android::main_loop_focusin() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_IN);
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audio_driver_android.set_pause(false);
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}
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void OS_Android::main_loop_request_go_back() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_GO_BACK_REQUEST);
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}
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Error OS_Android::shell_open(String p_uri) {
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return godot_io_java->open_uri(p_uri);
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}
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String OS_Android::get_resource_dir() const {
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return "/"; //android has its own filesystem for resources inside the APK
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}
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String OS_Android::get_locale() const {
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String locale = godot_io_java->get_locale();
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if (locale != "") {
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return locale;
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}
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return OS_Unix::get_locale();
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}
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String OS_Android::get_model_name() const {
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String model = godot_io_java->get_model();
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if (model != "")
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return model;
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return OS_Unix::get_model_name();
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}
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String OS_Android::get_user_data_dir() const {
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if (data_dir_cache != String())
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return data_dir_cache;
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String data_dir = godot_io_java->get_user_data_dir();
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if (data_dir != "") {
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//store current dir
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char real_current_dir_name[2048];
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getcwd(real_current_dir_name, 2048);
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//go to data dir
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chdir(data_dir.utf8().get_data());
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//get actual data dir, so we resolve potential symlink (Android 6.0+ seems to use symlink)
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char data_current_dir_name[2048];
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getcwd(data_current_dir_name, 2048);
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//cache by parsing utf8
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data_dir_cache.parse_utf8(data_current_dir_name);
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//restore original dir so we don't mess things up
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chdir(real_current_dir_name);
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return data_dir_cache;
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}
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return ".";
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}
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String OS_Android::get_unique_id() const {
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String unique_id = godot_io_java->get_unique_id();
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if (unique_id != "")
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return unique_id;
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return OS::get_unique_id();
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}
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String OS_Android::get_system_dir(SystemDir p_dir) const {
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return godot_io_java->get_system_dir(p_dir);
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}
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void OS_Android::set_display_size(const Size2i &p_size) {
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display_size = p_size;
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}
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Size2i OS_Android::get_display_size() const {
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return display_size;
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}
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void OS_Android::set_context_is_16_bits(bool p_is_16) {
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#if defined(OPENGL_ENABLED)
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//use_16bits_fbo = p_is_16;
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//if (rasterizer)
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// rasterizer->set_force_16_bits_fbo(p_is_16);
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#endif
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}
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void OS_Android::set_opengl_extensions(const char *p_gl_extensions) {
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#if defined(OPENGL_ENABLED)
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ERR_FAIL_COND(!p_gl_extensions);
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gl_extensions = p_gl_extensions;
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#endif
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}
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void OS_Android::set_native_window(ANativeWindow *p_native_window) {
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#if defined(VULKAN_ENABLED)
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native_window = p_native_window;
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#endif
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}
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ANativeWindow *OS_Android::get_native_window() const {
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#if defined(VULKAN_ENABLED)
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return native_window;
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#else
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return nullptr;
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#endif
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}
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void OS_Android::vibrate_handheld(int p_duration_ms) {
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godot_java->vibrate(p_duration_ms);
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}
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bool OS_Android::_check_internal_feature_support(const String &p_feature) {
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if (p_feature == "mobile") {
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return true;
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}
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#if defined(__aarch64__)
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if (p_feature == "arm64-v8a") {
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return true;
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}
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#elif defined(__ARM_ARCH_7A__)
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if (p_feature == "armeabi-v7a" || p_feature == "armeabi") {
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return true;
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}
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#elif defined(__arm__)
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if (p_feature == "armeabi") {
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return true;
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}
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#endif
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return false;
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}
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OS_Android::OS_Android(GodotJavaWrapper *p_godot_java, GodotIOJavaWrapper *p_godot_io_java, bool p_use_apk_expansion) {
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display_size.width = 800;
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display_size.height = 600;
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use_apk_expansion = p_use_apk_expansion;
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main_loop = nullptr;
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#if defined(OPENGL_ENABLED)
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gl_extensions = nullptr;
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use_gl2 = false;
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use_16bits_fbo = false;
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#endif
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#if defined(VULKAN_ENABLED)
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native_window = nullptr;
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#endif
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godot_java = p_godot_java;
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godot_io_java = p_godot_io_java;
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Vector<Logger *> loggers;
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loggers.push_back(memnew(AndroidLogger));
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_set_logger(memnew(CompositeLogger(loggers)));
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AudioDriverManager::add_driver(&audio_driver_android);
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DisplayServerAndroid::register_android_driver();
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}
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OS_Android::~OS_Android() {
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}
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