godot/platform/android/export/gradle_export_util.h

146 lines
6.8 KiB
C++

/*************************************************************************/
/* gradle_export_util.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_GRADLE_EXPORT_UTIL_H
#define GODOT_GRADLE_EXPORT_UTIL_H
#include "core/io/zip_io.h"
#include "core/os/dir_access.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "editor/editor_export.h"
const String godot_project_name_xml_string = R"(<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
<resources>
<string name="godot_project_name_string">%s</string>
</resources>
)";
// Utility method used to create a directory.
Error create_directory(const String &p_dir) {
if (!DirAccess::exists(p_dir)) {
DirAccess *filesystem_da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
ERR_FAIL_COND_V_MSG(!filesystem_da, ERR_CANT_CREATE, "Cannot create directory '" + p_dir + "'.");
Error err = filesystem_da->make_dir_recursive(p_dir);
ERR_FAIL_COND_V_MSG(err, ERR_CANT_CREATE, "Cannot create directory '" + p_dir + "'.");
memdelete(filesystem_da);
}
return OK;
}
// Implementation of EditorExportSaveSharedObject.
// This method will only be called as an input to export_project_files.
// This method lets the .so files for all ABIs to be copied
// into the gradle project from the .AAR file
Error ignore_so_file(void *p_userdata, const SharedObject &p_so) {
return OK;
}
// Writes p_data into a file at p_path, creating directories if necessary.
// Note: this will overwrite the file at p_path if it already exists.
Error store_file_at_path(const String &p_path, const Vector<uint8_t> &p_data) {
String dir = p_path.get_base_dir();
Error err = create_directory(dir);
if (err != OK) {
return err;
}
FileAccess *fa = FileAccess::open(p_path, FileAccess::WRITE);
ERR_FAIL_COND_V_MSG(!fa, ERR_CANT_CREATE, "Cannot create file '" + p_path + "'.");
fa->store_buffer(p_data.ptr(), p_data.size());
memdelete(fa);
return OK;
}
// Writes string p_data into a file at p_path, creating directories if necessary.
// Note: this will overwrite the file at p_path if it already exists.
Error store_string_at_path(const String &p_path, const String &p_data) {
String dir = p_path.get_base_dir();
Error err = create_directory(dir);
if (err != OK) {
return err;
}
FileAccess *fa = FileAccess::open(p_path, FileAccess::WRITE);
ERR_FAIL_COND_V_MSG(!fa, ERR_CANT_CREATE, "Cannot create file '" + p_path + "'.");
fa->store_string(p_data);
memdelete(fa);
return OK;
}
// Implementation of EditorExportSaveFunction.
// This method will only be called as an input to export_project_files.
// It is used by the export_project_files method to save all the asset files into the gradle project.
// It's functionality mirrors that of the method save_apk_file.
// This method will be called ONLY when custom build is enabled.
Error rename_and_store_file_in_gradle_project(void *p_userdata, const String &p_path, const Vector<uint8_t> &p_data, int p_file, int p_total) {
String dst_path = p_path.replace_first("res://", "res://android/build/assets/");
Error err = store_file_at_path(dst_path, p_data);
return err;
}
// Creates strings.xml files inside the gradle project for different locales.
Error _create_project_name_strings_files(const Ref<EditorExportPreset> &p_preset, const String &project_name) {
// Stores the string into the default values directory.
String processed_default_xml_string = vformat(godot_project_name_xml_string, project_name.xml_escape(true));
store_string_at_path("res://android/build/res/values/godot_project_name_string.xml", processed_default_xml_string);
// Searches the Gradle project res/ directory to find all supported locales
DirAccessRef da = DirAccess::open("res://android/build/res");
if (!da) {
return ERR_CANT_OPEN;
}
da->list_dir_begin();
while (true) {
String file = da->get_next();
if (file == "") {
break;
}
if (!file.begins_with("values-")) {
// NOTE: This assumes all directories that start with "values-" are for localization.
continue;
}
String locale = file.replace("values-", "").replace("-r", "_");
String property_name = "application/config/name_" + locale;
String locale_directory = "res://android/build/res/" + file + "/godot_project_name_string.xml";
if (ProjectSettings::get_singleton()->has_setting(property_name)) {
String locale_project_name = ProjectSettings::get_singleton()->get(property_name);
String processed_xml_string = vformat(godot_project_name_xml_string, locale_project_name.xml_escape(true));
store_string_at_path(locale_directory, processed_xml_string);
} else {
// TODO: Once the legacy build system is deprecated we don't need to have xml files for this else branch
store_string_at_path(locale_directory, processed_default_xml_string);
}
}
da->list_dir_end();
return OK;
}
#endif //GODOT_GRADLE_EXPORT_UTIL_H