godot/platform/android/export/gradle_export_util.h
Fredia Huya-Kouadio f9c19298ce Add full support for Android scoped storage.
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
2022-07-05 03:00:37 -07:00

110 lines
5.3 KiB
C++

/*************************************************************************/
/* gradle_export_util.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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/dir_access.h"
#include "core/io/file_access.h"
#include "core/io/zip_io.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>
)";
// Supported XR modes.
// This should match the entries in 'platform/android/java/lib/src/org/godotengine/godot/xr/XRMode.java'
static const int XR_MODE_REGULAR = 0;
static const int XR_MODE_OPENXR = 1;
// Supported XR hand tracking modes.
static const int XR_HAND_TRACKING_NONE = 0;
static const int XR_HAND_TRACKING_OPTIONAL = 1;
static const int XR_HAND_TRACKING_REQUIRED = 2;
// Supported XR hand tracking frequencies.
static const int XR_HAND_TRACKING_FREQUENCY_LOW = 0;
static const int XR_HAND_TRACKING_FREQUENCY_HIGH = 1;
// Supported XR passthrough modes.
static const int XR_PASSTHROUGH_NONE = 0;
static const int XR_PASSTHROUGH_OPTIONAL = 1;
static const int XR_PASSTHROUGH_REQUIRED = 2;
struct CustomExportData {
String assets_directory;
bool debug;
Vector<String> libs;
};
int _get_android_orientation_value(DisplayServer::ScreenOrientation screen_orientation);
String _get_android_orientation_label(DisplayServer::ScreenOrientation screen_orientation);
// Utility method used to create a directory.
Error create_directory(const String &p_dir);
// 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);
// 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);
// 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, const Vector<String> &p_enc_in_filters, const Vector<String> &p_enc_ex_filters, const Vector<uint8_t> &p_key);
// 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);
String bool_to_string(bool v);
String _get_gles_tag();
String _get_screen_sizes_tag(const Ref<EditorExportPreset> &p_preset);
String _get_xr_features_tag(const Ref<EditorExportPreset> &p_preset);
String _get_activity_tag(const Ref<EditorExportPreset> &p_preset);
String _get_application_tag(const Ref<EditorExportPreset> &p_preset, bool p_has_read_write_storage_permission);
#endif // GODOT_GRADLE_EXPORT_UTIL_H