godot/platform/android/os_android.cpp

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/*************************************************************************/
/* os_android.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#include "os_android.h"
#include "core/config/project_settings.h"
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#include "drivers/unix/dir_access_unix.h"
#include "drivers/unix/file_access_unix.h"
#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"
#include "net_socket_android.h"
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#include <dlfcn.h>
#include "java_godot_io_wrapper.h"
#include "java_godot_wrapper.h"
class AndroidLogger : public Logger {
public:
virtual void logv(const char *p_format, va_list p_list, bool p_err) {
__android_log_vprint(p_err ? ANDROID_LOG_ERROR : ANDROID_LOG_INFO, "godot", p_format, p_list);
}
virtual ~AndroidLogger() {}
};
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void OS_Android::initialize_core() {
OS_Unix::initialize_core();
if (use_apk_expansion)
FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_RESOURCES);
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else {
FileAccess::make_default<FileAccessAndroid>(FileAccess::ACCESS_RESOURCES);
}
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_USERDATA);
FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_FILESYSTEM);
if (use_apk_expansion)
DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_RESOURCES);
else
DirAccess::make_default<DirAccessJAndroid>(DirAccess::ACCESS_RESOURCES);
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_USERDATA);
DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_FILESYSTEM);
NetSocketAndroid::make_default();
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}
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void OS_Android::initialize() {
initialize_core();
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}
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void OS_Android::initialize_joypads() {
Input::get_singleton()->set_fallback_mapping(godot_java->get_input_fallback_mapping());
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// This queries/updates the currently connected devices/joypads.
godot_java->init_input_devices();
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}
void OS_Android::set_main_loop(MainLoop *p_main_loop) {
main_loop = p_main_loop;
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}
void OS_Android::delete_main_loop() {
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if (main_loop) {
memdelete(main_loop);
main_loop = nullptr;
}
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}
void OS_Android::finalize() {
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}
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OS_Android *OS_Android::get_singleton() {
return (OS_Android *)OS::get_singleton();
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}
GodotJavaWrapper *OS_Android::get_godot_java() {
return godot_java;
}
GodotIOJavaWrapper *OS_Android::get_godot_io_java() {
return godot_io_java;
}
bool OS_Android::request_permission(const String &p_name) {
return godot_java->request_permission(p_name);
}
bool OS_Android::request_permissions() {
return godot_java->request_permissions();
}
Vector<String> OS_Android::get_granted_permissions() const {
return godot_java->get_granted_permissions();
}
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Error OS_Android::open_dynamic_library(const String p_path, void *&p_library_handle, bool p_also_set_library_path) {
p_library_handle = dlopen(p_path.utf8().get_data(), RTLD_NOW);
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;
}
String OS_Android::get_name() const {
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return "Android";
}
MainLoop *OS_Android::get_main_loop() const {
return main_loop;
}
void OS_Android::main_loop_begin() {
if (main_loop)
main_loop->initialize();
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}
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bool OS_Android::main_loop_iterate() {
if (!main_loop)
return false;
DisplayServerAndroid::get_singleton()->process_events();
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return Main::iteration();
}
void OS_Android::main_loop_end() {
if (main_loop)
main_loop->finalize();
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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);
}
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);
}
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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}
Error OS_Android::shell_open(String p_uri) {
return godot_io_java->open_uri(p_uri);
}
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String OS_Android::get_resource_dir() const {
return "/"; //android has its own filesystem for resources inside the APK
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}
String OS_Android::get_locale() const {
String locale = godot_io_java->get_locale();
if (locale != "") {
return locale;
}
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return OS_Unix::get_locale();
}
String OS_Android::get_model_name() const {
String model = godot_io_java->get_model();
if (model != "")
return model;
return OS_Unix::get_model_name();
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}
String OS_Android::get_user_data_dir() const {
if (data_dir_cache != String())
return data_dir_cache;
String data_dir = godot_io_java->get_user_data_dir();
if (data_dir != "") {
//store current dir
char real_current_dir_name[2048];
getcwd(real_current_dir_name, 2048);
//go to data dir
chdir(data_dir.utf8().get_data());
//get actual data dir, so we resolve potential symlink (Android 6.0+ seems to use symlink)
char data_current_dir_name[2048];
getcwd(data_current_dir_name, 2048);
//cache by parsing utf8
data_dir_cache.parse_utf8(data_current_dir_name);
//restore original dir so we don't mess things up
chdir(real_current_dir_name);
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return data_dir_cache;
}
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return ".";
}
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String OS_Android::get_unique_id() const {
String unique_id = godot_io_java->get_unique_id();
if (unique_id != "")
return unique_id;
return OS::get_unique_id();
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}
String OS_Android::get_system_dir(SystemDir p_dir) const {
return godot_io_java->get_system_dir(p_dir);
}
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void OS_Android::set_display_size(const Size2i &p_size) {
display_size = p_size;
}
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Size2i OS_Android::get_display_size() const {
return display_size;
}
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void OS_Android::set_context_is_16_bits(bool p_is_16) {
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#if defined(OPENGL_ENABLED)
//use_16bits_fbo = p_is_16;
//if (rasterizer)
// rasterizer->set_force_16_bits_fbo(p_is_16);
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#endif
}
void OS_Android::set_opengl_extensions(const char *p_gl_extensions) {
#if defined(OPENGL_ENABLED)
ERR_FAIL_COND(!p_gl_extensions);
gl_extensions = p_gl_extensions;
#endif
}
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void OS_Android::set_native_window(ANativeWindow *p_native_window) {
#if defined(VULKAN_ENABLED)
native_window = p_native_window;
#endif
}
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ANativeWindow *OS_Android::get_native_window() const {
#if defined(VULKAN_ENABLED)
return native_window;
#else
return nullptr;
#endif
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}
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void OS_Android::vibrate_handheld(int p_duration_ms) {
godot_java->vibrate(p_duration_ms);
}
bool OS_Android::_check_internal_feature_support(const String &p_feature) {
if (p_feature == "mobile") {
return true;
}
#if defined(__aarch64__)
if (p_feature == "arm64-v8a") {
return true;
}
#elif defined(__ARM_ARCH_7A__)
if (p_feature == "armeabi-v7a" || p_feature == "armeabi") {
return true;
}
#elif defined(__arm__)
if (p_feature == "armeabi") {
return true;
}
#endif
return false;
}
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;
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;
use_gl2 = false;
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
godot_java = p_godot_java;
godot_io_java = p_godot_io_java;
Vector<Logger *> loggers;
loggers.push_back(memnew(AndroidLogger));
_set_logger(memnew(CompositeLogger(loggers)));
AudioDriverManager::add_driver(&audio_driver_android);
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DisplayServerAndroid::register_android_driver();
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}
OS_Android::~OS_Android() {
}