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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
96 lines
4.0 KiB
C++
96 lines
4.0 KiB
C++
/*************************************************************************/
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/* java_godot_wrapper.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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// note, swapped java and godot around in the file name so all the java
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// wrappers are together
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#ifndef JAVA_GODOT_WRAPPER_H
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#define JAVA_GODOT_WRAPPER_H
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#include <android/log.h>
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#include <jni.h>
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#include "string_android.h"
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// Class that makes functions in java/src/org/godotengine/godot/Godot.java callable from C++
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class GodotJavaWrapper {
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private:
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jobject godot_instance;
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jclass cls;
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jmethodID _on_video_init = 0;
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jmethodID _restart = 0;
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jmethodID _finish = 0;
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jmethodID _set_keep_screen_on = 0;
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jmethodID _alert = 0;
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jmethodID _get_GLES_version_code = 0;
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jmethodID _get_clipboard = 0;
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jmethodID _set_clipboard = 0;
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jmethodID _request_permission = 0;
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jmethodID _request_permissions = 0;
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jmethodID _get_granted_permissions = 0;
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jmethodID _init_input_devices = 0;
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jmethodID _get_surface = 0;
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jmethodID _is_activity_resumed = 0;
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jmethodID _vibrate = 0;
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jmethodID _get_input_fallback_mapping = 0;
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public:
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GodotJavaWrapper(JNIEnv *p_env, jobject p_godot_instance);
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~GodotJavaWrapper();
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jobject get_activity();
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jobject get_member_object(const char *p_name, const char *p_class, JNIEnv *p_env = NULL);
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jobject get_class_loader();
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void gfx_init(bool gl2);
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void on_video_init(JNIEnv *p_env = NULL);
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void restart(JNIEnv *p_env = NULL);
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void force_quit(JNIEnv *p_env = NULL);
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void set_keep_screen_on(bool p_enabled);
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void alert(const String &p_message, const String &p_title);
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int get_gles_version_code();
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bool has_get_clipboard();
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String get_clipboard();
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bool has_set_clipboard();
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void set_clipboard(const String &p_text);
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bool request_permission(const String &p_name);
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bool request_permissions();
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Vector<String> get_granted_permissions() const;
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void init_input_devices();
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jobject get_surface();
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bool is_activity_resumed();
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void vibrate(int p_duration_ms);
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String get_input_fallback_mapping();
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};
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#endif /* !JAVA_GODOT_WRAPPER_H */
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