/**************************************************************************/ /* GodotLib.java */ /**************************************************************************/ /* This file is part of: */ /* REDOT ENGINE */ /* https://redotengine.org */ /**************************************************************************/ /* Copyright (c) 2024-present Redot Engine contributors */ /* (see REDOT_AUTHORS.md) */ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ package org.godotengine.godot; import org.godotengine.godot.gl.GodotRenderer; import org.godotengine.godot.io.directory.DirectoryAccessHandler; import org.godotengine.godot.io.file.FileAccessHandler; import org.godotengine.godot.tts.GodotTTS; import org.godotengine.godot.utils.GodotNetUtils; import android.app.Activity; import android.content.res.AssetManager; import android.hardware.SensorEvent; import android.view.Surface; import javax.microedition.khronos.opengles.GL10; /** * Wrapper for native library */ public class GodotLib { static { System.loadLibrary("godot_android"); } /** * Invoked on the main thread to initialize Godot native layer. */ public static native boolean initialize(Activity activity, Godot p_instance, AssetManager p_asset_manager, GodotIO godotIO, GodotNetUtils netUtils, DirectoryAccessHandler directoryAccessHandler, FileAccessHandler fileAccessHandler, boolean use_apk_expansion); /** * Invoked on the main thread to clean up Godot native layer. * @see androidx.fragment.app.Fragment#onDestroy() */ public static native void ondestroy(); /** * Invoked on the GL thread to complete setup for the Godot native layer logic. * @param p_cmdline Command line arguments used to configure Godot native layer components. */ public static native boolean setup(String[] p_cmdline, GodotTTS tts); /** * Invoked on the GL thread when the underlying Android surface has changed size. * @param p_surface * @param p_width * @param p_height * @see org.godotengine.godot.gl.GLSurfaceView.Renderer#onSurfaceChanged(GL10, int, int) */ public static native void resize(Surface p_surface, int p_width, int p_height); /** * Invoked on the render thread when the underlying Android surface is created or recreated. * @param p_surface */ public static native void newcontext(Surface p_surface); /** * Forward {@link Activity#onBackPressed()} event. */ public static native void back(); /** * Invoked on the GL thread to draw the current frame. * @see org.godotengine.godot.gl.GLSurfaceView.Renderer#onDrawFrame(GL10) */ public static native boolean step(); /** * TTS callback. */ public static native void ttsCallback(int event, int id, int pos); /** * Forward touch events. */ public static native void dispatchTouchEvent(int event, int pointer, int pointerCount, float[] positions, boolean doubleTap); /** * Dispatch mouse events */ public static native void dispatchMouseEvent(int event, int buttonMask, float x, float y, float deltaX, float deltaY, boolean doubleClick, boolean sourceMouseRelative, float pressure, float tiltX, float tiltY); public static native void magnify(float x, float y, float factor); public static native void pan(float x, float y, float deltaX, float deltaY); /** * Forward accelerometer sensor events. * @see android.hardware.SensorEventListener#onSensorChanged(SensorEvent) */ public static native void accelerometer(float x, float y, float z); /** * Forward gravity sensor events. * @see android.hardware.SensorEventListener#onSensorChanged(SensorEvent) */ public static native void gravity(float x, float y, float z); /** * Forward magnetometer sensor events. * @see android.hardware.SensorEventListener#onSensorChanged(SensorEvent) */ public static native void magnetometer(float x, float y, float z); /** * Forward gyroscope sensor events. * @see android.hardware.SensorEventListener#onSensorChanged(SensorEvent) */ public static native void gyroscope(float x, float y, float z); /** * Forward regular key events. */ public static native void key(int p_physical_keycode, int p_unicode, int p_key_label, boolean p_pressed, boolean p_echo); /** * Forward game device's key events. */ public static native void joybutton(int p_device, int p_but, boolean p_pressed); /** * Forward joystick devices axis motion events. */ public static native void joyaxis(int p_device, int p_axis, float p_value); /** * Forward joystick devices hat motion events. */ public static native void joyhat(int p_device, int p_hat_x, int p_hat_y); /** * Fires when a joystick device is added or removed. */ public static native void joyconnectionchanged(int p_device, boolean p_connected, String p_name); /** * Invoked when the Android app resumes. * @see androidx.fragment.app.Fragment#onResume() */ public static native void focusin(); /** * Invoked when the Android app pauses. * @see androidx.fragment.app.Fragment#onPause() */ public static native void focusout(); /** * Used to access Godot global properties. * @param p_key Property key * @return String value of the property */ public static native String getGlobal(String p_key); /** * Used to access Godot's editor settings. * @param settingKey Setting key * @return String value of the setting */ public static native String getEditorSetting(String settingKey); /** * Invoke method |p_method| on the Godot object specified by |p_id| * @param p_id Id of the Godot object to invoke * @param p_method Name of the method to invoke * @param p_params Parameters to use for method invocation */ public static native void callobject(long p_id, String p_method, Object[] p_params); /** * Invoke method |p_method| on the Godot object specified by |p_id| during idle time. * @param p_id Id of the Godot object to invoke * @param p_method Name of the method to invoke * @param p_params Parameters to use for method invocation */ public static native void calldeferred(long p_id, String p_method, Object[] p_params); /** * Forward the results from a permission request. * @see Activity#onRequestPermissionsResult(int, String[], int[]) * @param p_permission Request permission * @param p_result True if the permission was granted, false otherwise */ public static native void requestPermissionResult(String p_permission, boolean p_result); /** * Invoked on the theme light/dark mode change. */ public static native void onNightModeChanged(); /** * Invoked on the input dialog submitted. */ public static native void inputDialogCallback(String p_text); /** * Invoked on the file picker closed. */ public static native void filePickerCallback(boolean p_ok, String[] p_selected_paths); /** * Invoked on the GL thread to configure the height of the virtual keyboard. */ public static native void setVirtualKeyboardHeight(int p_height); /** * Invoked on the GL thread when the {@link GodotRenderer} has been resumed. * @see GodotRenderer#onActivityResumed() */ public static native void onRendererResumed(); /** * Invoked on the GL thread when the {@link GodotRenderer} has been paused. * @see GodotRenderer#onActivityPaused() */ public static native void onRendererPaused(); /** * @return true if input must be dispatched from the render thread. If false, input is * dispatched from the UI thread. */ public static native boolean shouldDispatchInputToRenderThread(); /** * @return the project resource directory */ public static native String getProjectResourceDir(); }