That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
65 lines
5.1 KiB
C++
65 lines
5.1 KiB
C++
/*************************************************************************/
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/* java_glue.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#ifndef ANDROID_NATIVE_ACTIVITY
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#ifndef JAVA_GLUE_H
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#define JAVA_GLUE_H
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#include <jni.h>
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#include <android/log.h>
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extern "C" {
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_initialize(JNIEnv * env, jobject obj, jobject activity,jboolean p_need_reload_hook, jobjectArray p_cmdline,jobject p_asset_manager);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_resize(JNIEnv * env, jobject obj, jint width, jint height, jboolean reload);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_newcontext(JNIEnv * env, jobject obj, bool p_32_bits);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_step(JNIEnv * env, jobject obj);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_quit(JNIEnv * env, jobject obj);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_touch(JNIEnv * env, jobject obj, jint ev,jint pointer, jint count, jintArray positions);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_key(JNIEnv * env, jobject obj, jint p_scancode, jint p_unicode_char, jboolean p_pressed);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_joybutton(JNIEnv * env, jobject obj, jint p_device, jint p_button, jboolean p_pressed);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_joyaxis(JNIEnv * env, jobject obj, jint p_device, jint p_axis, jfloat p_value);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_joyhat(JNIEnv * env, jobject obj, jint p_device, jint p_hat_x, jint p_hat_y);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_joyconnectionchanged(JNIEnv * env, jobject obj, jint p_device, jboolean p_connected, jstring p_name);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_audio(JNIEnv * env, jobject obj);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_accelerometer(JNIEnv * env, jobject obj, jfloat x, jfloat y, jfloat z);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_magnetometer(JNIEnv * env, jobject obj, jfloat x, jfloat y, jfloat z);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_gyroscope(JNIEnv * env, jobject obj, jfloat x, jfloat y, jfloat z);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_focusin(JNIEnv * env, jobject obj);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_focusout(JNIEnv * env, jobject obj);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_singleton(JNIEnv * env, jobject obj, jstring name,jobject p_object);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_method(JNIEnv * env, jobject obj, jstring sname, jstring name, jstring ret, jobjectArray args);
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JNIEXPORT jstring JNICALL Java_org_godotengine_godot_GodotLib_getGlobal(JNIEnv * env, jobject obj, jstring path);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_callobject(JNIEnv * env, jobject obj, jint ID, jstring method, jobjectArray params);
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JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_calldeferred(JNIEnv * env, jobject obj, jint ID, jstring method, jobjectArray params);
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}
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#endif
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#endif // JAVA_GLUE_H
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