This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.
261 lines
12 KiB
C++
261 lines
12 KiB
C++
/*************************************************************************/
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/* gradle_export_util.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "gradle_export_util.h"
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int _get_android_orientation_value(DisplayServer::ScreenOrientation screen_orientation) {
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switch (screen_orientation) {
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case DisplayServer::SCREEN_PORTRAIT:
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return 1;
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case DisplayServer::SCREEN_REVERSE_LANDSCAPE:
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return 8;
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case DisplayServer::SCREEN_REVERSE_PORTRAIT:
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return 9;
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case DisplayServer::SCREEN_SENSOR_LANDSCAPE:
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return 11;
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case DisplayServer::SCREEN_SENSOR_PORTRAIT:
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return 12;
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case DisplayServer::SCREEN_SENSOR:
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return 13;
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case DisplayServer::SCREEN_LANDSCAPE:
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default:
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return 0;
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}
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}
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String _get_android_orientation_label(DisplayServer::ScreenOrientation screen_orientation) {
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switch (screen_orientation) {
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case DisplayServer::SCREEN_PORTRAIT:
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return "portrait";
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case DisplayServer::SCREEN_REVERSE_LANDSCAPE:
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return "reverseLandscape";
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case DisplayServer::SCREEN_REVERSE_PORTRAIT:
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return "reversePortrait";
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case DisplayServer::SCREEN_SENSOR_LANDSCAPE:
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return "userLandscape";
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case DisplayServer::SCREEN_SENSOR_PORTRAIT:
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return "userPortrait";
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case DisplayServer::SCREEN_SENSOR:
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return "fullUser";
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case DisplayServer::SCREEN_LANDSCAPE:
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default:
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return "landscape";
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}
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}
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// Utility method used to create a directory.
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Error create_directory(const String &p_dir) {
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if (!DirAccess::exists(p_dir)) {
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DirAccess *filesystem_da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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ERR_FAIL_COND_V_MSG(!filesystem_da, ERR_CANT_CREATE, "Cannot create directory '" + p_dir + "'.");
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Error err = filesystem_da->make_dir_recursive(p_dir);
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ERR_FAIL_COND_V_MSG(err, ERR_CANT_CREATE, "Cannot create directory '" + p_dir + "'.");
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memdelete(filesystem_da);
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}
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return OK;
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}
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// Writes p_data into a file at p_path, creating directories if necessary.
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// Note: this will overwrite the file at p_path if it already exists.
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Error store_file_at_path(const String &p_path, const Vector<uint8_t> &p_data) {
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String dir = p_path.get_base_dir();
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Error err = create_directory(dir);
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if (err != OK) {
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return err;
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}
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FileAccess *fa = FileAccess::open(p_path, FileAccess::WRITE);
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ERR_FAIL_COND_V_MSG(!fa, ERR_CANT_CREATE, "Cannot create file '" + p_path + "'.");
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fa->store_buffer(p_data.ptr(), p_data.size());
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memdelete(fa);
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return OK;
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}
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// Writes string p_data into a file at p_path, creating directories if necessary.
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// Note: this will overwrite the file at p_path if it already exists.
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Error store_string_at_path(const String &p_path, const String &p_data) {
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String dir = p_path.get_base_dir();
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Error err = create_directory(dir);
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if (err != OK) {
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if (OS::get_singleton()->is_stdout_verbose()) {
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print_error("Unable to write data into " + p_path);
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}
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return err;
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}
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FileAccess *fa = FileAccess::open(p_path, FileAccess::WRITE);
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ERR_FAIL_COND_V_MSG(!fa, ERR_CANT_CREATE, "Cannot create file '" + p_path + "'.");
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fa->store_string(p_data);
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memdelete(fa);
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return OK;
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}
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// Implementation of EditorExportSaveFunction.
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// This method will only be called as an input to export_project_files.
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// It is used by the export_project_files method to save all the asset files into the gradle project.
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// It's functionality mirrors that of the method save_apk_file.
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// This method will be called ONLY when custom build is enabled.
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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) {
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CustomExportData *export_data = (CustomExportData *)p_userdata;
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String dst_path = p_path.replace_first("res://", export_data->assets_directory + "/");
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print_verbose("Saving project files from " + p_path + " into " + dst_path);
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Error err = store_file_at_path(dst_path, p_data);
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return err;
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}
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// Creates strings.xml files inside the gradle project for different locales.
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Error _create_project_name_strings_files(const Ref<EditorExportPreset> &p_preset, const String &project_name) {
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print_verbose("Creating strings resources for supported locales for project " + project_name);
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// Stores the string into the default values directory.
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String processed_default_xml_string = vformat(godot_project_name_xml_string, project_name.xml_escape(true));
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store_string_at_path("res://android/build/res/values/godot_project_name_string.xml", processed_default_xml_string);
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// Searches the Gradle project res/ directory to find all supported locales
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DirAccessRef da = DirAccess::open("res://android/build/res");
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if (!da) {
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if (OS::get_singleton()->is_stdout_verbose()) {
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print_error("Unable to open Android resources directory.");
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}
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return ERR_CANT_OPEN;
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}
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da->list_dir_begin();
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while (true) {
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String file = da->get_next();
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if (file == "") {
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break;
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}
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if (!file.begins_with("values-")) {
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// NOTE: This assumes all directories that start with "values-" are for localization.
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continue;
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}
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String locale = file.replace("values-", "").replace("-r", "_");
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String property_name = "application/config/name_" + locale;
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String locale_directory = "res://android/build/res/" + file + "/godot_project_name_string.xml";
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if (ProjectSettings::get_singleton()->has_setting(property_name)) {
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String locale_project_name = ProjectSettings::get_singleton()->get(property_name);
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String processed_xml_string = vformat(godot_project_name_xml_string, locale_project_name.xml_escape(true));
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print_verbose("Storing project name for locale " + locale + " under " + locale_directory);
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store_string_at_path(locale_directory, processed_xml_string);
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} else {
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// TODO: Once the legacy build system is deprecated we don't need to have xml files for this else branch
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store_string_at_path(locale_directory, processed_default_xml_string);
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}
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}
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da->list_dir_end();
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return OK;
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}
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String bool_to_string(bool v) {
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return v ? "true" : "false";
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}
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String _get_gles_tag() {
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bool min_gles3 = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "GLES3" &&
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!ProjectSettings::get_singleton()->get("rendering/driver/fallback_to_gles2");
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return min_gles3 ? " <uses-feature android:glEsVersion=\"0x00030000\" android:required=\"true\" />\n" : "";
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}
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String _get_screen_sizes_tag(const Ref<EditorExportPreset> &p_preset) {
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String manifest_screen_sizes = " <supports-screens \n tools:node=\"replace\"";
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String sizes[] = { "small", "normal", "large", "xlarge" };
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size_t num_sizes = sizeof(sizes) / sizeof(sizes[0]);
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for (size_t i = 0; i < num_sizes; i++) {
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String feature_name = vformat("screen/support_%s", sizes[i]);
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String feature_support = bool_to_string(p_preset->get(feature_name));
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String xml_entry = vformat("\n android:%sScreens=\"%s\"", sizes[i], feature_support);
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manifest_screen_sizes += xml_entry;
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}
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manifest_screen_sizes += " />\n";
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return manifest_screen_sizes;
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}
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String _get_xr_features_tag(const Ref<EditorExportPreset> &p_preset) {
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String manifest_xr_features;
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bool uses_xr = (int)(p_preset->get("xr_features/xr_mode")) == 1;
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if (uses_xr) {
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manifest_xr_features += " <uses-feature tools:node=\"replace\" android:name=\"android.hardware.vr.headtracking\" android:required=\"true\" android:version=\"1\" />\n";
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int hand_tracking_index = p_preset->get("xr_features/hand_tracking"); // 0: none, 1: optional, 2: required
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if (hand_tracking_index == 1) {
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manifest_xr_features += " <uses-feature tools:node=\"replace\" android:name=\"oculus.software.handtracking\" android:required=\"false\" />\n";
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} else if (hand_tracking_index == 2) {
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manifest_xr_features += " <uses-feature tools:node=\"replace\" android:name=\"oculus.software.handtracking\" android:required=\"true\" />\n";
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}
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}
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return manifest_xr_features;
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}
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String _get_instrumentation_tag(const Ref<EditorExportPreset> &p_preset) {
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String package_name = p_preset->get("package/unique_name");
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String manifest_instrumentation_text = vformat(
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" <instrumentation\n"
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" tools:node=\"replace\"\n"
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" android:name=\".GodotInstrumentation\"\n"
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" android:icon=\"@mipmap/icon\"\n"
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" android:label=\"@string/godot_project_name_string\"\n"
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" android:targetPackage=\"%s\" />\n",
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package_name);
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return manifest_instrumentation_text;
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}
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String _get_activity_tag(const Ref<EditorExportPreset> &p_preset) {
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bool uses_xr = (int)(p_preset->get("xr_features/xr_mode")) == 1;
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String orientation = _get_android_orientation_label(DisplayServer::ScreenOrientation(int(GLOBAL_GET("display/window/handheld/orientation"))));
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String manifest_activity_text = vformat(
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" <activity android:name=\"com.godot.game.GodotApp\" "
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"tools:replace=\"android:screenOrientation\" "
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"android:screenOrientation=\"%s\">\n",
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orientation);
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if (uses_xr) {
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manifest_activity_text += " <meta-data tools:node=\"replace\" android:name=\"com.oculus.vr.focusaware\" android:value=\"true\" />\n";
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} else {
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manifest_activity_text += " <meta-data tools:node=\"remove\" android:name=\"com.oculus.vr.focusaware\" />\n";
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}
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manifest_activity_text += " </activity>\n";
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return manifest_activity_text;
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}
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String _get_application_tag(const Ref<EditorExportPreset> &p_preset, bool p_has_storage_permission) {
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String manifest_application_text = vformat(
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" <application android:label=\"@string/godot_project_name_string\"\n"
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" android:allowBackup=\"%s\"\n"
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" android:icon=\"@mipmap/icon\"\n"
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" android:isGame=\"%s\"\n"
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" android:hasFragileUserData=\"%s\"\n"
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" android:requestLegacyExternalStorage=\"%s\"\n"
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" tools:replace=\"android:allowBackup,android:isGame,android:hasFragileUserData,android:requestLegacyExternalStorage\"\n"
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" tools:ignore=\"GoogleAppIndexingWarning\">\n\n",
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bool_to_string(p_preset->get("user_data_backup/allow")),
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bool_to_string(p_preset->get("package/classify_as_game")),
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bool_to_string(p_preset->get("package/retain_data_on_uninstall")),
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bool_to_string(p_has_storage_permission));
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manifest_application_text += _get_activity_tag(p_preset);
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manifest_application_text += " </application>\n";
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return manifest_application_text;
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}
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