godot/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java
Rémi Verschelde e637fe9dd3 clang-format: Add JavaImportGroups for Java code
(cherry picked from commit 6038325470)
2020-05-07 13:36:27 +02:00

345 lines
11 KiB
Java

/*************************************************************************/
/* GodotPlugin.java */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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.plugin;
import org.godotengine.godot.BuildConfig;
import org.godotengine.godot.Godot;
import android.app.Activity;
import android.content.Intent;
import android.support.annotation.NonNull;
import android.support.annotation.Nullable;
import android.text.TextUtils;
import android.util.Log;
import android.view.View;
import java.lang.reflect.Method;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
/**
* Base class for the Godot Android plugins.
* <p>
* A Godot Android plugin is a regular Android library packaged as an aar archive file with the following caveats:
* <p>
* - The library must have a dependency on the Godot Android library (godot-lib.aar).
* A stable version is available for each release.
* <p>
* - The library must include a <meta-data> tag in its manifest file setup as follow:
* <meta-data android:name="org.godotengine.plugin.v1.[PluginName]" android:value="[plugin.init.ClassFullName]" />
* Where:
* - 'PluginName' is the name of the plugin.
* - 'plugin.init.ClassFullName' is the full name (package + class name) of the plugin class
* extending {@link GodotPlugin}.
*
* A plugin can also define and provide c/c++ gdnative libraries and nativescripts for the target
* app/game to leverage.
* The shared library for the gdnative library will be automatically bundled by the aar build
* system.
* Godot '*.gdnlib' and '*.gdns' resource files must however be manually defined in the project
* 'assets' directory. The recommended path for these resources in the 'assets' directory should be:
* 'godot/plugin/v1/[PluginName]/'
*/
public abstract class GodotPlugin {
private static final String TAG = GodotPlugin.class.getSimpleName();
private final Godot godot;
private final ConcurrentHashMap<String, SignalInfo> registeredSignals = new ConcurrentHashMap<>();
public GodotPlugin(Godot godot) {
this.godot = godot;
}
/**
* Provides access to the Godot engine.
*/
protected Godot getGodot() {
return godot;
}
/**
* Register the plugin with Godot native code.
*
* This method is invoked on the render thread.
*/
public final void onRegisterPluginWithGodotNative() {
nativeRegisterSingleton(getPluginName(), this);
Class clazz = getClass();
Method[] methods = clazz.getDeclaredMethods();
for (Method method : methods) {
boolean found = false;
for (String s : getPluginMethods()) {
if (s.equals(method.getName())) {
found = true;
break;
}
}
if (!found)
continue;
List<String> ptr = new ArrayList<String>();
Class[] paramTypes = method.getParameterTypes();
for (Class c : paramTypes) {
ptr.add(c.getName());
}
String[] pt = new String[ptr.size()];
ptr.toArray(pt);
nativeRegisterMethod(getPluginName(), method.getName(), method.getReturnType().getName(), pt);
}
// Register the signals for this plugin.
for (SignalInfo signalInfo : getPluginSignals()) {
String signalName = signalInfo.getName();
nativeRegisterSignal(getPluginName(), signalName, signalInfo.getParamTypesNames());
registeredSignals.put(signalName, signalInfo);
}
// Get the list of gdnative libraries to register.
Set<String> gdnativeLibrariesPaths = getPluginGDNativeLibrariesPaths();
if (!gdnativeLibrariesPaths.isEmpty()) {
nativeRegisterGDNativeLibraries(gdnativeLibrariesPaths.toArray(new String[0]));
}
}
/**
* Invoked once during the Godot Android initialization process after creation of the
* {@link org.godotengine.godot.GodotView} view.
* <p>
* This method should be overridden by descendants of this class that would like to add
* their view/layout to the Godot view hierarchy.
*
* @return the view to be included; null if no views should be included.
*/
@Nullable
public View onMainCreateView(Activity activity) {
return null;
}
/**
* @see Activity#onActivityResult(int, int, Intent)
*/
public void onMainActivityResult(int requestCode, int resultCode, Intent data) {
}
/**
* @see Activity#onRequestPermissionsResult(int, String[], int[])
*/
public void onMainRequestPermissionsResult(int requestCode, String[] permissions, int[] grantResults) {
}
/**
* @see Activity#onPause()
*/
public void onMainPause() {}
/**
* @see Activity#onResume()
*/
public void onMainResume() {}
/**
* @see Activity#onDestroy()
*/
public void onMainDestroy() {}
/**
* @see Activity#onBackPressed()
*/
public boolean onMainBackPressed() { return false; }
/**
* Invoked on the render thread when the Godot main loop has started.
*/
public void onGodotMainLoopStarted() {}
/**
* Invoked once per frame on the GL thread after the frame is drawn.
*/
public void onGLDrawFrame(GL10 gl) {}
/**
* Called on the GL thread after the surface is created and whenever the OpenGL ES surface size
* changes.
*/
public void onGLSurfaceChanged(GL10 gl, int width, int height) {}
/**
* Called on the GL thread when the surface is created or recreated.
*/
public void onGLSurfaceCreated(GL10 gl, EGLConfig config) {}
/**
* Returns the name of the plugin.
* <p>
* This value must match the one listed in the plugin '<meta-data>' manifest entry.
*/
@NonNull
public abstract String getPluginName();
/**
* Returns the list of methods to be exposed to Godot.
*/
@NonNull
public List<String> getPluginMethods() {
return Collections.emptyList();
}
/**
* Returns the list of signals to be exposed to Godot.
*/
@NonNull
public Set<SignalInfo> getPluginSignals() {
return Collections.emptySet();
}
/**
* Returns the paths for the plugin's gdnative libraries.
*
* The paths must be relative to the 'assets' directory and point to a '*.gdnlib' file.
*/
@NonNull
protected Set<String> getPluginGDNativeLibrariesPaths() {
return Collections.emptySet();
}
/**
* Runs the specified action on the UI thread. If the current thread is the UI
* thread, then the action is executed immediately. If the current thread is
* not the UI thread, the action is posted to the event queue of the UI thread.
*
* @param action the action to run on the UI thread
*/
protected void runOnUiThread(Runnable action) {
godot.runOnUiThread(action);
}
/**
* Queue the specified action to be run on the render thread.
*
* @param action the action to run on the render thread
*/
protected void runOnRenderThread(Runnable action) {
godot.runOnRenderThread(action);
}
/**
* Emit a registered Godot signal.
* @param signalName
* @param signalArgs
*/
protected void emitSignal(final String signalName, final Object... signalArgs) {
try {
// Check that the given signal is among the registered set.
SignalInfo signalInfo = registeredSignals.get(signalName);
if (signalInfo == null) {
throw new IllegalArgumentException(
"Signal " + signalName + " is not registered for this plugin.");
}
// Validate the arguments count.
Class<?>[] signalParamTypes = signalInfo.getParamTypes();
if (signalArgs.length != signalParamTypes.length) {
throw new IllegalArgumentException(
"Invalid arguments count. Should be " + signalParamTypes.length + " but is " + signalArgs.length);
}
// Validate the argument's types.
for (int i = 0; i < signalParamTypes.length; i++) {
if (!signalParamTypes[i].isInstance(signalArgs[i])) {
throw new IllegalArgumentException(
"Invalid type for argument #" + i + ". Should be of type " + signalParamTypes[i].getName());
}
}
runOnRenderThread(new Runnable() {
@Override
public void run() {
nativeEmitSignal(getPluginName(), signalName, signalArgs);
}
});
} catch (IllegalArgumentException exception) {
Log.w(TAG, exception.getMessage());
if (BuildConfig.DEBUG) {
throw exception;
}
}
}
/**
* Used to setup a {@link GodotPlugin} instance.
* @param p_name Name of the instance.
*/
public static native void nativeRegisterSingleton(String p_name, Object object);
/**
* Used to complete registration of the {@link GodotPlugin} instance's methods.
* @param p_sname Name of the instance
* @param p_name Name of the method to register
* @param p_ret Return type of the registered method
* @param p_params Method parameters types
*/
public static native void nativeRegisterMethod(String p_sname, String p_name, String p_ret, String[] p_params);
/**
* Used to register gdnative libraries bundled by the plugin.
* @param gdnlibPaths Paths to the libraries relative to the 'assets' directory.
*/
private native void nativeRegisterGDNativeLibraries(String[] gdnlibPaths);
/**
* Used to complete registration of the {@link GodotPlugin} instance's methods.
* @param pluginName Name of the plugin
* @param signalName Name of the signal to register
* @param signalParamTypes Signal parameters types
*/
private native void nativeRegisterSignal(String pluginName, String signalName, String[] signalParamTypes);
/**
* Used to emit signal by {@link GodotPlugin} instance.
* @param pluginName Name of the plugin
* @param signalName Name of the signal to emit
* @param signalParams Signal parameters
*/
private native void nativeEmitSignal(String pluginName, String signalName, Object[] signalParams);
}