It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
352 lines
9.6 KiB
C++
352 lines
9.6 KiB
C++
/*************************************************************************/
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/* os_android.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) 2007-2020 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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#include "os_android.h"
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#include "core/io/file_access_buffered_fa.h"
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#include "core/project_settings.h"
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#include "drivers/unix/dir_access_unix.h"
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#include "drivers/unix/file_access_unix.h"
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#include "file_access_android.h"
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#include "main/main.h"
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#include "platform/android/display_server_android.h"
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#include "dir_access_jandroid.h"
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#include "file_access_jandroid.h"
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#include "net_socket_android.h"
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#include <dlfcn.h>
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#include "java_godot_io_wrapper.h"
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#include "java_godot_wrapper.h"
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class AndroidLogger : public Logger {
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public:
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virtual void logv(const char *p_format, va_list p_list, bool p_err) {
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__android_log_vprint(p_err ? ANDROID_LOG_ERROR : ANDROID_LOG_INFO, "godot", p_format, p_list);
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}
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virtual ~AndroidLogger() {}
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};
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void OS_Android::initialize_core() {
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OS_Unix::initialize_core();
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if (use_apk_expansion)
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_RESOURCES);
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else {
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#ifdef USE_JAVA_FILE_ACCESS
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FileAccess::make_default<FileAccessBufferedFA<FileAccessJAndroid>>(FileAccess::ACCESS_RESOURCES);
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#else
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//FileAccess::make_default<FileAccessBufferedFA<FileAccessAndroid> >(FileAccess::ACCESS_RESOURCES);
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FileAccess::make_default<FileAccessAndroid>(FileAccess::ACCESS_RESOURCES);
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#endif
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}
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_USERDATA);
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FileAccess::make_default<FileAccessUnix>(FileAccess::ACCESS_FILESYSTEM);
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//FileAccessBufferedFA<FileAccessUnix>::make_default();
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if (use_apk_expansion)
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_RESOURCES);
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else
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DirAccess::make_default<DirAccessJAndroid>(DirAccess::ACCESS_RESOURCES);
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_USERDATA);
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DirAccess::make_default<DirAccessUnix>(DirAccess::ACCESS_FILESYSTEM);
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NetSocketAndroid::make_default();
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}
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void OS_Android::initialize() {
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initialize_core();
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}
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void OS_Android::initialize_joypads() {
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Input::get_singleton()->set_fallback_mapping(godot_java->get_input_fallback_mapping());
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// This queries/updates the currently connected devices/joypads.
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godot_java->init_input_devices();
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}
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void OS_Android::set_main_loop(MainLoop *p_main_loop) {
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main_loop = p_main_loop;
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}
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void OS_Android::delete_main_loop() {
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if (main_loop) {
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memdelete(main_loop);
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main_loop = nullptr;
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}
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}
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void OS_Android::finalize() {
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}
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OS_Android *OS_Android::get_singleton() {
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return (OS_Android *)OS::get_singleton();
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}
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GodotJavaWrapper *OS_Android::get_godot_java() {
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return godot_java;
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}
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GodotIOJavaWrapper *OS_Android::get_godot_io_java() {
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return godot_io_java;
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}
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bool OS_Android::request_permission(const String &p_name) {
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return godot_java->request_permission(p_name);
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}
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bool OS_Android::request_permissions() {
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return godot_java->request_permissions();
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}
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Vector<String> OS_Android::get_granted_permissions() const {
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return godot_java->get_granted_permissions();
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}
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Error OS_Android::open_dynamic_library(const String p_path, void *&p_library_handle, bool p_also_set_library_path) {
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p_library_handle = dlopen(p_path.utf8().get_data(), RTLD_NOW);
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ERR_FAIL_COND_V_MSG(!p_library_handle, ERR_CANT_OPEN, "Can't open dynamic library: " + p_path + ", error: " + dlerror() + ".");
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return OK;
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}
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String OS_Android::get_name() const {
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return "Android";
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}
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MainLoop *OS_Android::get_main_loop() const {
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return main_loop;
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}
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void OS_Android::main_loop_begin() {
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if (main_loop)
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main_loop->init();
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}
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bool OS_Android::main_loop_iterate() {
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if (!main_loop)
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return false;
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return Main::iteration();
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}
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void OS_Android::main_loop_end() {
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if (main_loop)
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main_loop->finish();
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}
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void OS_Android::main_loop_focusout() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
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audio_driver_android.set_pause(true);
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}
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void OS_Android::main_loop_focusin() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_FOCUS_IN);
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audio_driver_android.set_pause(false);
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}
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void OS_Android::main_loop_request_go_back() {
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DisplayServerAndroid::get_singleton()->send_window_event(DisplayServer::WINDOW_EVENT_GO_BACK_REQUEST);
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}
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Error OS_Android::shell_open(String p_uri) {
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return godot_io_java->open_uri(p_uri);
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}
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String OS_Android::get_resource_dir() const {
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return "/"; //android has its own filesystem for resources inside the APK
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}
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String OS_Android::get_locale() const {
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String locale = godot_io_java->get_locale();
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if (locale != "") {
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return locale;
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}
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return OS_Unix::get_locale();
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}
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String OS_Android::get_model_name() const {
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String model = godot_io_java->get_model();
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if (model != "")
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return model;
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return OS_Unix::get_model_name();
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}
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String OS_Android::get_user_data_dir() const {
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if (data_dir_cache != String())
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return data_dir_cache;
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String data_dir = godot_io_java->get_user_data_dir();
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if (data_dir != "") {
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//store current dir
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char real_current_dir_name[2048];
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getcwd(real_current_dir_name, 2048);
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//go to data dir
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chdir(data_dir.utf8().get_data());
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//get actual data dir, so we resolve potential symlink (Android 6.0+ seems to use symlink)
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char data_current_dir_name[2048];
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getcwd(data_current_dir_name, 2048);
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//cache by parsing utf8
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data_dir_cache.parse_utf8(data_current_dir_name);
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//restore original dir so we don't mess things up
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chdir(real_current_dir_name);
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return data_dir_cache;
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}
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return ".";
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}
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String OS_Android::get_unique_id() const {
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String unique_id = godot_io_java->get_unique_id();
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if (unique_id != "")
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return unique_id;
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return OS::get_unique_id();
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}
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String OS_Android::get_system_dir(SystemDir p_dir) const {
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return godot_io_java->get_system_dir(p_dir);
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}
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void OS_Android::set_display_size(const Size2i &p_size) {
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display_size = p_size;
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}
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Size2i OS_Android::get_display_size() const {
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return display_size;
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}
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void OS_Android::set_context_is_16_bits(bool p_is_16) {
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#if defined(OPENGL_ENABLED)
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//use_16bits_fbo = p_is_16;
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//if (rasterizer)
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// rasterizer->set_force_16_bits_fbo(p_is_16);
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#endif
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}
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void OS_Android::set_opengl_extensions(const char *p_gl_extensions) {
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#if defined(OPENGL_ENABLED)
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ERR_FAIL_COND(!p_gl_extensions);
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gl_extensions = p_gl_extensions;
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#endif
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}
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void OS_Android::set_native_window(ANativeWindow *p_native_window) {
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#if defined(VULKAN_ENABLED)
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native_window = p_native_window;
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#endif
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}
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ANativeWindow *OS_Android::get_native_window() const {
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#if defined(VULKAN_ENABLED)
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return native_window;
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#else
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return nullptr;
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#endif
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}
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void OS_Android::vibrate_handheld(int p_duration_ms) {
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godot_java->vibrate(p_duration_ms);
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}
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bool OS_Android::_check_internal_feature_support(const String &p_feature) {
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if (p_feature == "mobile") {
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return true;
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}
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#if defined(__aarch64__)
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if (p_feature == "arm64-v8a") {
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return true;
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}
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#elif defined(__ARM_ARCH_7A__)
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if (p_feature == "armeabi-v7a" || p_feature == "armeabi") {
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return true;
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}
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#elif defined(__arm__)
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if (p_feature == "armeabi") {
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return true;
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}
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#endif
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return false;
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}
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OS_Android::OS_Android(GodotJavaWrapper *p_godot_java, GodotIOJavaWrapper *p_godot_io_java, bool p_use_apk_expansion) {
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display_size.width = 800;
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display_size.height = 600;
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use_apk_expansion = p_use_apk_expansion;
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main_loop = nullptr;
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#if defined(OPENGL_ENABLED)
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gl_extensions = nullptr;
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use_gl2 = false;
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#endif
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#if defined(VULKAN_ENABLED)
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native_window = nullptr;
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#endif
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godot_java = p_godot_java;
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godot_io_java = p_godot_io_java;
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Vector<Logger *> loggers;
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loggers.push_back(memnew(AndroidLogger));
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_set_logger(memnew(CompositeLogger(loggers)));
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AudioDriverManager::add_driver(&audio_driver_android);
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DisplayServerAndroid::register_android_driver();
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}
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OS_Android::~OS_Android() {
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}
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