/**************************************************************************/
/* GodotPlugin.java */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* 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.plugin;
import org.godotengine.godot.BuildConfig;
import org.godotengine.godot.Godot;
import android.app.Activity;
import android.content.Intent;
import android.os.Bundle;
import android.util.Log;
import android.view.Surface;
import android.view.View;
import androidx.annotation.NonNull;
import androidx.annotation.Nullable;
import java.lang.reflect.Method;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
/**
* Base class for Godot Android plugins.
* <p>
* A Godot Android plugin is an Android library with the following requirements:
* <p>
* - The plugin must have a dependency on the Godot Android library: `implementation "org.godotengine:godot:<godotLibVersion>"`
* <p>
* - The plugin must include a <meta-data> tag in its Android manifest with the following format:
* <meta-data android:name="org.godotengine.plugin.v2.[PluginName]" android:value="[plugin.init.ClassFullName]" />
* <p>
* Where:
* <p>
* - 'PluginName' is the name of the plugin.
* <p>
* - 'plugin.init.ClassFullName' is the full name (package + class name) of the plugin init class
* extending {@link GodotPlugin}.
* <p>
* A Godot Android plugin can also define and provide c/c++ gdextension libraries, which will be
* automatically bundled by the aar build system.
* GDExtension ('*.gdextension') config files must be located in the project 'assets' directory and
* their paths specified by {@link GodotPlugin#getPluginGDExtensionLibrariesPaths()}.
*
* @see <a href="https://docs.godotengine.org/en/stable/tutorials/platform/android/index.html">Android plugins</a>
*/
public abstract class GodotPlugin {
private static final String TAG = GodotPlugin.class.getSimpleName();
private final Godot godot;
private final ConcurrentHashMap<String, SignalInfo> registeredSignals = new ConcurrentHashMap<>();
/**
* Base constructor passing a {@link Godot} instance through which the plugin can access Godot's
* APIs and lifecycle events.
*/
public GodotPlugin(Godot godot) {
this.godot = godot;
}
/**
* Provides access to the Godot engine.
*/
protected Godot getGodot() {
return godot;
}
/**
* Provides access to the hosting {@link Activity}.
*/
@Nullable
protected Activity getActivity() {
return godot.getActivity();
}
/**
* Register the plugin with Godot native code.
* <p>
* This method is invoked on the render thread to register the plugin on engine startup.
*/
public final void onRegisterPluginWithGodotNative() {
final String pluginName = getPluginName();
if (!nativeRegisterSingleton(pluginName, this)) {
return;
}
List<String> pluginMethods = getPluginMethods();
Set<Method> filteredMethods = new HashSet<>();
Class<?> clazz = getClass();
Method[] methods = clazz.getDeclaredMethods();
for (Method method : methods) {
// Check if the method is annotated with {@link UsedByGodot}.
if (method.getAnnotation(UsedByGodot.class) != null) {
filteredMethods.add(method);
} else {
// For backward compatibility, process the methods from the given <pluginMethods> argument.
for (String methodName : pluginMethods) {
if (methodName.equals(method.getName())) {
filteredMethods.add(method);
break;
}
}
}
}
for (Method method : filteredMethods) {
List<String> ptr = new ArrayList<>();
Class<?>[] paramTypes = method.getParameterTypes();
for (Class<?> c : paramTypes) {
ptr.add(c.getName());
}
String[] pt = new String[ptr.size()];
ptr.toArray(pt);
nativeRegisterMethod(pluginName, method.getName(), method.getReturnType().getName(), pt);
}
Set<SignalInfo> pluginSignals = getPluginSignals();
// Register the signals for this plugin.
for (SignalInfo signalInfo : pluginSignals) {
String signalName = signalInfo.getName();
nativeRegisterSignal(pluginName, signalName, signalInfo.getParamTypesNames());
registeredSignals.put(signalName, signalInfo);
}
}
/**
* Invoked once during the initialization process after creation of the
* {@link org.godotengine.godot.GodotRenderView} view.
* <p>
* The plugin can return a non-null {@link View} layout which will be added to the Godot view
* hierarchy.
* <p>
* Use {@link GodotPlugin#shouldBeOnTop()} to specify whether the plugin's {@link View} should
* be added on top or behind the main Godot view.
*
* @see Activity#onCreate(Bundle)
* @return the plugin's view to be included; null if no views should be included.
*/
@Nullable
public View onMainCreate(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 set up of the Godot engine is complete.
* <p>
* This is invoked before {@link GodotPlugin#onGodotMainLoopStarted()}.
*/
public void onGodotSetupCompleted() {}
/**
* Invoked on the render thread when the Godot main loop has started.
*
* This is invoked after {@link GodotPlugin#onGodotSetupCompleted()}.
*/
public void onGodotMainLoopStarted() {}
/**
* When using the OpenGL renderer, this is invoked once per frame on the GL thread after the
* frame is drawn.
*/
public void onGLDrawFrame(GL10 gl) {}
/**
* When using the OpenGL renderer, this is 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) {}
/**
* When using the OpenGL renderer, this is called on the GL thread when the surface is created
* or recreated.
*/
public void onGLSurfaceCreated(GL10 gl, EGLConfig config) {}
/**
* When using the Vulkan renderer, this is invoked once per frame on the Vulkan thread after
* the frame is drawn.
*/
public void onVkDrawFrame() {}
/**
* When using the Vulkan renderer, this is called on the Vulkan thread after the surface is
* created and whenever the surface size changes.
*/
public void onVkSurfaceChanged(Surface surface, int width, int height) {}
/**
* When using the Vulkan renderer, this is called on the Vulkan thread when the surface is
* created or recreated.
*/
public void onVkSurfaceCreated(Surface surface) {}
/**
* 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.
*
* @deprecated Use the {@link UsedByGodot} annotation instead.
*/
@NonNull
@Deprecated
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 gdextension libraries (if any).
* <p>
* Each returned path must be relative to the 'assets' directory and point to a '*.gdextension' file.
*/
@NonNull
public Set<String> getPluginGDExtensionLibrariesPaths() {
return Collections.emptySet();
}
/**
* Returns whether the plugin's {@link View} returned in
* {@link GodotPlugin#onMainCreate(Activity)} should be placed on top of the main Godot view.
* <p>
* Returning false causes the plugin's {@link View} to be placed behind, which can be useful
* when used with transparency in order to let the Godot view handle inputs.
*/
public boolean shouldBeOnTop() {
return true;
}
/**
* Returns whether the plugin supports the given feature tag.
*
* @see <a href="https://docs.godotengine.org/en/stable/tutorials/export/feature_tags.html">Feature tags</a>
*/
public boolean supportsFeature(String featureTag) {
return false;
}
/**
* 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 Name of the signal to emit. It will be validated against the set of registered signals.
* @param signalArgs Arguments used to populate the emitted signal. The arguments will be validated against the {@link SignalInfo} matching the registered signalName parameter.
*/
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.");
}
emitSignal(getGodot(), getPluginName(), signalInfo, signalArgs);
} catch (IllegalArgumentException exception) {
Log.w(TAG, exception);
if (BuildConfig.DEBUG) {
throw exception;
}
}
}
/**
* Emit a Godot signal.
* @param godot Godot instance
* @param pluginName Name of the Godot plugin the signal will be emitted from. The plugin must already be registered with the Godot engine.
* @param signalInfo Information about the signal to emit.
* @param signalArgs Arguments used to populate the emitted signal. The arguments will be validated against the given {@link SignalInfo} parameter.
*/
public static void emitSignal(Godot godot, String pluginName, SignalInfo signalInfo, final Object... signalArgs) {
try {
if (signalInfo == null) {
throw new IllegalArgumentException("Signal must be non null.");
}
// 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());
}
}
godot.runOnRenderThread(() -> nativeEmitSignal(pluginName, signalInfo.getName(), signalArgs));
} catch (IllegalArgumentException exception) {
Log.w(TAG, exception);
if (BuildConfig.DEBUG) {
throw exception;
}
}
}
/**
* Used to setup a {@link GodotPlugin} instance.
* @param p_name Name of the instance.
*/
private static native boolean 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
*/
private static native void nativeRegisterMethod(String p_sname, String p_name, String p_ret, String[] p_params);
/**
* Used to complete registration of the {@link GodotPlugin} instance's signals.
* @param pluginName Name of the plugin
* @param signalName Name of the signal to register
* @param signalParamTypes Signal parameters types
*/
private static 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 static native void nativeEmitSignal(String pluginName, String signalName, Object[] signalParams);
}