/**************************************************************************/
/* GodotLib.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;
import org.godotengine.godot.gl.GodotRenderer;
import org.godotengine.godot.io.directory.DirectoryAccessHandler;
import org.godotengine.godot.io.file.FileAccessHandler;
import org.godotengine.godot.tts.GodotTTS;
import org.godotengine.godot.utils.GodotNetUtils;
import android.app.Activity;
import android.content.res.AssetManager;
import android.hardware.SensorEvent;
import android.view.Surface;
import javax.microedition.khronos.opengles.GL10;
/**
* Wrapper for native library
*/
public class GodotLib {
static {
System.loadLibrary("godot_android");
}
/**
* Invoked on the main thread to initialize Godot native layer.
*/
public static native boolean initialize(Activity activity,
Godot p_instance,
AssetManager p_asset_manager,
GodotIO godotIO,
GodotNetUtils netUtils,
DirectoryAccessHandler directoryAccessHandler,
FileAccessHandler fileAccessHandler,
boolean use_apk_expansion);
/**
* Invoked on the main thread to clean up Godot native layer.
* @see androidx.fragment.app.Fragment#onDestroy()
*/
public static native void ondestroy();
/**
* Invoked on the GL thread to complete setup for the Godot native layer logic.
* @param p_cmdline Command line arguments used to configure Godot native layer components.
*/
public static native boolean setup(String[] p_cmdline, GodotTTS tts);
/**
* Invoked on the GL thread when the underlying Android surface has changed size.
* @param p_surface
* @param p_width
* @param p_height
* @see org.godotengine.godot.gl.GLSurfaceView.Renderer#onSurfaceChanged(GL10, int, int)
*/
public static native void resize(Surface p_surface, int p_width, int p_height);
/**
* Invoked on the render thread when the underlying Android surface is created or recreated.
* @param p_surface
*/
public static native void newcontext(Surface p_surface);
/**
* Forward {@link Activity#onBackPressed()} event.
*/
public static native void back();
/**
* Invoked on the GL thread to draw the current frame.
* @see org.godotengine.godot.gl.GLSurfaceView.Renderer#onDrawFrame(GL10)
*/
public static native boolean step();
/**
* TTS callback.
*/
public static native void ttsCallback(int event, int id, int pos);
/**
* Forward touch events.
*/
public static native void dispatchTouchEvent(int event, int pointer, int pointerCount, float[] positions, boolean doubleTap);
/**
* Dispatch mouse events
*/
public static native void dispatchMouseEvent(int event, int buttonMask, float x, float y, float deltaX, float deltaY, boolean doubleClick, boolean sourceMouseRelative, float pressure, float tiltX, float tiltY);
public static native void magnify(float x, float y, float factor);
public static native void pan(float x, float y, float deltaX, float deltaY);
/**
* Forward accelerometer sensor events.
* @see android.hardware.SensorEventListener#onSensorChanged(SensorEvent)
*/
public static native void accelerometer(float x, float y, float z);
/**
* Forward gravity sensor events.
* @see android.hardware.SensorEventListener#onSensorChanged(SensorEvent)
*/
public static native void gravity(float x, float y, float z);
/**
* Forward magnetometer sensor events.
* @see android.hardware.SensorEventListener#onSensorChanged(SensorEvent)
*/
public static native void magnetometer(float x, float y, float z);
/**
* Forward gyroscope sensor events.
* @see android.hardware.SensorEventListener#onSensorChanged(SensorEvent)
*/
public static native void gyroscope(float x, float y, float z);
/**
* Forward regular key events.
*/
public static native void key(int p_physical_keycode, int p_unicode, int p_key_label, boolean p_pressed, boolean p_echo);
/**
* Forward game device's key events.
*/
public static native void joybutton(int p_device, int p_but, boolean p_pressed);
/**
* Forward joystick devices axis motion events.
*/
public static native void joyaxis(int p_device, int p_axis, float p_value);
/**
* Forward joystick devices hat motion events.
*/
public static native void joyhat(int p_device, int p_hat_x, int p_hat_y);
/**
* Fires when a joystick device is added or removed.
*/
public static native void joyconnectionchanged(int p_device, boolean p_connected, String p_name);
/**
* Invoked when the Android app resumes.
* @see androidx.fragment.app.Fragment#onResume()
*/
public static native void focusin();
/**
* Invoked when the Android app pauses.
* @see androidx.fragment.app.Fragment#onPause()
*/
public static native void focusout();
/**
* Used to access Godot global properties.
* @param p_key Property key
* @return String value of the property
*/
public static native String getGlobal(String p_key);
/**
* Used to access Godot's editor settings.
* @param settingKey Setting key
* @return String value of the setting
*/
public static native String getEditorSetting(String settingKey);
/**
* Invoke method |p_method| on the Godot object specified by |p_id|
* @param p_id Id of the Godot object to invoke
* @param p_method Name of the method to invoke
* @param p_params Parameters to use for method invocation
*/
public static native void callobject(long p_id, String p_method, Object[] p_params);
/**
* Invoke method |p_method| on the Godot object specified by |p_id| during idle time.
* @param p_id Id of the Godot object to invoke
* @param p_method Name of the method to invoke
* @param p_params Parameters to use for method invocation
*/
public static native void calldeferred(long p_id, String p_method, Object[] p_params);
/**
* Forward the results from a permission request.
* @see Activity#onRequestPermissionsResult(int, String[], int[])
* @param p_permission Request permission
* @param p_result True if the permission was granted, false otherwise
*/
public static native void requestPermissionResult(String p_permission, boolean p_result);
/**
* Invoked on the theme light/dark mode change.
*/
public static native void onNightModeChanged();
/**
* Invoked on the GL thread to configure the height of the virtual keyboard.
*/
public static native void setVirtualKeyboardHeight(int p_height);
/**
* Invoked on the GL thread when the {@link GodotRenderer} has been resumed.
* @see GodotRenderer#onActivityResumed()
*/
public static native void onRendererResumed();
/**
* Invoked on the GL thread when the {@link GodotRenderer} has been paused.
* @see GodotRenderer#onActivityPaused()
*/
public static native void onRendererPaused();
/**
* @return true if input must be dispatched from the render thread. If false, input is
* dispatched from the UI thread.
*/
public static native boolean shouldDispatchInputToRenderThread();
/**
* @return the project resource directory
*/
public static native String getProjectResourceDir();
}