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Add documentation for version 1 of the Godot Android plugin. (#2979)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit ff2b3e4d00)
This commit is contained in:
committed by
Rémi Verschelde
parent
997fc68e78
commit
26551cd3ed
@@ -1,16 +1,16 @@
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.. _doc_android_plugin:
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Creating Android plugins
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========================
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Creating Android plugins (Godot 3.2.2+)
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=======================================
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Introduction
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------------
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Making video games portable is all fine and dandy, until mobile
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gaming monetization shows up.
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Android plugins are powerful tools to extend the capabilities of the Godot engine
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by tapping into the functionality provided by the Android platform and ecosystem.
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This area is complex, usually a mobile game that monetizes needs
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special connections to a server for things like:
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Mobile gaming monetization is one such example since it requires features
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and capabilities that don't belong to the core feature set of a game engine:
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- Analytics
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- In-app purchases
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@@ -29,246 +29,102 @@ special connections to a server for things like:
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- Posting to Facebook, Twitter, etc.
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- Push notifications
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On iOS, you can write a C++ module and take advantage of the C++/ObjC
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intercommunication. Even using GDNative is possible to make it a plug-in.
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On Android, interfacing with C++ through JNI (Java Native Interface) isn't as flexible, so writing plugins
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is considerably more work.
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It is also possible that you just want to do modifications to the Android export template, and by using a plugin your project
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can remain compatible with newer Godot versions (as the android source template will get updated on each release).
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Maybe REST
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----------
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Most of these APIs allow communication via REST/JSON APIs. If the API is relatively simple and does not require
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complex authentication, this may be a better idea than writing a specific Android plugin.
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Godot has great support for HTTP, HTTPS and JSON, so an API implemented this way
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will work on every platform, too.
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Of course, in most of the cases, it's easier to just write an Android plugin, so keep reading.
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Making modifications to the Android export template is another use-case since using a plugin for that task allows the project
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to remain compatible with newer Godot versions.
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Android plugin
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--------------
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Writing an Android plugin is now possible, beginning with Godot 3.2. It's also pretty easy! Re-compiling the engine is no longer needed.
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While introduced in Godot 3.2.0, the Android plugin system got a significant architecture update starting with Godot 3.2.2. In Godot 4.0, the new architecture became
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the default, rendering plugins for Godot 3.2.0 incompatible with Godot 4.0.
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Before anything, make sure you understand how to set up a :ref:`custom build environment<doc_android_custom_build>` for Android.
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As a prerequisite, make sure you understand how to set up a :ref:`custom build environment<doc_android_custom_build>` for Android.
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Your plugin needs to be in a folder other than *"build/"* inside the *"res://android"* directory (which was created by following the link above). Any name is fine, so name it according to the SDK you will implement (or just your plugin name).
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At its core, a Godot Android plugin is a `Android archive library <https://developer.android.com/studio/projects/android-library#aar-contents>`_ (*aar* archive file)
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with the following caveats:
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Once created, there are certain rules to follow, but they are simple.
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- The library must have a dependency on the Godot engine library (``godot-lib.x.y.aar``). A stable version is made available for each Godot release.
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Android directories
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^^^^^^^^^^^^^^^^^^^
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- The library must include a specifically configured ``<meta-data>`` tag in its manifest file.
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Inside your plugin folder, you can use the standard folders as if they were from an Android Gradle project. Examples of this are:
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Building a Android plugin
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^^^^^^^^^^^^^^^^^^^^^^^^^
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.. code-block:: none
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**Prerequisite:** `Android Studio <https://developer.android.com/studio>`_ is strongly recommended as the IDE to use to create Android plugins.
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The instructions below assumes that you're using Android Studio.
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src/ - For Java source code, same as in your Android project
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res/ - For resources
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aidl/ - For interfaces
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assets/ - For assets that will be included as-is on export
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libs/debug - For debug JNI libraries
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libs/release - For release JNI libraries
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1. Follow `these instructions <https://developer.android.com/studio/projects/android-library>`__ to create an Android library module for your plugin.
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Gradle will treat them as part of the project automatically when building, same as the default project files.
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2. Add the Godot engine library as a dependency to your plugin module:
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"Chunk" files
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^^^^^^^^^^^^^
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- Download the Godot engine library (godot-lib.x.y.aar)
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It is now possible to modify *"AndroidManifest.xml"* and *build.gradle* in *"res://android/build"* directly and Godot will keep your
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changes when building. The problem, however, is that if you update Godot, you will also need to update the *build/* folder and your
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changes will be lost.
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- Follow `these instructions <https://developer.android.com/studio/projects/android-library#AddDependency>`__ to add
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the Godot engine library as a dependency for your plugin.
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To overcome this, the Godot Android Plugin system lets you create *chunk* files, where you can specify little bits that can be
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inserted in both *"AndroidManifest.xml"* and *build.gradle*. They are inserted every time Godot builds the project for export or deploy.
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- In the plugin module's ``build.gradle`` file, replace ``implementation`` with ``compileOnly`` for the dependency line for the Godot engine library.
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AndroidManifest.conf
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~~~~~~~~~~~~~~~~~~~~
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3. Create a new class in the plugin module and make sure it extends ``org.godotengine.godot.plugin.GodotPlugin``.
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At runtime, it will be used to instantiate a singleton object that will be used by the Godot engine to load, initialize and run the plugin.
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This file allows to insert bits of chunk into *AndroidManifest.xml*, the following are supported tags and are entirely optional:
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4. Update the plugin ``AndroidManifest.xml`` file:
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.. code-block:: none
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- Open the plugin ``AndroidManifest.xml`` file.
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[user_permissions]
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- Add the ``<application></application>`` tag if it's missing.
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Any bit of text below this tag is inserted inside the <manifest> tag of the file. This is often used for permission tags.
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- In the ``<application>`` tag, add a ``<meta-data>`` tag setup as follow::
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<meta-data
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android:name="org.godotengine.plugin.v1.[PluginName]"
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android:value="[plugin.init.ClassFullName]" />
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.. code-block:: none
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Where ``PluginName`` is the name of the plugin, and ``plugin.init.ClassFullName`` is the full name (package + class name) of the plugin loading class.
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[application]
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5. Add the remaining logic for your plugin and run the ``gradlew build`` command to generate the plugin's ``aar`` file.
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The build will likely generate both a ``debug`` and ``release`` ``aar`` files. Depending on your need, pick only one version (usually the ``release`` one) which to provide your users with.
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Any bit of text below this tag inside the <application> tag of the file. Many SDKs require this.
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**Note:** The plugin's ``aar`` filename must match the following pattern: ``[PluginName]*.aar``
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where ``PluginName`` is the name of the plugin in camel case (e.g: ``GodotPayment.release.aar``).
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.. code-block:: none
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Loading and using a Android plugin
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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[application_attribs]
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Once you have access to the plugin ``aar`` file, move it to the Godot project ``res://android/plugins`` directory.
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These are attributes you can add at the end of the <application> tag. Some SDKs require this.
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From your script:
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gradle.conf
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~~~~~~~~~~~
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.. code::
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This file allows to insert bits of chunk into *build.gradle*, the following are supported and are entirely optional:
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if Engine.has_singleton("MyPlugin"):
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var singleton = Engine.get_singleton("MyPlugin")
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print(singleton.myPluginFunction("World"))
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.. code-block:: none
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**When exporting the project**, you need to add the plugin's name to the ``Custom Template`` -> ``Plugins`` section.
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If trying to add multiple plugins, separate their names by a comma (``,``).
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[buildscript_repositories]
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Bundling GDNative resources
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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A Android plugin can define and provide C/C++ GDNative resources, either to provide and/or access functionality from the game logic.
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The GDNative resources can be bundled within the plugin ``aar`` file which simplifies the distribution and deployment process:
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- The shared libraries (``.so``) for the defined GDNative libraries will be automatically bundled by the ``aar`` build system.
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Any bit of text below this tag is inserted inside the buildscript.repositories section of the build file.
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- Godot ``*.gdnlib`` and ``*.gdns`` resource files must be manually defined in the plugin ``assets`` directory.
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The recommended path for these resources relative to the ``assets`` directory should be: ``godot/plugin/v1/[PluginName]/``.
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For GDNative libraries, the plugin singleton object must override the ``org.godotengine.godot.plugin.GodotPlugin::getPluginGDNativeLibrariesPaths()`` method,
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and return the paths to the bundled GDNative libraries config files (``*.gdnlib``). The paths must be relative to the ``assets`` directory.
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At runtime, the plugin will provide these paths to Godot core which will use them to load and initialize the bundled GDNative libraries.
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.. code-block:: none
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Reference implementations
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^^^^^^^^^^^^^^^^^^^^^^^^^
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- `Godot Oculus Mobile plugin <https://github.com/m4gr3d/godot_oculus_mobile/tree/2.0>`_
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[buildscript_dependencies]
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- `Bundled gdnative resources <https://github.com/m4gr3d/godot_oculus_mobile/tree/2.0/plugin/src/main/assets/addons/godot_ovrmobile>`_
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- `Godot Payment plugin <https://github.com/m4gr3d/godot/tree/rearch_godot_android_plugin/platform/android/java/plugins/godotpayment>`_
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Any bit of text below this tag is inserted inside the buildscript.dependencies section of the build file.
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.. code-block:: none
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[allprojects_repositories]
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Any bit of text below this tag is inserted inside the allprojects.repositories section of the build file.
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.. code-block:: none
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[dependencies]
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Any bit of text below this tag is inserted inside the dependencies section of the build file.
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.. code-block:: none
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[android_defaultconfig]
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Any bit of text below this tag is inserted inside the android.defaultconfig section of the build file.
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.. code-block:: none
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[global]
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Any bit of text below this tag is inserted inside the global scope of the build file.
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Java singleton
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--------------
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An Android plugin will usually have a singleton class that will load it,
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this class inherits from ``Godot.SingletonBase``. Resource identifiers for
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any additional resources you have provided for the module will be in the
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``com.godot.game.R`` class, so you'll likely want to import it.
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A singleton object template follows:
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.. code-block:: java
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package org.godotengine.godot;
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import android.app.Activity;
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import android.content.Intent;
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import android.content.Context;
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import com.godot.game.R;
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import javax.microedition.khronos.opengles.GL10;
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public class MySingleton extends Godot.SingletonBase {
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protected Activity appActivity;
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protected Context appContext;
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private Godot activity = null;
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private int instanceId = 0;
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public String myFunction(String p_str) {
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// A function to bind.
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return "Hello " + p_str;
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}
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public void getInstanceId(int pInstanceId) {
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// You will need to call this method from Godot and pass in the get_instance_id().
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instanceId = pInstanceId;
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}
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static public Godot.SingletonBase initialize(Activity p_activity) {
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return new MySingleton(p_activity);
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}
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public MySingleton(Activity p_activity) {
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// Register class name and functions to bind.
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registerClass("MySingleton", new String[]
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{
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"myFunction",
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"getInstanceId"
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});
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this.appActivity = p_activity;
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this.appContext = appActivity.getApplicationContext();
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// You might want to try initializing your singleton here, but android
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// threads are weird and this runs in another thread, so to interact with Godot you usually have to do.
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this.activity = (Godot)p_activity;
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this.activity.runOnUiThread(new Runnable() {
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public void run() {
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// Useful way to get config info from "project.godot".
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String key = GodotLib.getGlobal("plugin/api_key");
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// SDK.initializeHere();
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}
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});
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}
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// Forwarded callbacks you can reimplement, as SDKs often need them.
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protected void onMainActivityResult(int requestCode, int resultCode, Intent data) {}
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protected void onMainRequestPermissionsResult(int requestCode, String[] permissions, int[] grantResults) {}
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protected void onMainPause() {}
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protected void onMainResume() {}
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protected void onMainDestroy() {}
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protected void onGLDrawFrame(GL10 gl) {}
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protected void onGLSurfaceChanged(GL10 gl, int width, int height) {} // Singletons will always miss first 'onGLSurfaceChanged' call.
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}
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Calling back to Godot
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^^^^^^^^^^^^^^^^^^^^^
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Calling back to Godot from Java is a little more difficult. The instance
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ID of the script must be known first, this is obtained by calling
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``get_instance_ID()`` on the script. This returns an integer that can be
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passed to Java.
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From Java, use the ``calldeferred`` function to communicate back with Godot.
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Java will most likely run in a separate thread, so calls are deferred:
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.. code-block:: java
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GodotLib.calldeferred(<instanceid>, "<function>", new Object[]{param1, param2, etc});
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Godot will detect this singleton and initialize it at the proper time.
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Using it from GDScript
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^^^^^^^^^^^^^^^^^^^^^^
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First you will need to add your singleton into the android modules to be loaded. Go to "Project > Project Settings".
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Then on the tab "General" go to the "Android" section, and fill the Modules part with your module name.
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The module should include the full Java path. For our example: ``org/godotengine/godot/MySingleton``.
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.. image:: img/android_modules.png
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Then, from your script:
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::
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if Engine.has_singleton("MySingleton"):
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var singleton = Engine.get_singleton("MySingleton")
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print(singleton.myFunction("World"))
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Troubleshooting
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---------------
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@@ -278,21 +134,5 @@ Godot crashes upon load
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Check ``adb logcat`` for possible problems, then:
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- Make sure libgodot_android.so is in the ``libs/armeabi`` folder
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- Check that the methods used in the Java singleton only use simple
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Java datatypes, more complex ones are not supported.
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Future
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------
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Godot has an experimental Java API Wrapper that allows to use the
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entire Java API from GDScript.
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It's simple to use and it's used like this:
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.. code-block:: none
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class = JavaClassWrapper.wrap(<javaclass as text>)
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This is most likely not functional yet, if you want to test it and help
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us make it work, contact us on irc.freenode.org:#godotengine-devel.
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Java datatypes. More complex datatypes are not supported.
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