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Fixes for the new Android tutorials
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@@ -1,6 +1,6 @@
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.. _doc_android_plugin:
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Creating Android Plugins
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Creating Android plugins
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========================
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Introduction
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@@ -39,7 +39,7 @@ It is also possible that you just want to do modifications to the Android export
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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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----------
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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 authenthication, this may be a better idea than writing a specific Android plugin.
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@@ -184,7 +184,7 @@ A singleton object template follows:
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private int instanceId = 0;
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public int myFunction(String p_str) {
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// a function to bind
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// A function to bind.
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return 1;
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}
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@@ -198,7 +198,7 @@ A singleton object template follows:
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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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// 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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@@ -206,19 +206,19 @@ A singleton object template follows:
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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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// 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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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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// 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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// 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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// 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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@@ -228,12 +228,12 @@ A singleton object template follows:
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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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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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^^^^^^^^^^^^^^^^^^^^^
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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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@@ -245,7 +245,7 @@ Java will most likely run in a separate thread, so calls are deferred:
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.. code:: java
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GodotLib.calldeferred(<instanceid>, "<function>", new Object[]{param1,param2,etc});
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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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@@ -255,7 +255,7 @@ Troubleshooting
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---------------
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Godot crashes upon load
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~~~~~~~~~~~~~~~~~~~~~~~
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^^^^^^^^^^^^^^^^^^^^^^^
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Check ``adb logcat`` for possible problems, then:
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@@ -277,4 +277,3 @@ It's simple to use and it's used like this:
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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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