Provide access to the Android runtime to GDScript

Thanks for the fix of `JavaClassWrapper` in https://github.com/godotengine/godot/pull/96182 and the changes in the previous commit, this introduces an `AndroidRuntime` plugin which provides GDScript access to the Android runtime capabilities.

This allows developers to get access to various Android capabilities without the need of a plugin.
For example, the following logic can be used to check whether the device supports vibration:

```
var android_runtime = Engine.get_singleton("AndroidRuntime")
 if android_runtime:
 	print("Checking if the device supports vibration")
 	var vibrator_service = android_runtime.getApplicationContext().getSystemService("vibrator")
 	if vibrator_service:
 		if vibrator_service.hasVibrator():
 			print("Vibration is supported on device!")
 		else:
 			printerr("Vibration is not supported on device")
 	else:
 		printerr("Unable to retrieve the vibrator service")
 else:
 	printerr("Couldn't find AndroidRuntime singleton")
```
This commit is contained in:
Fredia Huya-Kouadio 2024-09-26 12:37:02 -07:00 committed by Fredia Huya-Kouadio
parent 07cae26abe
commit 5e0805a813
2 changed files with 68 additions and 1 deletions

View File

@ -58,6 +58,8 @@ import org.godotengine.godot.input.GodotEditText
import org.godotengine.godot.input.GodotInputHandler
import org.godotengine.godot.io.directory.DirectoryAccessHandler
import org.godotengine.godot.io.file.FileAccessHandler
import org.godotengine.godot.plugin.AndroidRuntimePlugin
import org.godotengine.godot.plugin.GodotPlugin
import org.godotengine.godot.plugin.GodotPluginRegistry
import org.godotengine.godot.tts.GodotTTS
import org.godotengine.godot.utils.CommandLineFileParser
@ -228,7 +230,9 @@ class Godot(private val context: Context) {
window.addFlags(WindowManager.LayoutParams.FLAG_TURN_SCREEN_ON)
Log.v(TAG, "Initializing Godot plugin registry")
GodotPluginRegistry.initializePluginRegistry(this, primaryHost.getHostPlugins(this))
val runtimePlugins = mutableSetOf<GodotPlugin>(AndroidRuntimePlugin(this))
runtimePlugins.addAll(primaryHost.getHostPlugins(this))
GodotPluginRegistry.initializePluginRegistry(this, runtimePlugins)
if (io == null) {
io = GodotIO(activity)
}

View File

@ -0,0 +1,63 @@
/**************************************************************************/
/* AndroidRuntimePlugin.kt */
/**************************************************************************/
/* 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.Godot
/**
* Provides access to the Android runtime capabilities.
*
* For example, from gdscript, developers can use [getApplicationContext] to access system services
* and check if the device supports vibration.
*
* var android_runtime = Engine.get_singleton("AndroidRuntime")
* if android_runtime:
* print("Checking if the device supports vibration")
* var vibrator_service = android_runtime.getApplicationContext().getSystemService("vibrator")
* if vibrator_service:
* if vibrator_service.hasVibrator():
* print("Vibration is supported on device!")
* else:
* printerr("Vibration is not supported on device")
* else:
* printerr("Unable to retrieve the vibrator service")
* else:
* printerr("Couldn't find AndroidRuntime singleton")
*/
class AndroidRuntimePlugin(godot: Godot) : GodotPlugin(godot) {
override fun getPluginName() = "AndroidRuntime"
@UsedByGodot
fun getApplicationContext() = activity?.applicationContext
@UsedByGodot
override fun getActivity() = super.getActivity()
}