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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
84 lines
3.4 KiB
C++
84 lines
3.4 KiB
C++
/**************************************************************************/
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/* thread_jandroid.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "thread_jandroid.h"
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#include "core/os/thread.h"
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#include <android/log.h>
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static JavaVM *java_vm = nullptr;
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static thread_local JNIEnv *env = nullptr;
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// The logic here need to improve, init_thread/term_tread are designed to work with Thread::callback
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// Calling init_thread from setup_android_thread and get_jni_env to setup an env we're keeping and not detaching
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// could cause issues on app termination.
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//
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// We should be making sure that any thread started calls a nice cleanup function when it's done,
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// especially now that we use many more threads.
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static void init_thread() {
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if (env) {
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// thread never detached! just keep using...
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return;
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}
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java_vm->AttachCurrentThread(&env, nullptr);
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}
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static void term_thread() {
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java_vm->DetachCurrentThread();
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// this is no longer valid, must called init_thread to re-establish
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env = nullptr;
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}
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void init_thread_jandroid(JavaVM *p_jvm, JNIEnv *p_env) {
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java_vm = p_jvm;
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env = p_env;
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Thread::_set_platform_functions({ .init = init_thread, .term = &term_thread });
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}
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void setup_android_thread() {
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if (!env) {
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// !BAS! see remarks above
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init_thread();
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}
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}
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JNIEnv *get_jni_env() {
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if (!env) {
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// !BAS! see remarks above
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init_thread();
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}
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return env;
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}
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