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			307 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  gradle_export_util.h                                                 */
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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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#ifndef GODOT_GRADLE_EXPORT_UTIL_H
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#define GODOT_GRADLE_EXPORT_UTIL_H
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#include "core/io/zip_io.h"
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#include "core/os/dir_access.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "editor/editor_export.h"
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const String godot_project_name_xml_string = R"(<?xml version="1.0" encoding="utf-8"?>
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<!--WARNING: THIS FILE WILL BE OVERWRITTEN AT BUILD TIME-->
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<resources>
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	<string name="godot_project_name_string">%s</string>
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</resources>
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)";
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DisplayServer::ScreenOrientation _get_screen_orientation() {
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	String orientation_settings = ProjectSettings::get_singleton()->get("display/window/handheld/orientation");
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	DisplayServer::ScreenOrientation screen_orientation;
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	if (orientation_settings == "portrait") {
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		screen_orientation = DisplayServer::SCREEN_PORTRAIT;
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	} else if (orientation_settings == "reverse_landscape") {
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		screen_orientation = DisplayServer::SCREEN_REVERSE_LANDSCAPE;
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	} else if (orientation_settings == "reverse_portrait") {
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		screen_orientation = DisplayServer::SCREEN_REVERSE_PORTRAIT;
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	} else if (orientation_settings == "sensor_landscape") {
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		screen_orientation = DisplayServer::SCREEN_SENSOR_LANDSCAPE;
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	} else if (orientation_settings == "sensor_portrait") {
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		screen_orientation = DisplayServer::SCREEN_SENSOR_PORTRAIT;
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	} else if (orientation_settings == "sensor") {
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		screen_orientation = DisplayServer::SCREEN_SENSOR;
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	} else {
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		screen_orientation = DisplayServer::SCREEN_LANDSCAPE;
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	}
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	return screen_orientation;
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}
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int _get_android_orientation_value(DisplayServer::ScreenOrientation screen_orientation) {
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	switch (screen_orientation) {
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		case DisplayServer::SCREEN_PORTRAIT:
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			return 1;
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		case DisplayServer::SCREEN_REVERSE_LANDSCAPE:
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			return 8;
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		case DisplayServer::SCREEN_REVERSE_PORTRAIT:
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			return 9;
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		case DisplayServer::SCREEN_SENSOR_LANDSCAPE:
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			return 11;
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		case DisplayServer::SCREEN_SENSOR_PORTRAIT:
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			return 12;
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		case DisplayServer::SCREEN_SENSOR:
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			return 13;
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		case DisplayServer::SCREEN_LANDSCAPE:
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		default:
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			return 0;
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	}
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}
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String _get_android_orientation_label(DisplayServer::ScreenOrientation screen_orientation) {
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	switch (screen_orientation) {
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		case DisplayServer::SCREEN_PORTRAIT:
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			return "portrait";
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		case DisplayServer::SCREEN_REVERSE_LANDSCAPE:
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			return "reverseLandscape";
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		case DisplayServer::SCREEN_REVERSE_PORTRAIT:
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			return "reversePortrait";
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		case DisplayServer::SCREEN_SENSOR_LANDSCAPE:
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			return "userLandscape";
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		case DisplayServer::SCREEN_SENSOR_PORTRAIT:
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			return "userPortrait";
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		case DisplayServer::SCREEN_SENSOR:
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			return "fullUser";
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		case DisplayServer::SCREEN_LANDSCAPE:
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		default:
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			return "landscape";
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	}
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}
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// Utility method used to create a directory.
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Error create_directory(const String &p_dir) {
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	if (!DirAccess::exists(p_dir)) {
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		DirAccess *filesystem_da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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		ERR_FAIL_COND_V_MSG(!filesystem_da, ERR_CANT_CREATE, "Cannot create directory '" + p_dir + "'.");
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		Error err = filesystem_da->make_dir_recursive(p_dir);
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		ERR_FAIL_COND_V_MSG(err, ERR_CANT_CREATE, "Cannot create directory '" + p_dir + "'.");
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		memdelete(filesystem_da);
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	}
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	return OK;
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}
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// Implementation of EditorExportSaveSharedObject.
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// This method will only be called as an input to export_project_files.
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// This method lets the .so files for all ABIs to be copied
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// into the gradle project from the .AAR file
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Error ignore_so_file(void *p_userdata, const SharedObject &p_so) {
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	return OK;
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}
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// Writes p_data into a file at p_path, creating directories if necessary.
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// Note: this will overwrite the file at p_path if it already exists.
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Error store_file_at_path(const String &p_path, const Vector<uint8_t> &p_data) {
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	String dir = p_path.get_base_dir();
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	Error err = create_directory(dir);
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	if (err != OK) {
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		return err;
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	}
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	FileAccess *fa = FileAccess::open(p_path, FileAccess::WRITE);
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	ERR_FAIL_COND_V_MSG(!fa, ERR_CANT_CREATE, "Cannot create file '" + p_path + "'.");
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	fa->store_buffer(p_data.ptr(), p_data.size());
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	memdelete(fa);
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	return OK;
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}
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// Writes string p_data into a file at p_path, creating directories if necessary.
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// Note: this will overwrite the file at p_path if it already exists.
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Error store_string_at_path(const String &p_path, const String &p_data) {
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	String dir = p_path.get_base_dir();
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	Error err = create_directory(dir);
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	if (err != OK) {
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		if (OS::get_singleton()->is_stdout_verbose()) {
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			print_error("Unable to write data into " + p_path);
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		}
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		return err;
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	}
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	FileAccess *fa = FileAccess::open(p_path, FileAccess::WRITE);
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	ERR_FAIL_COND_V_MSG(!fa, ERR_CANT_CREATE, "Cannot create file '" + p_path + "'.");
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	fa->store_string(p_data);
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	memdelete(fa);
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	return OK;
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}
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// Implementation of EditorExportSaveFunction.
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// This method will only be called as an input to export_project_files.
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// It is used by the export_project_files method to save all the asset files into the gradle project.
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// It's functionality mirrors that of the method save_apk_file.
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// This method will be called ONLY when custom build is enabled.
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Error rename_and_store_file_in_gradle_project(void *p_userdata, const String &p_path, const Vector<uint8_t> &p_data, int p_file, int p_total, const Vector<String> &p_enc_in_filters, const Vector<String> &p_enc_ex_filters, const Vector<uint8_t> &p_key) {
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	String dst_path = p_path.replace_first("res://", "res://android/build/assets/");
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	print_verbose("Saving project files from " + p_path + " into " + dst_path);
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	Error err = store_file_at_path(dst_path, p_data);
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	return err;
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}
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// Creates strings.xml files inside the gradle project for different locales.
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Error _create_project_name_strings_files(const Ref<EditorExportPreset> &p_preset, const String &project_name) {
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	print_verbose("Creating strings resources for supported locales for project " + project_name);
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	// Stores the string into the default values directory.
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	String processed_default_xml_string = vformat(godot_project_name_xml_string, project_name.xml_escape(true));
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	store_string_at_path("res://android/build/res/values/godot_project_name_string.xml", processed_default_xml_string);
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	// Searches the Gradle project res/ directory to find all supported locales
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	DirAccessRef da = DirAccess::open("res://android/build/res");
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	if (!da) {
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		if (OS::get_singleton()->is_stdout_verbose()) {
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			print_error("Unable to open Android resources directory.");
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		}
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		return ERR_CANT_OPEN;
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	}
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	da->list_dir_begin();
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	while (true) {
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		String file = da->get_next();
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		if (file == "") {
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			break;
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		}
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		if (!file.begins_with("values-")) {
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			// NOTE: This assumes all directories that start with "values-" are for localization.
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			continue;
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		}
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		String locale = file.replace("values-", "").replace("-r", "_");
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		String property_name = "application/config/name_" + locale;
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		String locale_directory = "res://android/build/res/" + file + "/godot_project_name_string.xml";
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		if (ProjectSettings::get_singleton()->has_setting(property_name)) {
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			String locale_project_name = ProjectSettings::get_singleton()->get(property_name);
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			String processed_xml_string = vformat(godot_project_name_xml_string, locale_project_name.xml_escape(true));
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			print_verbose("Storing project name for locale " + locale + " under " + locale_directory);
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			store_string_at_path(locale_directory, processed_xml_string);
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		} else {
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			// TODO: Once the legacy build system is deprecated we don't need to have xml files for this else branch
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			store_string_at_path(locale_directory, processed_default_xml_string);
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		}
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	}
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	da->list_dir_end();
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	return OK;
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}
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String bool_to_string(bool v) {
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	return v ? "true" : "false";
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}
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String _get_gles_tag() {
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	bool min_gles3 = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "GLES3" &&
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					 !ProjectSettings::get_singleton()->get("rendering/driver/fallback_to_gles2");
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	return min_gles3 ? "    <uses-feature android:glEsVersion=\"0x00030000\" android:required=\"true\" />\n" : "";
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}
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String _get_screen_sizes_tag(const Ref<EditorExportPreset> &p_preset) {
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	String manifest_screen_sizes = "    <supports-screens \n        tools:node=\"replace\"";
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	String sizes[] = { "small", "normal", "large", "xlarge" };
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	size_t num_sizes = sizeof(sizes) / sizeof(sizes[0]);
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	for (size_t i = 0; i < num_sizes; i++) {
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		String feature_name = vformat("screen/support_%s", sizes[i]);
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		String feature_support = bool_to_string(p_preset->get(feature_name));
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		String xml_entry = vformat("\n        android:%sScreens=\"%s\"", sizes[i], feature_support);
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		manifest_screen_sizes += xml_entry;
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	}
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	manifest_screen_sizes += " />\n";
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	return manifest_screen_sizes;
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}
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String _get_xr_features_tag(const Ref<EditorExportPreset> &p_preset) {
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	String manifest_xr_features;
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	bool uses_xr = (int)(p_preset->get("xr_features/xr_mode")) == 1;
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	if (uses_xr) {
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		int dof_index = p_preset->get("xr_features/degrees_of_freedom"); // 0: none, 1: 3dof and 6dof, 2: 6dof
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		if (dof_index == 1) {
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			manifest_xr_features += "    <uses-feature tools:node=\"replace\" android:name=\"android.hardware.vr.headtracking\" android:required=\"false\" android:version=\"1\" />\n";
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		} else if (dof_index == 2) {
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			manifest_xr_features += "    <uses-feature tools:node=\"replace\" android:name=\"android.hardware.vr.headtracking\" android:required=\"true\" android:version=\"1\" />\n";
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		}
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		int hand_tracking_index = p_preset->get("xr_features/hand_tracking"); // 0: none, 1: optional, 2: required
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		if (hand_tracking_index == 1) {
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			manifest_xr_features += "    <uses-feature tools:node=\"replace\" android:name=\"oculus.software.handtracking\" android:required=\"false\" />\n";
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		} else if (hand_tracking_index == 2) {
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			manifest_xr_features += "    <uses-feature tools:node=\"replace\" android:name=\"oculus.software.handtracking\" android:required=\"true\" />\n";
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		}
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	}
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	return manifest_xr_features;
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}
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String _get_instrumentation_tag(const Ref<EditorExportPreset> &p_preset) {
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	String package_name = p_preset->get("package/unique_name");
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	String manifest_instrumentation_text = vformat(
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			"    <instrumentation\n"
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			"        tools:node=\"replace\"\n"
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			"        android:name=\".GodotInstrumentation\"\n"
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			"        android:icon=\"@mipmap/icon\"\n"
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			"        android:label=\"@string/godot_project_name_string\"\n"
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			"        android:targetPackage=\"%s\" />\n",
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			package_name);
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	return manifest_instrumentation_text;
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}
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String _get_activity_tag(const Ref<EditorExportPreset> &p_preset) {
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	bool uses_xr = (int)(p_preset->get("xr_features/xr_mode")) == 1;
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	String orientation = _get_android_orientation_label(_get_screen_orientation());
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	String manifest_activity_text = vformat(
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			"        <activity android:name=\"com.godot.game.GodotApp\" "
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			"tools:replace=\"android:screenOrientation\" "
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			"android:screenOrientation=\"%s\">\n",
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			orientation);
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	if (uses_xr) {
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		String focus_awareness = bool_to_string(p_preset->get("xr_features/focus_awareness"));
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		manifest_activity_text += vformat("            <meta-data tools:node=\"replace\" android:name=\"com.oculus.vr.focusaware\" android:value=\"%s\" />\n", focus_awareness);
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	} else {
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		manifest_activity_text += "            <meta-data tools:node=\"remove\" android:name=\"com.oculus.vr.focusaware\" />\n";
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	}
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	manifest_activity_text += "        </activity>\n";
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	return manifest_activity_text;
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}
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String _get_application_tag(const Ref<EditorExportPreset> &p_preset) {
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	bool uses_xr = (int)(p_preset->get("xr_features/xr_mode")) == 1;
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	String manifest_application_text =
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			"    <application android:label=\"@string/godot_project_name_string\"\n"
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			"        android:allowBackup=\"false\" tools:ignore=\"GoogleAppIndexingWarning\"\n"
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			"        android:icon=\"@mipmap/icon\">\n\n"
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			"        <meta-data tools:node=\"remove\" android:name=\"xr_mode_metadata_name\" />\n";
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	if (uses_xr) {
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		manifest_application_text += "        <meta-data tools:node=\"replace\" android:name=\"com.samsung.android.vr.application.mode\" android:value=\"vr_only\" />\n";
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	}
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	manifest_application_text += _get_activity_tag(p_preset);
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	manifest_application_text += "    </application>\n";
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	return manifest_application_text;
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}
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#endif //GODOT_GRADLE_EXPORT_UTIL_H
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