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godot/platform/android/editor/editor_utils_jni.cpp
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

96 lines
4.1 KiB
C++

/**************************************************************************/
/* editor_utils_jni.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "editor_utils_jni.h"
#include "jni_utils.h"
#ifdef TOOLS_ENABLED
#include "editor/debugger/editor_debugger_node.h"
#include "editor/debugger/script_editor_debugger.h"
#include "editor/run/editor_run_bar.h"
#include "main/main.h"
#endif
extern "C" {
JNIEXPORT void JNICALL Java_org_godotengine_godot_editor_utils_EditorUtils_runScene(JNIEnv *p_env, jclass, jstring p_scene, jobjectArray p_scene_args) {
#ifdef TOOLS_ENABLED
Vector<String> scene_args;
jint length = p_env->GetArrayLength(p_scene_args);
for (jint i = 0; i < length; ++i) {
jstring j_arg = (jstring)p_env->GetObjectArrayElement(p_scene_args, i);
String arg = jstring_to_string(j_arg, p_env);
scene_args.push_back(arg);
p_env->DeleteLocalRef(j_arg);
}
String scene = jstring_to_string(p_scene, p_env);
EditorRunBar *editor_run_bar = EditorRunBar::get_singleton();
if (editor_run_bar != nullptr) {
editor_run_bar->stop_playing();
// Ensure that all ScriptEditorDebugger instances are explicitly stopped.
// If not, a closing instance from the previous run session will trigger `_stop_and_notify()`, in turn causing
// the closure of the ScriptEditorDebugger instances of the run session we're about to launch.
EditorDebuggerNode *dbg_node = EditorDebuggerNode::get_singleton();
if (dbg_node != nullptr) {
for (int i = 0; ScriptEditorDebugger *dbg = dbg_node->get_debugger(i); i++) {
dbg->stop();
}
}
if (scene.is_empty()) {
editor_run_bar->play_main_scene(false);
} else {
editor_run_bar->play_custom_scene(scene, scene_args);
}
} else {
List<String> args;
for (const String &a : Main::get_forwardable_cli_arguments(Main::CLI_SCOPE_PROJECT)) {
args.push_back(a);
}
for (const String &arg : scene_args) {
args.push_back(arg);
}
if (!scene.is_empty()) {
args.push_back("--scene");
args.push_back(scene);
}
Error err = OS::get_singleton()->create_instance(args);
ERR_FAIL_COND(err);
}
#endif
}
}