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Use implicit launch when running a Godot Android project from the editor

This allows developers to override the default launching activity (`com.godot.game.GodotApp`) with a custom one if desired.
Logic is added to fallback to the default launching activity if the implicit launch fails.
This commit is contained in:
Fredia Huya-Kouadio
2025-01-13 08:52:17 -08:00
parent d79ff848fa
commit 17279cdf45
2 changed files with 37 additions and 6 deletions

View File

@@ -1917,6 +1917,21 @@ String EditorExportPlatformAndroid::get_export_option_warning(const EditorExport
}
}
}
} else if (p_name == "package/show_in_android_tv") {
bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
if (bool(p_preset->get("package/show_in_android_tv")) && !gradle_build_enabled) {
return TTR("\"Use Gradle Build\" must be enabled to enable \"Show In Android Tv\".");
}
} else if (p_name == "package/show_as_launcher_app") {
bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
if (bool(p_preset->get("package/show_as_launcher_app")) && !gradle_build_enabled) {
return TTR("\"Use Gradle Build\" must be enabled to enable \"Show As Launcher App\".");
}
} else if (p_name == "package/show_in_app_library") {
bool gradle_build_enabled = p_preset->get("gradle_build/use_gradle_build");
if (!bool(p_preset->get("package/show_in_app_library")) && !gradle_build_enabled) {
return TTR("\"Use Gradle Build\" must be enabled to disable \"Show In App Library\".");
}
}
}
return String();
@@ -2283,15 +2298,31 @@ Error EditorExportPlatformAndroid::run(const Ref<EditorExportPreset> &p_preset,
}
args.push_back("-a");
args.push_back("android.intent.action.MAIN");
args.push_back("-n");
args.push_back(get_package_name(package_name) + "/com.godot.game.GodotApp");
// Going with implicit launch first based on the LAUNCHER category and the app's package.
args.push_back("-c");
args.push_back("android.intent.category.LAUNCHER");
args.push_back(get_package_name(package_name));
output.clear();
err = OS::get_singleton()->execute(adb, args, &output, &rv, true);
print_verbose(output);
if (err || rv != 0) {
add_message(EXPORT_MESSAGE_ERROR, TTR("Run"), TTR("Could not execute on device."));
CLEANUP_AND_RETURN(ERR_CANT_CREATE);
if (err || rv != 0 || output.contains("Error: Activity not started")) {
// The implicit launch failed, let's try an explicit launch by specifying the component name before giving up.
const String component_name = get_package_name(package_name) + "/com.godot.game.GodotApp";
print_line("Implicit launch failed.. Trying explicit launch using", component_name);
args.erase(get_package_name(package_name));
args.push_back("-n");
args.push_back(component_name);
output.clear();
err = OS::get_singleton()->execute(adb, args, &output, &rv, true);
print_verbose(output);
if (err || rv != 0 || output.begins_with("Error: Activity not started")) {
add_message(EXPORT_MESSAGE_ERROR, TTR("Run"), TTR("Could not execute on device."));
CLEANUP_AND_RETURN(ERR_CANT_CREATE);
}
}
CLEANUP_AND_RETURN(OK);