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Setup Godot to support the Oculus Mobile SDK.
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@@ -34,6 +34,8 @@
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// These entry points are only for the android platform and are simple stubs in all others.
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#ifdef __ANDROID__
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#include "platform/android/java_godot_wrapper.h"
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#include "platform/android/os_android.h"
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#include "platform/android/thread_jandroid.h"
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#else
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#define JNIEnv void
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@@ -54,20 +56,31 @@ JNIEnv *GDAPI godot_android_get_env() {
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jobject GDAPI godot_android_get_activity() {
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#ifdef __ANDROID__
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JNIEnv *env = ThreadAndroid::get_env();
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jclass activityThread = env->FindClass("android/app/ActivityThread");
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jmethodID currentActivityThread = env->GetStaticMethodID(activityThread, "currentActivityThread", "()Landroid/app/ActivityThread;");
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jobject at = env->CallStaticObjectMethod(activityThread, currentActivityThread);
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jmethodID getApplication = env->GetMethodID(activityThread, "getApplication", "()Landroid/app/Application;");
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jobject context = env->CallObjectMethod(at, getApplication);
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return env->NewGlobalRef(context);
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OS_Android *os_android = (OS_Android *)OS::get_singleton();
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return os_android->get_godot_java()->get_activity();
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#else
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return NULL;
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#endif
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}
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jobject GDAPI godot_android_get_surface() {
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#ifdef __ANDROID__
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OS_Android *os_android = (OS_Android *)OS::get_singleton();
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return os_android->get_godot_java()->get_surface();
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#else
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return NULL;
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#endif
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}
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bool GDAPI godot_android_is_activity_resumed() {
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#ifdef __ANDROID__
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OS_Android *os_android = (OS_Android *)OS::get_singleton();
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return os_android->get_godot_java()->is_activity_resumed();
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#else
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return false;
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#endif
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}
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#ifdef __cplusplus
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}
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#endif
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