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Update the naming scheme for the GodotPlugin's methods in preparate of the vulkan integration.
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@@ -55,8 +55,6 @@ import android.hardware.SensorManager;
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import android.os.Build;
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import android.os.Bundle;
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import android.os.Environment;
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import android.os.Handler;
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import android.os.Looper;
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import android.os.Messenger;
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import android.os.VibrationEffect;
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import android.os.Vibrator;
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@@ -64,7 +62,6 @@ import android.provider.Settings.Secure;
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import android.support.annotation.CallSuper;
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import android.support.annotation.Keep;
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import android.support.annotation.NonNull;
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import android.support.annotation.Nullable;
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import android.support.v4.app.FragmentActivity;
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import android.view.Display;
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import android.view.KeyEvent;
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@@ -197,12 +194,12 @@ public abstract class Godot extends FragmentActivity implements SensorEventListe
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};
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/**
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* Invoked on the GL thread when the Godot main loop has started.
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* Invoked on the render thread when the Godot main loop has started.
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*/
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@CallSuper
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protected void onGLGodotMainLoopStarted() {
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protected void onGodotMainLoopStarted() {
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for (GodotPlugin plugin : pluginRegistry.getAllPlugins()) {
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plugin.onGLGodotMainLoopStarted();
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plugin.onGodotMainLoopStarted();
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}
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}
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@@ -247,7 +244,7 @@ public abstract class Godot extends FragmentActivity implements SensorEventListe
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// Must occur after GodotLib.setup has completed.
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for (GodotPlugin plugin : pluginRegistry.getAllPlugins()) {
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plugin.onGLRegisterPluginWithGodotNative();
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plugin.onRegisterPluginWithGodotNative();
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}
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setKeepScreenOn("True".equals(GodotLib.getGlobal("display/window/energy_saving/keep_screen_on")));
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@@ -787,11 +784,11 @@ public abstract class Godot extends FragmentActivity implements SensorEventListe
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}
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/**
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* Queue a runnable to be run on the GL thread.
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* Queue a runnable to be run on the render thread.
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* <p>
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* This must be called after the GL thread has started.
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* This must be called after the render thread has started.
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*/
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public final void runOnGLThread(@NonNull Runnable action) {
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public final void runOnRenderThread(@NonNull Runnable action) {
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if (mView != null) {
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mView.queueEvent(action);
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}
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@@ -34,6 +34,7 @@ import android.app.Activity;
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import android.content.Intent;
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import android.support.annotation.NonNull;
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import android.support.annotation.Nullable;
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import android.view.Surface;
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import android.view.View;
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import java.lang.reflect.Method;
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import java.util.ArrayList;
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@@ -84,8 +85,10 @@ public abstract class GodotPlugin {
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/**
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* Register the plugin with Godot native code.
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*
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* This method is invoked on the render thread.
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*/
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public final void onGLRegisterPluginWithGodotNative() {
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public final void onRegisterPluginWithGodotNative() {
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nativeRegisterSingleton(getPluginName());
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Class clazz = getClass();
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@@ -169,9 +172,9 @@ public abstract class GodotPlugin {
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public boolean onMainBackPressed() { return false; }
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/**
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* Invoked on the GL thread when the Godot main loop has started.
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* Invoked on the render thread when the Godot main loop has started.
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*/
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public void onGLGodotMainLoopStarted() {}
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public void onGodotMainLoopStarted() {}
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/**
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* Invoked once per frame on the GL thread after the frame is drawn.
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@@ -189,6 +192,22 @@ public abstract class GodotPlugin {
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*/
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public void onGLSurfaceCreated(GL10 gl, EGLConfig config) {}
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/**
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* Invoked once per frame on the Vulkan thread after the frame is drawn.
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*/
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public void onVkDrawFrame() {}
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/**
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* Called on the Vulkan thread after the surface is created and whenever the surface size
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* changes.
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*/
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public void onVkSurfaceChanged(Surface surface, int width, int height) {}
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/**
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* Called on the Vulkan thread when the surface is created or recreated.
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*/
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public void onVkSurfaceCreated(Surface surface) {}
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/**
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* Returns the name of the plugin.
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* <p>
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@@ -225,12 +244,12 @@ public abstract class GodotPlugin {
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}
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/**
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* Queue the specified action to be run on the GL thread.
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* Queue the specified action to be run on the render thread.
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*
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* @param action the action to run on the GL thread
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* @param action the action to run on the render thread
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*/
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protected void runOnGLThread(Runnable action) {
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godot.runOnGLThread(action);
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protected void runOnRenderThread(Runnable action) {
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godot.runOnRenderThread(action);
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}
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/**
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