/**************************************************************************/
/* jni_utils.h */
/**************************************************************************/
/* 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. */
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#ifndef JNI_UTILS_H
#define JNI_UTILS_H
#include "thread_jandroid.h"
#include "core/config/engine.h"
#include "core/string/ustring.h"
#include "core/variant/variant.h"
#include <jni.h>
struct jvalret {
jobject obj;
jvalue val;
jvalret() { obj = nullptr; }<--- Variable 'obj' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'obj' a value by passing the value to the constructor in the initialization list.
};
jvalret _variant_to_jvalue(JNIEnv *env, Variant::Type p_type, const Variant *p_arg, bool force_jobject = false);
String _get_class_name(JNIEnv *env, jclass cls, bool *array);
Variant _jobject_to_variant(JNIEnv *env, jobject obj);
Variant::Type get_jni_type(const String &p_type);
/**
* Convert a Godot Callable to a org.godotengine.godot.variant.Callable java object.
* @param p_env JNI environment instance
* @param p_callable Callable parameter to convert. If null or invalid type, a null jobject is returned.
* @return org.godotengine.godot.variant.Callable jobject or null
*/
jobject callable_to_jcallable(JNIEnv *p_env, const Variant &p_callable);
/**
* Convert a org.godotengine.godot.variant.Callable java object to a Godot Callable variant.
* @param p_env JNI environment instance
* @param p_jcallable_obj org.godotengine.godot.variant.Callable java object to convert.
* @return Callable variant
*/
Callable jcallable_to_callable(JNIEnv *p_env, jobject p_jcallable_obj);
/**
* Converts a java.lang.CharSequence object to a Godot String.
* @param p_env JNI environment instance
* @param p_charsequence java.lang.CharSequence object to convert
* @return Godot String instance.
*/
String charsequence_to_string(JNIEnv *p_env, jobject p_charsequence);
/**
* Converts JNI jstring to Godot String.
* @param source Source JNI string. If null an empty string is returned.
* @param env JNI environment instance. If null obtained by get_jni_env().
* @return Godot string instance.
*/
static inline String jstring_to_string(jstring source, JNIEnv *env = nullptr) {
String result;
if (source) {
if (!env) {
env = get_jni_env();
}
const char *const source_utf8 = env->GetStringUTFChars(source, nullptr);
if (source_utf8) {
result.parse_utf8(source_utf8);
env->ReleaseStringUTFChars(source, source_utf8);
}
}
return result;
}
#endif // JNI_UTILS_H