RingOfRaces/modules/godot_remote/README.md

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# Godot Remote
This is cross platform native module for [Godot Engine](https://github.com/godotengine/godot) v3 for control apps and games over WiFi or ADB.
If you are developing on a non-touch device, this module is the best way to quickly test touch input or test mobile sensors data.
[Video Demonstration](https://youtu.be/LbFcQnS3z3E)
[Custom Packets Demo](https://youtu.be/RmhppDWZZk8)
## Support
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/I2I53VZ2D)
[![paypal](https://www.paypalobjects.com/en_US/i/btn/btn_donateCC_LG.gif)](https://paypal.me/dmitriysalnikov)
## Compiling the Module
### As a module
1. [configure environment](https://docs.godotengine.org/en/3.2/development/compiling/index.html) to build editor for your platform (you need to clone [3.2 branch](https://github.com/godotengine/godot/tree/3.2) not master)
2. copy ```godot_remote``` folder to the ```modules/``` directory or make [symlink](https://en.wikipedia.org/wiki/Symbolic_link)
3. compile engine with instructions from documentation above (e.g. ```scons p=windows tools=yes -j[place here count of your CPU threads]```)
4. run ```bin/godot[based on config]```.
If everything compiles successfully, you'll find the new category in project settings ```Debug/Godot Remote``` where you can configure server.
![Settings](Images/Screenshots/settings.png)
### As a GDNative library
1. [Configure environment](https://docs.godotengine.org/en/3.2/development/compiling/index.html) to build editor for your platform
2. Generate api.json for GDNative api. ```bin/godot --gdnative-generate-json-api api.json```
3. Copy api.json to the root directory of this repository
4. Compile godot-cpp (e.g. in godot-cpp directory run ```scons generate_bindings=true platform=windows target=release bits=64 -j8 ../api.json```)
5. Compile module for your platform (Available platforms: windows, osx, linux, ios, android. Tested platforms: windows, linux, android)
1. For android: Run in root directory ```[path to your android ndk root dir]/ndk-build NDK_PROJECT_PATH=. APP_BUILD_SCRIPT=Android.mk APP_PLATFORM=android-21```
2. For all other platforms: ```scons platform=windows target=release -j8```
6. Use produced library in ```bin/```
GDNative has limitations so here ```GodotRemote``` is not a singleton and you need to create autoload scene with attached NativeScript for ```GodotRemote``` class. Also there is no any settings in ```Debug/Godot Remote```.
Enum constants in this version changed too (see [API Reference] )
**Currently, the GDNative version does not support the assignment of sensor data, so the editor will not support accelerometer, gyroscope, etc.
Also, this version may crash at a random moment.**
If GDNative becomes more stable, I will add the necessary code to easily integrate this module into any project, but now it just works.. sometimes.
### Additional parameters
Also module has additional compilation parameters for scons script
1. ```godot_remote_no_default_resources``` (yes/no) default no - compile with or without default resources
2. ```godot_remote_disable_server``` (yes/no) default no - do not include server code
3. ```godot_remote_disable_client``` (yes/no) default no - do not include client code
## Download
Precompiled binaries can be found on [GitHub Releases](https://github.com/DmitriySalnikov/GodotRemote/releases) page
### Mobile app
On releases page you can found precompiled mobile app but also it can be downloaded from [Google Play](https://play.google.com/store/apps/details?id=com.dmitriysalnikov.godotremote)
## Configure Mobile App
To open settings menu you need to touch the screen with 5 fingers at once.
Then you'll see this settings menu:
![Settings](Images/Screenshots/mobile_settings.png)
**Important:** after entering server address you should apply it by pressing `Set Type and Address` or `Set Type and Port`
## Custom client
If need to support other platforms or you need a specific version of module integrated to the client app, you can build client from source code placed [here](godot_remote_client).
If you don't want to use my client app you can check the [example client project](examples/simple_client) and build your own client.
Or you can donate me some money with request to buy iPhone and adapt a client for it 🙂
## API Reference
Methods will be declared follows this template:
```python
return_type function_name([arg_name1 : type [= defalut value]][, arg_name2 : type [= defalut value]])
```
**Important:** All enums in GDNative version is exposed in GodotRemote class because of limitations.
For example, if you want to use StreamState.STREAM_ACTIVE from GRClient you need to get property GRClient_STREAM_ACTIVE of GodotRemote __object__
```python
# Godot module:
GRClient.STREAM_ACTIVE:
# GDNative
# *GodotRemote is autoload scene with attached NativeScript
GodotRemote.GRClient_STREAM_ACTIVE
```
### GodotRemote
Main class of module.
```python
# --- Properties
# Canvas layer that shows notifications
# type int, default 128
notifications_layer
# Notifications position on screen
# type GRNotifications.NotificationsPosition, default TC
notifications_position
# Is notifications enabled
# type bool, default true
notifications_enabled
# Base duration for showing notifications
# type float, default 3.0
notifications_duration
# Notifcations style
# type GRNotificationStyle
notifications_style
# --- Methods
# Notifications
# Adds or fully update existing notification
# @title: Notification title
# @text: Text of notification
# @notification_icon: Notification icon from enum NotificationIcon
# @update_existing: Updates existing notification
# @duration_multiplier: Multiply base notifications duration
void add_notification(title: String, text: String, notification_icon: GRNotifications.NotificationIcon = 0, update_existing: bool = true, duration_multiplier: float = 1.0)
# Adds new notification or append text to existing notification
# @title: Notification title
# @text: Text of notification
# @icon: Notification icon from enum NotificationIcon
# @add_to_new_line: Adds text to new line or adds to current line
void add_notification_or_append_string(title: String, text: String, icon: GRNotifications.NotificationIcon, add_to_new_line: bool = true, duration_multiplier: float = 1.0)
# Adds notification or update one line of notification text
# @title: Notification title
# @id: Line ID
# @text: Text of notification
# @icon: Notification icon from enum NotificationIcon
# @duration_multiplier: Multiply base notifications duration
void add_notification_or_update_line(title: String, id: String, text: String, icon: GRNotifications.NotificationIcon, duration_multiplier: float = 1.0)
# Clear all notifications
void clear_notifications()
# Get notifications list
# @return list of all visible notifications
Array get_all_notifications()
# Get notification with specified title or null
# @title: Notification title
# @return matched notification
GRNotificationPanel get_notification(title: String)
# Get all notifications with specified title
# @title: Notification title
# @return list of visible notifications
Array get_notifications_with_title(title: String)
# Remove notifications with specified title
# @title: Notifications title
# @is_all_entries: Delete all notifications with @title if true
void remove_notification(title: String, is_all_entries: bool = true)
# Remove exact notification by reference
# @notification: Notification reference
void remove_notification_exact(notification: Node)
# Client/Server
# Create device: client or server
# @device_type: Type of device
# @return true if device created successful
bool create_remote_device(device_type: GodotRemote.DeviceType = 0)
# Start device
# @return true if device valid
bool start_remote_device()
# Create and start device
# @device_type: Type of device
void create_and_start_device(device_type: GodotRemote.DeviceType = 0)
# Remove and delete currently working device
# @return true if succeed
bool remove_remote_device()
# Get device
# @return client, server or null
GRDevice get_device()
# Utility functions
# Not exposed to GDScript fuctions from Input class
# And currently not available in GDNative
void set_accelerometer(value: Vector3)
void set_gravity(value: Vector3)
void set_gyroscope(value: Vector3)
void set_magnetometer(value: Vector3)
# Set GodotRemote log level
# @level: Level of logging
void set_log_level(level: LogLevel)
# Get GodotRemote module version
# @return module version in format "MAJOR.MINOR.BUILD"
String get_version()
# --- Signals
# Device added
device_added()
# Device removed
device_removed()
# --- Enumerations
DeviceType:
DEVICE_AUTO = 0
DEVICE_SERVER = 1
DEVICE_CLIENT = 2
LogLevel:
LL_NONE = 4
LL_DEBUG = 0
LL_NORMAL = 1
LL_WARNING = 2
LL_ERROR = 3
```
### GRNotifications
Container for all notifications
```python
# --- Signals
# Called when a single notification is added
notification_added(title: String, text: String)
# Called when a single notification is removed
notification_removed(title: String, is_cleared: bool)
# Called when all notifications are cleared
notifications_cleared()
# Called when notifications are enabled or disabled
notifications_toggled(is_enabled: bool)
# --- Enumerations
NotificationIcon:
ICON_NONE = 0
ICON_ERROR = 1
ICON_WARNING = 2
ICON_SUCCESS = 3
ICON_FAIL = 4
NotificationsPosition:
TOP_LEFT = 0
TOP_CENTER = 1
TOP_RIGHT = 2
BOTTOM_LEFT = 3
BOTTOM_CENTER = 4
BOTTOM_RIGHT = 5
```
### GRNotificationStyle
Helper class to store parameters of notifications style
```python
# --- Properties
# Style of background notifications panel
# type StyleBox
panel_style
# Theme for notification close button
# type Theme
close_button_theme
# Close button icon texture
# type Texture
close_button_icon
# Notification title font
# type Font
title_font
# Notification text font
# type Font
text_font
# --- Methods
# Get notification icon from this style
# @notification_icon: Notfication icon id
# @return icon texture of null
Texture get_notification_icon(notification_icon: GRNotifications.NotificationIcon)
# Set notification icon in this style
# @notification_icon: Notfication icon id
# @icon_texture: Icon texture
void set_notification_icon(notification_icon: GRNotifications.NotificationIcon, icon_texture: Texture)
```
### GRInputData
Container for all InputEvents
```python
# --- Enumerations
InputType:
_NoneIT = 0
_InputDeviceSensors = 1
_InputEvent = 64
_InputEventAction = 65
_InputEventGesture = 66
_InputEventJoypadButton = 67
_InputEventJoypadMotion = 68
_InputEventKey = 69
_InputEventMagnifyGesture = 70
_InputEventMIDI = 71
_InputEventMouse = 72
_InputEventMouseButton = 73
_InputEventMouseMotion = 74
_InputEventPanGesture = 75
_InputEventScreenDrag = 76
_InputEventScreenTouch = 77
_InputEventWithModifiers = 78
_InputEventMAX = 79
```
### GRPacket
The basic data type used to exchange information between the client and the server
```python
# --- Enumerations
PacketType:
NonePacket = 0
SyncTime = 1
ImageData = 2
InputData = 3
ServerSettings = 4
MouseModeSync = 5
CustomInputScene = 6
ClientStreamOrientation = 7
ClientStreamAspect = 8
CustomUserData = 9
Ping = 128
Pong = 192
```
### GRDevice
Base class for client and server
```python
# --- Properties
# Connection port
# type int, default 52341
port
# --- Methods
# Send user data to remote device
# @packet_id: any data to identify your packet
# @user_data: any data to send to remote device
# @full_objects: flag for full serialization of objects, possibly with their executable code. For more info check Godot's PacketPeer.put_var() and PacketPeer.get_var()
void send_user_data(packet_id: Variant, user_data: Variant, full_objects: bool = false)
# Get average FPS
# @return average FPS
float get_avg_fps()
# Get minimum FPS
# @return minimum FPS
float get_min_fps()
# Get maximum FPS
# @return maximum FPS
float get_max_fps()
# Get average ping
# @return average ping
float get_avg_ping()
# Get minimum ping
# @return minimum ping
float get_min_ping()
# Get maximum ping
# @return maximum ping
float get_max_ping()
# Get device status
WorkingStatus get_status()
# Start device
void start()
# Stop device
void stop()
# --- Signals
# Device status changed
status_changed(status: GRDevice.WorkingStatus)
# User data received from a remote device
user_data_received(packet_id: Variant, user_data: Variant)
# --- Enumerations
ImageCompressionType:
COMPRESSION_UNCOMPRESSED = 0
COMPRESSION_JPG = 1
COMPRESSION_PNG = 2
Subsampling:
SUBSAMPLING_Y_ONLY = 0
SUBSAMPLING_H1V1 = 1
SUBSAMPLING_H2V1 = 2
SUBSAMPLING_H2V2 = 3
TypesOfServerSettings:
SERVER_SETTINGS_USE_INTERNAL = 0
SERVER_SETTINGS_VIDEO_STREAM_ENABLED = 1
SERVER_SETTINGS_COMPRESSION_TYPE = 2
SERVER_SETTINGS_JPG_QUALITY = 3
SERVER_SETTINGS_SKIP_FRAMES = 4
SERVER_SETTINGS_RENDER_SCALE = 5
WorkingStatus:
STATUS_STARTING = 3
STATUS_STOPPING = 2
STATUS_WORKING = 1
STATUS_STOPPED = 0
```
### GRServer
```python
# --- Properties
# Server password
# type String, default ""
password
# Path to the custom input scene.
# type String, default ""
custom_input_scene
# Is custom input scene compressed
## Doesn't work in GDNative
# type bool, default true
custom_input_scene_compressed
# Compression type of custom input scene
## Doesn't work in GDNative
# type File.CompressionMode, default FastLZ
custom_input_scene_compression_type
# --- Methods
# Set whether the stream is enabled
bool set_video_stream_enabled(value : bool)
# Get whether the stream is enabled
bool is_video_stream_enabled()
# Set how many frames to skip
bool set_skip_frames(frames : int)
# Get the number of skipping frames
int get_skip_frames()
# Set JPG quality
bool set_jpg_quality(quality : int)
# Get JPG quality
int get_jpg_quality()
# Set the scale of the stream
bool set_render_scale(scale : float)
# Get stream scale
float get_render_scale()
# Force update custom input scene on client
void force_update_custom_input_scene()
# Get resize viewport node
# @return resize viewport or null
GRSViewport get_gr_viewport()
# --- Signals
# On client connected
client_connected(device_id: String)
# On client disconnected
client_disconnected(device_id: String)
# On orientation of client's screen or viewport changed
client_viewport_orientation_changed(is_vertical: bool)
# On client's screen or viewport aspect ratio changed
client_viewport_aspect_ratio_changed(stream_aspect: float)
```
### GRClient
```python
# --- Properties
# Capture input only when containing control has focus
# type bool, default false
capture_on_focus
# Capture input only when stream image hovered
# type bool, default true
capture_when_hover
# Capture mouse pointer and touch events
# type bool, default true
capture_pointer
# Capture input
# type bool, default true
capture_input
# Type of connection
# type GRClient.ConnectionType, default CONNECTION_WiFi
connection_type
# Frequency of sending data to the server
# type int, default 60
target_send_fps
# Stretch mode of stream image
# type GRClient.StretchMode, default STRETCH_KEEP_ASPECT
stretch_mode
# Use texture filtering of stream image
# type bool, default true
texture_filtering
# Password
# type String, default ""
password
# ID of device
# type String, default 6 random digits and characters
device_id
# Sync viewport orientation with server
# type bool, default true
viewport_orientation_syncing
# Sync viewport aspect ratio with server
# type bool, default true
viewport_aspect_ratio_syncing
# Receive updated server settings
# type bool, default false
server_settings_syncing
# --- Methods
# Restore settings on server
void disable_overriding_server_settings()
# Get the current visible custom input scene
# @return: Custom input scene
Node get_custom_input_scene()
# Get server address
# @return server address
String get_address()
# Is connected to server
# @return true if connected to server
bool is_connected_to_host()
# Is stream active
# @return true if stream active
bool is_stream_active()
# Set server address to connect
# @ip: IP of server
# @return true if address is valid
bool set_address(ip: String)
# Set both server address and port
# @ip: IP of server
# @port: Port of server
# @return true if address is valid
bool set_address_port(ip: String, port: int)
# Set the control to show stream in
# @control_node: Control where stream will be shown
# @position_in_node: Position of stream in parent
void set_control_to_show_in(control_node: Control, position_in_node: int = 0)
# Set custom material for no signal screen
# @material: Custom material
void set_custom_no_signal_material(material: Material)
# Set custom horizontal texture for no signal screen
# @texture: Custom texture
void set_custom_no_signal_texture(texture: Texture)
# Set custom vertical texture for no signal screen
# @texture: Custom texture
void set_custom_no_signal_vertical_texture(texture: Texture)
# Override setting on server
# @setting: Which setting need to change
# @value: Value of setting
void set_server_setting(setting: GRdevice.TypesOfServerSettings, value: Variant)
# --- Signals
# On custom input scene added and becomes visible
custom_input_scene_added()
# On custom input scene removed
custom_input_scene_removed()
# On connection state changed
connection_state_changed(is_connected: bool)
# On stream state changed
stream_state_changed(state: GRClient.StreamState)
# On mouse mode changed on server
mouse_mode_changed(mouse_mode: Input.MouseMode)
# On received server settings from server
server_settings_received(settings: Dictionary)
# --- Enumerations
ConnectionType:
CONNECTION_ADB = 1
CONNECTION_WiFi = 0
StreamState:
STREAM_NO_SIGNAL = 0
STREAM_ACTIVE = 1
STREAM_NO_IMAGE = 2
StretchMode:
STRETCH_KEEP_ASPECT = 0
STRETCH_FILL = 1
```
There is no need to describe other classes here
## Custom Input Scenes
In custom input scenes you can use everything you want but to send InputEvent's from client to server you must emulate input. Or use the send_user_data() method and user_data_received signal for send and receive custom packets.
Example:
```python
# -- With InputEvent's
func _on_pressed():
# Create event for pressed state
var iea_p = InputEventAction.new()
iea_p.pressed = true
iea_p.action = "jump"
# Create event for released state
var iea_r = InputEventAction.new()
iea_r.pressed = false
iea_p.action = "jump"
# Parse event to send it to the server
Input.parse_input_event(iea_p)
Input.parse_input_event(iea_r)
# -- With custom packets
# on first device
func _ready():
GodotRemote.get_device().connect("user_data_received", self, "_on_user_data_received")
func _on_user_data_received(id, data):
print("Received packet: %s, data: %s" % [id, data])
# on second device
func _on_button_pressed():
GodotRemote.get_device().send_user_data("bg_color", color, false)
```
## License
MIT license