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Fix typos and formatting issues for the updated Android documentation

Fredia Huya-Kouadio 1 年之前
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共有 2 个文件被更改,包括 30 次插入33 次删除
  1. 13 17
      tutorials/platform/android/android_library.rst
  2. 17 16
      tutorials/platform/android/android_plugin.rst

+ 13 - 17
tutorials/platform/android/android_library.rst

@@ -20,7 +20,7 @@ Using the Godot Android library
 
 The Godot Android library is packaged as an AAR archive file and hosted on `MavenCentral <https://central.sonatype.com/artifact/org.godotengine/godot>`_ along with `its documentation <https://javadoc.io/doc/org.godotengine/godot/latest/index.html>`_.
 
-It is used to provide access to Godot APIs and capabilities on Android platforms for the following (non-exhaustive) use-cases.
+It provides access to Godot APIs and capabilities on Android platforms for the following non-exhaustive use-cases.
 
 Godot Android plugins
 ---------------------
@@ -28,31 +28,27 @@ Godot Android plugins
 Android plugins are powerful tools to extend the capabilities of the Godot Engine
 by tapping into the functionality provided by Android platforms and ecosystem.
 
-They are also Android libraries with a dependency on the Godot Android library
-which is used for access to the Godot APIs and integration into the engine's lifecycle.
-
-They offer similar features to the Godot Android library,
-notably the ability to integrate with the Gradle (or other Android supported) build system,
-and the ability to be portable and embeddable.
-
-Access to Godot APIs and lifecycle grants Android plugins powerful capabilities
-such as GDExtension which allows to update / mod the engine behavior as needed.
+An Android plugin is an Android library with a dependency on the Godot Android library
+which the plugin uses to integrate into the engine's lifecycle and to access Godot APIs,
+granting it powerful capabilities such as GDExtension support which allows to update / mod the engine behavior as needed.
 
 For more information, see :ref:`Godot Android plugins <doc_android_plugin>`.
 
 Embedding Godot in existing Android projects
 --------------------------------------------
 
-The Godot Engine can be integrated within existing Android applications or libraries,
+The Godot Engine can be embedded within existing Android applications or libraries,
 allowing developers to leverage mature and battle-tested code and libraries better suited to a specific task.
 
 The hosting component is responsible for driving the engine lifecycle via Godot's Android APIs.
-These APIs can also be used to provide bidirectional communication between the host and the running Godot instance allowing for greater control over the desired experience.
+These APIs can also be used to provide bidirectional communication between the host and the embedded
+Godot instance allowing for greater control over the desired experience.
 
-We showcase how this is done using a sample Android app that uses the Godot Engine as an embeddable Android view to render 3D GLTF models.
+We showcase how this is done using a sample Android app that embeds the Godot Engine as an Android view,
+and uses it to render 3D GLTF models.
 
 The `GLTF Viewer <https://github.com/m4gr3d/Godot-Android-Samples/tree/master/apps/gltf_viewer>`_ sample app uses an `Android RecyclerView component <https://developer.android.com/develop/ui/views/layout/recyclerview>`_ to create
-and populate a list of GLTF items from `Kenney's Food Kit pack <https://kenney.nl/assets/food-kit>`_.
+a list of GLTF items, populated from `Kenney's Food Kit pack <https://kenney.nl/assets/food-kit>`_.
 When an item on the list is selected, the app's logic interacts with the embedded Godot Engine to render the selected GLTF item as a 3D model.
 
 .. image:: img/gltf_viewer_sample_app_screenshot.webp
@@ -174,18 +170,18 @@ Below we break-down the steps used to create the GLTF Viewer app.
 
   On Android, Godot's project files are exported to the ``assets`` directory of the generated ``apk`` binary.
 
-  We use that info to bind our Android app and Godot project together by creating the Godot project in the Android app's ``assets`` directory.
+  We leverage that architecture to bind our Android app and Godot project together by creating the Godot project in the Android app's ``assets`` directory.
 
   Note that it's also possible to create the Godot project in a separate directory and export it as a `PCK or ZIP file <https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html#pck-versus-zip-pack-file-formats>`_
   to the Android app's ``assets`` directory.
   Using this approach requires passing the ``--main-pack <pck_or_zip_filepath_relative_to_assets_dir>`` argument to the hosted Godot Engine instance using `GodotHost#getCommandLine() <https://github.com/godotengine/godot/blob/6916349697a4339216469e9bf5899b983d78db07/platform/android/java/lib/src/org/godotengine/godot/GodotHost.java#L45>`_.
 
-  The instructions below (and the sample app) follow the first approach of creating the Godot project in the Android app's ``assets`` directory.
+  The instructions below and the sample app follow the first approach of creating the Godot project in the Android app's ``assets`` directory.
 
 
 - As mentioned in the **note** above, open the Godot Editor and create a Godot project directly (no subfolder) in the ``assets`` directory of the Android application project
 
-  - See the sampple app's `Godot project <https://github.com/m4gr3d/Godot-Android-Samples/tree/master/apps/gltf_viewer/src/main/assets>`_ for reference
+  - See the sample app's `Godot project <https://github.com/m4gr3d/Godot-Android-Samples/tree/master/apps/gltf_viewer/src/main/assets>`_ for reference
 
 - Configure the Godot project as desired
 

+ 17 - 16
tutorials/platform/android/android_plugin.rst

@@ -29,7 +29,7 @@ v2 Architecture
     Godot Android plugin leverages the :ref:`Gradle build system <doc_android_gradle_build>`.
 
 
-Building on the previous architecture, Android plugins continue to be derived from the
+Building on the previous v1 architecture, Android plugins continue to be derived from the
 `Android archive library <https://developer.android.com/studio/projects/android-library#aar-contents>`_.
 
 At its core, a Godot Android plugin v2 is an Android library with a dependency on the :ref:`Godot Android library <doc_android_library>`,
@@ -43,7 +43,7 @@ This architecture allows Android plugins to extend the functionality of the engi
 - Native libraries (via JNI)
 - GDExtension libraries
 
-Each plugin has an init class extending from the `GodotPlugin class <https://github.com/godotengine/godot/blob/0a7f75ec7b465604b6496c8f5f1d638aed250d6d/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java#L80>`_
+Each plugin has an init class extending from the `GodotPlugin <https://github.com/godotengine/godot/blob/0a7f75ec7b465604b6496c8f5f1d638aed250d6d/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java#L80>`_ class
 which is provided by the :ref:`Godot Android library <doc_android_library>`.
 
 The ``GodotPlugin`` class provides APIs to access the running Godot instance and hook into its lifecycle. It is loaded at runtime by the Godot engine.
@@ -72,7 +72,7 @@ To provide further understanding, here is a break-down of the steps used to crea
 
 1. Create an Android library module using `these instructions <https://developer.android.com/studio/projects/android-library>`_
 
-2. Add the Godot Android library as a dependency by updating the module's ``gradle`` `build file <https://github.com/m4gr3d/Godot-Android-Plugin-Template/blob/main/plugin/build.gradle.kts#L42>`_.::
+2. Add the Godot Android library as a dependency by updating the module's ``gradle`` `build file <https://github.com/m4gr3d/Godot-Android-Plugin-Template/blob/main/plugin/build.gradle.kts#L42>`_::
 
       dependencies {
           implementation("org.godotengine:godot:4.2.0.stable")
@@ -100,7 +100,7 @@ To provide further understanding, here is a break-down of the steps used to crea
   Where:
 
       - ``PluginName`` is the name of the plugin
-      - ``plugin.init.ClassFullName`` is the full name (package + class name) of the plugin loading class (e.g: ``org.godotengine.plugin.android.template.GodotAndroidPlugin``).
+      - ``plugin.init.ClassFullName`` is the full component name (package + class name) of the plugin init class (e.g: ``org.godotengine.plugin.android.template.GodotAndroidPlugin``).
 
 5. Create the `EditorExportPlugin configuration <https://github.com/m4gr3d/Godot-Android-Plugin-Template/tree/main/plugin/export_scripts_template>`_ to package the plugin. The steps used to create the configuration can be seen in the `Packaging a v2 Android plugin`_ section.
 
@@ -143,13 +143,13 @@ Use the following steps if you have a v1 Android plugin you want to migrate to v
 Packaging a v2 Android plugin
 -----------------------------
 
-As mentioned, a v2 Android plugin is now provided to the Godot Editor as an ``EditorExportPlugin plugin``, so it shares a lot of the `same packaging steps <https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html#creating-a-plugin>`_.
+As mentioned, a v2 Android plugin is now provided to the Godot Editor as an ``EditorExportPlugin`` plugin, so it shares a lot of the `same packaging steps <https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html#creating-a-plugin>`_.
 
 1. Add the plugin output binaries within the plugin directory (e.g: in ``addons/<plugin_name>/``)
 
 2. Add the `tool script <https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html#the-script-file>`_ for the export functionality within the plugin directory (e.g: in ``addons/<plugin_name>/``)
 
-    - The created script must be ``@tool`` script, or else it will not work properly
+    - The created script must be a ``@tool`` script, or else it will not work properly
     - The export tool script is used to configure the Android plugin and hook it within the Godot Editor's export process. It should look something like this::
 
         @tool
@@ -191,18 +191,19 @@ As mentioned, a v2 Android plugin is now provided to the Godot Editor as an ``Ed
             func _get_name():
                 return _plugin_name
 
-        - Here are the set of `EditorExportPlugin APIs <https://docs.godotengine.org/en/stable/classes/class_editorexportplugin.html>`_ most relevant to use in this tool script:
 
-            - `_supports_platform <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-supports-platform>`_: returns ``true`` if the plugin supports the given platform. For Android plugins, this must return ``true`` when ``platform`` is `EditorExportPlatformAndroid <https://docs.godotengine.org/en/stable/classes/class_editorexportplatformandroid.html>`_
-            - `_get_android_libraries <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-libraries>`_: retrieve the local paths of the Android libraries binaries (AAR files) provided by the plugin
-            - `_get_android_dependencies <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-dependencies>`_: retrieve the set of Android maven dependencies (e.g: `org.godot.example:my-plugin:0.0.0`) provided by the plugin
-            - `_get_android_dependencies_maven_repos <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-dependencies-maven-repos>`_: retrieve the urls of the maven repos for the android dependencies provided by ``_get_android_dependencies``
-            - `_get_android_manifest_activity_element_contents <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-manifest-activity-element-contents>`_: update the contents of the `<activity>` element in the generated Android manifest
-            - `_get_android_manifest_application_element_contents <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-manifest-application-element-contents>`_: update the contents of the `<application>` element in the generated Android manifest
-            - `_get_android_manifest_element_contents <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-manifest-element-contents>`_: update the contents of the `<manifest>` element in the generated Android manifest
+    - Here are the set of `EditorExportPlugin APIs <https://docs.godotengine.org/en/stable/classes/class_editorexportplugin.html>`_ most relevant to use in this tool script:
 
-          The ``_get_android_manifest_*`` methods allow the plugin to automatically provide changes
-          to the app's manifest which are preserved when the Godot Editor is updated, resolving a long standing issue with v1 Android plugins.
+        - `_supports_platform <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-supports-platform>`_: returns ``true`` if the plugin supports the given platform. For Android plugins, this must return ``true`` when ``platform`` is `EditorExportPlatformAndroid <https://docs.godotengine.org/en/stable/classes/class_editorexportplatformandroid.html>`_
+        - `_get_android_libraries <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-libraries>`_: retrieve the local paths of the Android libraries binaries (AAR files) provided by the plugin
+        - `_get_android_dependencies <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-dependencies>`_: retrieve the set of Android maven dependencies (e.g: `org.godot.example:my-plugin:0.0.0`) provided by the plugin
+        - `_get_android_dependencies_maven_repos <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-dependencies-maven-repos>`_: retrieve the urls of the maven repos for the android dependencies provided by ``_get_android_dependencies``
+        - `_get_android_manifest_activity_element_contents <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-manifest-activity-element-contents>`_: update the contents of the `<activity>` element in the generated Android manifest
+        - `_get_android_manifest_application_element_contents <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-manifest-application-element-contents>`_: update the contents of the `<application>` element in the generated Android manifest
+        - `_get_android_manifest_element_contents <https://docs.godotengine.org/en/latest/classes/class_editorexportplugin.html#class-editorexportplugin-method-get-android-manifest-element-contents>`_: update the contents of the `<manifest>` element in the generated Android manifest
+
+        The ``_get_android_manifest_*`` methods allow the plugin to automatically provide changes
+        to the app's manifest which are preserved when the Godot Editor is updated, resolving a long standing issue with v1 Android plugins.
 
 
 3. Create a ``plugin.cfg``. This is an INI file with metadata about your plugin::