C# Wrapper Class for easier usage of the Godot Geolocation Plugin for Android (https://github.com/WolfBearGames/Godot-GeolocationPlugin-Android) and iOS (https://github.com/WolfBearGames/Godot-GeolocationPlugin-iOS)
The GDScript wrapper is incomplete and does not support the heading functionality.
https://github.com/WolfBearGames/GeolocationTestApp
- Copy
GeolocationWrapper.gd
,Location.gd
,LocationRequest.gd
andLocationWatcher.gd
to your project - Add
GeolocationWrapper.gd
to Project > AutoLoad as "GeolocationWrapper"
In your Class define a field for the Wrapper:
var geolocation_api:GeolocationWrapper
In the _ready
method:
geolocation_api= get_node("/root/GeolocationWrapper")
if geolocation_api.supported:
geolocation_api.connect("authorization_changed", self, "_on_authorization_changed")
geolocation_api.connect("error", self, "_on_error")
geolocation_api.connect("debug", self, "_on_debug")
geolocation_api.connect("location_update", self, "_on_location_update")
geolocation_api.connect("heading_update", self, "_on_heading_update")
geolocation_api.set_failure_timeout(30) #optional
geolocation_api.set_debug_log_signal(true) #optional
Most plugin API methods (see Geolocation Plugin Readme) are supported. Locations will be returned as a Location-Class Object with some additional methods (e.g. distance_to_meters(otherLocation:Location))
The easiest way to use the Geolocation plugin is to use the convenience methods the GDScript wrapper provides:
# called when "Request Location" button is pressed
func _on_button_request_location():
var request = geolocation_api.request_location_autopermission()
var location:Location = yield(request,"location_update")
# location is null when no location could be found (no permission, no connection, no capabilty)
if location == null:
# log error if an error was reported
if request.error > 0:
pass
# handle error...
#set_location_output("Error: " + str(request.error))
return
# show location
location_data_output.text = location.to_string()
# start updating location button pressed
func _on_button_start_location_updates():
# stop old watcher
if location_watcher != null && location_watcher.is_updating:
location_watcher.stop()
# create watcher and wait for ready
location_watcher = geolocation_api.start_updating_location_autopermission()
var success:bool = yield(location_watcher, "ready")
# report error
if !success:
# log error if an error was reported
if location_watcher.error > 0:
set_location_output("Error: " + str(location_watcher.error))
return
# wait for new location in loop until stopped
while(location_watcher.is_updating):
var location:Location = yield(location_watcher, "location_update")
if location == null:
set_location_output("Error: location null where it should never be null")
continue
location_data_output.text = location.to_string()
glog("after watching while loop. should be end here after stop or error")
To stop location updates by calling from somwhere else (you need a reference to locationUpdater
):
# stop updating location button pressed
func _on_button_stop_location_updates():
if location_watcher != null:
location_watcher.stop()
Copyright 2022 Andreas Ritter (www.wolfbeargames.de)
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.
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