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codelabintegrate in-app payment into merchant apps using samsung pay sdk objective learn how to integrate in-app payment with your merchant apps using samsung pay sdk partnership request to use the samsung pay sdk, you must become an official samsung partner once done, you can fully utilize this code lab you can learn more about the partnership process by visiting samsung pay page, here in samsung developers notein accordance with the applicable samsung partner agreements, this code lab covers setup and use of the samsung pay sdk for purposes of integrating the samsung pay app with partner apps the use cases and corresponding code samples included are representative examples only and should not be construed as either recommended or required overview the samsung pay sdk is an application framework for integrating selected samsung pay features with android-based partner apps on samsung devices in-app payment, which allows customers to pay for products and services with samsung pay, is one of the operations supported alongside push provisioning and open favorite cards partner apps can leverage the samsung pay sdk to perform different operations ― push provisioning and open favorite cards for issuers; in-app payment for merchants key components include partner app app developed by merchant or issuer for making online or offline payments and provisioning payment cards through samsung pay samsung pay sdk sdk integrated into the partner app for direct communication with samsung pay samsung pay app pay app with which the samsung pay sdk communicates financial network comprises the payment gateways, acquirers, card associations, and issuers that participate in transaction processing under agreement with the merchant most common use case for in-app payment the merchant app allows the user to make payments with samsung pay upon user selection of the samsung pay option, the merchant app calls the apis included in the samsung pay sdk to initiate a transaction with the samsung pay app the samsung pay app responds with the tokenized payment information necessary to complete the transaction the merchant app forwards this payment information to the designated payment gateway pg , either directly through the merchant's web server or indirectly via the samsung-pg interface server for standard transaction processing for more detailed information, see the official samsung pay sdk programming guide set up your environment you will need the following samsung wallet or samsung pay app depending on the country a compatible mobile device with android marshmallow 6 0 or android api level 23 or later android os versions samsung pay sdk android studio latest version recommended java se development kit jdk 11 or later sample code here is a sample code for you to start coding in this code lab download it and start your learning experience! in-app payment sample code 1 90 mb integrate the samsung pay sdk with your app the following steps comprise the general process for integrating the samsung pay sdk with your app sign up for the samsung pay developers site by clicking sign up and register your samsung account or create it if you don't already have one , then sign in follow the on-screen instructions for adding your app and creating a new service to generate the service id you'll need to use in your project download the samsung pay sdk by going to resources > sdk download add the samsung pay sdk jar file samsungpay jar to your android project using android studio or file explorer develop your partner app with the required api calls and callbacks for samsung pay integration upload a release version of your app to the samsung pay developers site for approval upon samsung approval, publish your partner app to the google play store and samsung galaxy apps notethe service id is already provided in the sample code for this code lab however, this service id is for test purposes only and cannot be used for an actual application or service using the provided test service id enforces your app to use the fixed properties below service id 0915499788d6493aa3a038 package name com test beta pay app version 1 0/ 1 or higher start your project after downloading the sample code containing the project files, in android studio click open to open existing project locate the downloaded android project sampleonlinepay from the directory and click ok add the samsungpaysdk_2 18 00_release jar file from the sdk's libs folder to your android project's libs folder go to gradle scripts > build gradle module sampleonlinepay app and enter the following to the dependencies block implementation files 'libs/samsungpaysdk_2 18 00_release jar' if the target sdk version is 30 android 11 or the r-os , you must include the following <queries> element in androidmanifest xml <queries> <package android name="com samsung android spay" /> </queries> configure the api level as of sdk version 1 4, enhanced version control management has been introduced to improve backward compatibility and handle api dependency from country and service type for example, if a partner integrates the latest sdk—for instance, api level 2 18—but continues to use apis based on level 1 4, the partner app remains compatible with samsung pay apps supporting api level 1 4 without upgrading the samsung pay app implement the following in application tag of androidmanifest xml <meta-data android name="spay_sdk_api_level" android value="2 17" /> // most recent sdk version is recommended to leverage the latest apis add an xml layout and modify the activity next, replace the xml layout in res > layout > activity_main xml this layout shows the sample item information such as image, name, and price <?xml version="1 0" encoding="utf-8"?> <layout xmlns tools="http //schemas android com/tools" xmlns app="http //schemas android com/apk/res-auto" xmlns android="http //schemas android com/apk/res/android"> <androidx constraintlayout widget constraintlayout android layout_width="match_parent" android layout_height="match_parent" tools context=" mainactivity"> <imageview android id="@+id/imageview" android layout_width="350dp" android layout_height="184dp" android layout_margintop="100dp" app layout_constraintend_toendof="parent" app layout_constraintstart_tostartof="parent" app layout_constrainttop_totopof="parent" android src="@drawable/galaxy_s23_ultra_image"/> <imageview android id="@+id/samsung_pay_button" android layout_width="wrap_content" android layout_height="75dp" app layout_constraintbottom_tobottomof="parent" app layout_constraintend_toendof="parent" app layout_constraintstart_tostartof="parent" android src="@drawable/pay_rectangular_full_screen_black" android visibility="invisible"/> <textview android id="@+id/textview" android layout_width="wrap_content" android layout_height="wrap_content" android layout_margintop="10dp" android text="galaxy s23 ultra" android textsize="16sp" android textstyle="bold" app layout_constraintend_toendof="parent" app layout_constraintstart_tostartof="parent" app layout_constrainttop_tobottomof="@+id/imageview" /> <textview android id="@+id/textview2" android layout_width="wrap_content" android layout_height="wrap_content" android layout_margintop="5dp" android text="$1,199 00" android textsize="14sp" app layout_constraintend_toendof="parent" app layout_constrainthorizontal_bias="0 517" app layout_constraintstart_tostartof="parent" app layout_constrainttop_tobottomof="@+id/textview" /> </androidx constraintlayout widget constraintlayout> </layout> since you added a data binding layout, you need to inflate the xml file differently go to java > com > test > beta > pay > mainactivity kt, and declare the databinding variable in the mainactivity class private lateinit var databinding activitymainbinding replace the standard setcontentview declaration with the data binding version inside the oncreate method databinding = databindingutil setcontentview this, r layout activity_main check samsung pay status in the mainactivity, create the samsungpay instance to determine if the device supports samsung pay and if the samsung pay button can be displayed as the user's payment option, check the samsung pay status samsungpay requires a valid partnerinfo from the merchant app, which consists of service id and service type during onboarding, the samsung pay developers site assigns the service id and service type in the mainactivity, declare the partnerinfo variable private lateinit var partnerinfo partnerinfo then, set the partnerinfo in the oncreate method val bundle = bundle bundle putstring spaysdk partner_service_type, spaysdk servicetype inapp_payment tostring partnerinfo = partnerinfo service_id, bundle after setting partnerinfo, call the getsamsungpaystatus method via updatesamsungpaybutton function inside the oncreate method updatesamsungpaybutton the getsamsungpaystatus method of the samsungpay class must be called before using any other feature in the samsung pay sdk write the updatesamsungpaybutton function as follows private fun updatesamsungpaybutton { val samsungpay = samsungpay this, partnerinfo samsungpay getsamsungpaystatus object statuslistener { override fun onsuccess status int, bundle bundle { when status { spaysdk spay_ready -> { databinding samsungpaybutton visibility = view visible // perform your operation } spaysdk spay_not_ready -> { // samsung pay is supported but not fully ready // if extra_error_reason is error_spay_app_need_to_update, // call gotoupdatepage // if extra_error_reason is error_spay_setup_not_completed, // call activatesamsungpay databinding samsungpaybutton visibility = view invisible } spaysdk spay_not_allowed_temporally -> { // if extra_error_reason is error_spay_connected_with_external_display, // guide user to disconnect it databinding samsungpaybutton visibility = view invisible } spaysdk spay_not_supported -> { databinding samsungpaybutton visibility = view invisible } else -> databinding samsungpaybutton visibility = view invisible } } override fun onfail errorcode int, bundle bundle { databinding samsungpaybutton visibility = view invisible toast maketext applicationcontext, "getsamsungpaystatus fail", toast length_short show } } } tipfor the list and detailed definition of status codes such as spay_ready, refer to checking samsung pay status noteas of sdk version 1 5, if the device has android lollipop 5 1 android api level 22 or earlier versions, the getsamsungpaystatus api method returns a spay_not supported status code merchant apps using sdk 1 4 or earlier must check their app's android version activate the samsung pay app the samsungpay class provides an api method called activatesamsungpay to activate the samsung pay app on the same device where the partner app is running if the getsamsungpaystatus returns spay_not_ready and the extra_error_reason is error_spay_setup_not_complete, the partner app needs to display an appropriate message to the user then, call activatesamsungpay to launch samsung pay app and request the user to sign in in updatesamsungpaybutton function, add the code to call activatesamsungpay method via doactivatesamsungpay function when the status is spay_not_ready // if extra_error_reason is error_spay_setup_not_completed, // call activatesamsungpay val extraerror = bundle getint samsungpay extra_error_reason if extraerror == samsungpay error_spay_setup_not_completed { doactivatesamsungpay spaysdk servicetype inapp_payment tostring } create the doactivatesamsungpay function as below private fun doactivatesamsungpay servicetype string { val bundle = bundle bundle putstring samsungpay partner_service_type, servicetype val partnerinfo = partnerinfo service_id, bundle val samsungpay = samsungpay this, partnerinfo samsungpay activatesamsungpay } create a transaction request upon successfully initializing the samsungpay class, the merchant app should create a transaction request with payment information samsung pay offers two types of online payment sheet―normal and custom the normal payment sheet has fixed display items ― items, tax, and shipping the custom payment sheet offers more dynamic controls for customizing the ui, together with additional customer order and payment data for this code lab, use the custom payment sheet and populate the fields in customsheetpaymentinfo to initiate a payment transaction /* * make user's transaction details * the merchant app should send paymentinfo to samsung pay via the applicable samsung pay sdk api method for the operation * being invoked * upon successful user authentication, samsung pay returns the "payment info" structure and the result string * the result string is forwarded to the pg for transaction completion and will vary based on the requirements of the pg used * the code example below illustrates how to populate payment information in each field of the paymentinfo class */ private fun maketransactiondetailswithsheet customsheetpaymentinfo? { val brandlist = brandlist val extrapaymentinfo = bundle val customsheet = customsheet customsheet addcontrol makeamountcontrol return customsheetpaymentinfo builder setmerchantid "123456" setmerchantname "sample merchant" setordernumber "amz007mar" // if you want to enter address, please refer to the javadoc // reference/com/samsung/android/sdk/samsungpay/v2/payment/sheet/addresscontrol html setaddressinpaymentsheet customsheetpaymentinfo addressinpaymentsheet do_not_show setallowedcardbrands brandlist setcardholdernameenabled true setrecurringenabled false setcustomsheet customsheet setextrapaymentinfo extrapaymentinfo build } private fun makeamountcontrol amountboxcontrol { val amountboxcontrol = amountboxcontrol amount_control_id, "usd" amountboxcontrol additem product_item_id, "item", 1199 00, "" amountboxcontrol additem product_tax_id, "tax", 5 0, "" amountboxcontrol additem product_shipping_id, "shipping", 1 0, "" amountboxcontrol setamounttotal 1205 00, amountconstants format_total_price_only return amountboxcontrol } private val brandlist arraylist<spaysdk brand> get { val brandlist = arraylist<spaysdk brand> brandlist add spaysdk brand visa brandlist add spaysdk brand mastercard brandlist add spaysdk brand americanexpress brandlist add spaysdk brand discover return brandlist } request payment with a custom payment sheet the startinapppaywithcustomsheet method of the paymentmanager class is applied to request payment using a custom payment sheet in samsung pay when you call the startinapppaywithcustomsheet method, a custom payment sheet is displayed on the merchant app screen from there, the user can select a registered card for payment and change the billing and shipping addresses as necessary the payment sheet lasts for 5 minutes after calling the api if the time limit expires, the transaction fails in the mainactivity class, declare the paymentmanager variable private lateinit var paymentmanager paymentmanager then, in oncreate , set an onclicklistener method before calling the updatesamsungpaybutton function to trigger the startinapppaywithcustomsheet function when the samsungpaybutton is clicked databinding samsungpaybutton setonclicklistener { startinapppaywithcustomsheet } lastly, create a function to call startinapppaywithcustomsheet method of the paymentmanager class /* * paymentmanager startinapppaywithcustomsheet is a method to request online in-app payment with samsung pay * partner app can use this method to make in-app purchase using samsung pay from their * application with custom payment sheet */ private fun startinapppaywithcustomsheet { paymentmanager = paymentmanager applicationcontext, partnerinfo paymentmanager startinapppaywithcustomsheet maketransactiondetailswithsheet , transactioninfolistener } /* * customsheettransactioninfolistener is for listening callback events of online in-app custom sheet payment * this is invoked when card is changed by the user on the custom payment sheet, * and also with the success or failure of online in-app payment */ private val transactioninfolistener paymentmanager customsheettransactioninfolistener = object paymentmanager customsheettransactioninfolistener { // this callback is received when the user changes card on the custom payment sheet in samsung pay override fun oncardinfoupdated selectedcardinfo cardinfo, customsheet customsheet { /* * called when the user changes card in samsung pay * newly selected cardinfo is passed and partner app can update transaction amount based on new card if needed * call updatesheet method this is mandatory */ paymentmanager updatesheet customsheet } override fun onsuccess response customsheetpaymentinfo, paymentcredential string, extrapaymentdata bundle { /* * you will receive the payloads shown below in paymentcredential parameter * the output paymentcredential structure varies depending on the pg you're using and the integration model direct, indirect with samsung */ toast maketext applicationcontext, "onsuccess ", toast length_short show } // this callback is received when the online payment transaction has failed override fun onfailure errorcode int, errordata bundle? { toast maketext applicationcontext, "onfailure ", toast length_short show } } run the app after building the apk, you can run the sample merchant app and see how it connects to samsung pay upon clicking the button at the bottom of the screen to thoroughly test the sample app, you must add at least one card to the samsung pay app you're done! congratulations! you have successfully achieved the goal of this code lab now, you can integrate in-app payment with your app by yourself! if you face any trouble, you may download this file in-app payment complete code 2 26 mb to learn more about developing apps for samsung pay devices, visit developer samsung com/pay
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codelaboptimize game performance with adaptive performance in unity objective learn how to optimize the performance of a demo game on samsung galaxy devices using the adaptive performance in unity the adaptive performance package provides you with tools to properly adjust you’re game and improve its overall game performance overview galaxy gamesdk delivers an interface between game application and device which helps developers optimize their games integrating unity adaptive performance with galaxy gamesdk allows unity developers to use this feature on unity editor within unity package manager and also customize their game contents by c# scripting game performance and quality settings can be adjusted in real time by identifying device performance status and heat trends moreover, using a set of simple ui controls, you can scale the quality of the game to match the device platform the latest version of adaptive performance, now uses new android apis that gather information from samsung hardware to provide more detailed insights into the device's thermal components and cpu optimization there are two providers for adaptive performance the samsung provider 5 0 utilizes apis from the gamesdk, which is supported from samsung galaxy s10 or note10 devices until newer models on the other hand, the android provider 1 2 uses the android dynamic performance framework adpf apis and is supported on devices running android 12 or higher this code lab focuses on using the samsung provider of adaptive performance thermal throttling mobile devices lack active cooling systems, causing temperatures to rise this triggers a warning to the unity subsystems, which lowers hardware demand to control heat and avoid performance degradation the ideal goal is to make performance stable with low temperature adaptive performance, primarily for performance and quality balance management, can help achieve this thermal warning the warning system implemented in gamesdk can trigger both internal unity systems and developer-defined behavior, such as disabling custom scripts and shaders quality settings it also provides you with the option to adjust the quality of the game to maintain stable performance at different warning levels you can scale the quality of your game in real time to meet the desired performance this includes changes in level of detail, animation, physics, and visual effects scalers with adaptive performance enabled, the game's fps becomes more stable and consistently higher over time this is because the game adapts its contents based on thermal warnings provided by samsung's thermal callback system the adaptive performance in unity provides developers with scalers that affect various aspects of the game frame rate resolution batching level of detail lod lookup texture lut multisample anti-aliasing msaa shadow cascade shadow distance shadow map resolution shadow quality sorting transparency view distance physics decals layer culling these general scalers can be used to scale the content based on your settings in the editor however, you may also create custom scalers that integrate with your own systems for instance, your own scalers can disable cpu-expensive scripts from running when thermal warnings are reached the latest version of adaptive performance, v5 0, includes new additions to the scalers decal scaler changes the draw distance of decals it controls how far a decal can be before not being rendered layer culling scaler adjusts the distance that expensive layers, such as transparency or water, when they start being culled it’s a useful scaler for scenes with more expensive shader calculations in every frame, unity calculates how all the physics in a level interacts with everything else, such as when the ball is dropping to the floor physics scaler adjusts the frequency at which this calculation is performed a lower frequency means fewer cpu calculations per second set up your environment you will need the following unity editor version 2022 3 visual studio or any source code editor supported samsung galaxy device remote test lab if physical device is not available requirements samsung account java runtime environment jre 7 or later with java web start internet environment where port 2600 is available sample code here is a sample project for you to start coding in this code lab download it and start your learning experience! adaptive performance sample code 903 96 mb demo game the sample project contains a demo game named boat attack it is an open-source demo game provided by unity it has the following features triangles 800,000 vertices 771,000 shadow casters 133 start your project after downloading the sample project, follow the steps to open your project launch the unity hub click projects > open after locating the unzipped project folder, you can open it in unity editor it initially downloads the needed resources for your project open benchmark_island-flythrough scene found under assets notethe project was tested in unity 2022 3 it is recommended to use this version in this code lab set up adaptive performance components in window > package manager > adaptive performance, you can check if the adaptive performance is already included in the project go to edit > project settings > adaptive performance enable the initialize adaptive performance on startup and select samsung android provider enable the scalers by going to adaptive performance > samsung android > indexer settings check the scaler settings and just use the default values add adaptive performance script to your project you are going to use a script that contains examples of the adaptive performance api code it gives you access to the frame time information, thermal information, and cpu/gpu bottlenecks this script adjusts the performance based on the device's thermal state, allowing longer game time by reducing in-game demands download the adaptive performance script adaptiveperformanceconroller cs 6 15 kb simply drag and drop the script into assets folder create a new object and attach the script to the object change the frame rate based on thermal warnings get to know about thermal warnings throttling warnings allow you to know when your game is about to be forcibly throttled and have sections of lag and lowered frame rate adaptive performance provides these thermal alerts that allow you to take control and adjust settings before the performance downgrades check the registered event handler to trigger thermal status ithermalstatus thermalstatus thermalevent then, check thermalmetrics information in the handler name description value nowarning no warning is the normal warning level during standard thermal state 0 throttlingimminent if throttling is imminent, the application should perform adjustments to avoid thermal throttling 1 throttling if the application is in the throttling state, it should make adjustments to go back to normal temperature levels 2 temperaturelevel 0 0 ~ 1 0 current normalized temperature level in the range of [0, 1] a value of 0 means standard operation temperature and the device is not in a throttling state a value of 1 means that the maximum temperature of the device is reached and the device is going into or is already in throttling state temperaturetrend -1 0 ~ 1 0 current normalized temperature trend in the range of [-1, 1] a value of 1 describes a rapid increase in temperature a value of 0 describes a constant temperature a value of -1 describes a rapid decrease in temperature it takes at least 10s until the temperature trend may reflect any changes adjust the frame rate in the adaptiveperformancecontroller cs, the following code is responsible for changing the frame rate depending on the current thermal alert void onthermalevent thermalmetrics ev { switch ev warninglevel { case warninglevel nowarning application targetframerate = 30; break; case warninglevel throttlingimminent application targetframerate = 25; break; case warninglevel throttling application targetframerate = 15; break; } } change the quality settings the performance bottleneck api informs you via an enum value if there is a bottleneck so you can adjust the workload iadaptiveperformance performancestatus performancemetrics performancebottleneck namespace unityengine adaptiveperformance { public enum performancebottleneck { unknown = 0, cpu = 1, gpu = 2, targetframerate = 3 } } in the adaptiveperformancecontroller cs script, the code below is responsible for controlling the lod of the models depending on the performance bottleneck a model with multiple lod is a prime example of a quality setting that can heavily affect the games performance lowering it lessens the load on the gpu, frees up resources, and eventually prevents thermal throttling change the quality setting by adjusting lod in real time by using the performancebottleneck api switch ap performancestatus performancemetrics performancebottleneck // iadaptiveperformance performancestatus performancemetrics performancebottleneck { case performancebottleneck gpu debug logformat "[adp] performancebottleneck gpu " ; lowerlod ; break; case performancebottleneck cpu debug logformat "[adp] performancebottleneck cpu " ; break; case performancebottleneck targetframerate debug logformat "[adp] performancebottleneck targetframerate " ; break; case performancebottleneck unknown debug logformat "[adp] performancebottleneck unknown" ; break; } create a custom scaler to create custom scalers, you need to create a new class that inherits from adaptiveperformancescaler the adaptive performance package includes this class that can be added to the adaptive performance framework, which adjusts quality settings based on unity's thermal settings download this custom scaler to control the texture quality of the demo game texturescaler cs 1 17 kb simply drag and drop the downloaded file into the project test using device simulator in unity the device simulator in unity allows you to test out adaptive performance functionality without a physical mobile device go to window > general > device simulator go to edit > project settings > adaptive performance enable the initialize adaptive performance on startup and select device simulator provider in the device simulator, you can try to send thermal warnings and create artificial bottlenecks to test different behaviors of the demo game the visual scripts display the scalers available and show if it is enabled enabling a specific scaler means that the adaptive performance w you can override the scalers to test their impact on the demo game's performance and scene some scalers may not affect the scene but may improve the performance in the long run build and launch the apk go to file > build settings connect your galaxy device enable development build and select scripts only build option make sure that the autoconnect profiler is enabled to check the profiler in unity and measure the performance in build to device, click the patch button to install or update the apk in your device test using unity profiler unity has also introduced a new module in its profiler that allows you to monitor the scalers changes and extract frame time information to your editor the profiler allows you to get real-time information from the adaptive performance plugin navigate to windows > analysis > profiler set the play mode to your connected galaxy device once connected, you can analyze the frame time stats and check the state of the scalers during runtime scalers in this profiler are reacting to the thermal trend and are being raised or lowered in response to the thermal warning observe the scalers when enabled or disabled texture scaler the texture scaler is the custom script to lower the texture quality based on thermal levels when enabled and maxed out, the texture fidelity has been lowered this lowers the gpu load and memory usage lod scaler you may notice a subtle change in the appearance of the rocks, trees, and umbrella models this is due to the adaptation of the lod bias that determines which version of the models to use as the thermal levels rise, lower poly models are selected to reduce the number of triangles rendered this reduces the gpu load and minimizes thermal build-up shadow map resolution shadow map resolution creates a blurring effect on the shadows which incidentally lowers the performance load required to render them basically, lower shadow detail means fewer gpu calculations, which lead to less heat build-up check the game performance using gpuwatch gpuwatch is a profiling tool for observing gpu activity in your app the following are the common information shown by the gpuwatch fps counters current average cpu and gpu load cpu load gpu load it is very helpful in profiling your game during the post-development stage so you can further optimize to enable gpuwatch on your galaxy device you can easily reposition the gpuwatch widgets on the screen by enabling unlock widgets under the notification menu of gpuwatch you’re done! congratulations! you have successfully achieved the goal of this code lab now, you can improve and optimize your android game on samsung galaxy devices using adaptive performance in unity by learning about scalers, thermal warnings, and bottleneck apis the performance of your mobile games can be pushed further by utilizing these tools if you face any trouble, you may download this file adaptive performance complete project 1 06 gb to learn more, visit developer samsung com/galaxy-gamedev
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codelabcustomize flex window using good lock plugin on watch face studio objective learn to customize a clock face for your flex window using watch face studio's good lock plugin called clockface overview watch face studio wfs is a graphic authoring tool that enables you to create watch faces for wear os smartwatches using good lock plugins, you can also create a cover screen design for galaxy z flip4 and z flip5 wfs good lock plugins enable watch face studio to create customization elements for a specific good lock application good lock is a family of applications that allows users to customize various aspects of their galaxy mobile device, such as the lock screen, home screen, and clock face clockface plugin, one of the good lock plugins, allows you to create clock faces that you can use on a mobile device through the clockface module of good lock app clockface enables users to customize the clock face on their mobile device's lock screen, always on display aod , and cover screen it is part of the good lock family of applications for detailed information, see good lock plugin set up your environment you will need the following watch face studio latest version clockface plugin installation file galaxy z flip5 with good lock app installed clockface module installed within good lock app sample project here is a sample project for this code lab download it and start your learning experience! flex window customization sample project 473 53 kb initial setup from the main menu ☰, choose preferences go to the plugins tab and click the install plugin button you can click the download plugin button to download the installation file locate the installation file and click ok after adding clockface plugin to plugins list install the good lock app in galaxy z flip5 then, download and install the clockface module from good lock app start your project to load the sample project in watch face studio click open project locate the downloaded file, then click open the sample project is a premade watch face design with preloaded images, including a background, trees, clouds, and more it also contains analog hands and a progress bar to represent step count in the style tab, you can see the watch face's different theme color palette you can see other options for background, analog hands, and color when you click the customization editor button noteto learn how to create different watch face designs in one project, see customize styles of a watch face create a rectangular clock face design from a circular watch face the usual shape of a watch face design that you can create in watch face studio is circular using the clockface plugin, you can set the project type as coverscreen, which allows the creation of rectangular designs for galaxy z flip4 and z flip5's cover screen the sample project is a circular watch face to change the design to rectangle click the watch face studio logo to go back to the dashboard click the three dots menu next to the sample project you added to show additional options select create project from enter your project name, keep coverscreen as type, and select galaxy z flip5 for size some features of a watch face design made for a smartwatch, such as showing step count data, might not work for the flex window it is suggested to delete unsupported features when you modify the project after clicking ok in the dialog box, you can now see a new project with a rectangle canvas right-click on the step_count group and choose delete to remove all components related to step count redesign the project for flex window you need to adjust some components of the newly created project to fit with the flex window to do this resize all images as a group select the background group hold down the shift key move the mouse pointer over one of the corner handles, then click and drag the mouse to resize the images or, you can change the dimension's width and height of the background group in the properties tab adjust the x and y placements to reposition the images replace analog hands with digital clock depending on your preference, you can display analog hands or digital clocks on your flex window but for this code lab activity, change the time display with a digital clock remove the time group, which includes analog hands and an index click add component > digital clock > time in text appearance properties, change font type and size edit the tag expression in text field with [hour_1_12_z] [min_z] to only show the current time in 12-hour format and minutes to indicate whether the time is am or pm, add a text component and adjust font type and size in text field, enter the [ampm] tag as value lastly, move the month component anywhere in the canvas and adjust its text appearance display the clock design on flex window to install and display the cover screen design on your flex window, you need to connect the galaxy z flip5 to the computer using usb or wifi in watch face studio, select project > run on device select the connected galaxy z flip5 you want to test with if your device is not detected automatically, click scan devices to see your device or enter its ip address manually by clicking the + button open the good lock app on your device and click the clockface module choose cover screen as clock style and select your clock design choose the edit button to customize the style or tap the check button to apply the design you're done! congratulations! you have successfully achieved the goal of this code lab now, you can customize a clock face for your flex window by yourself! if you face any trouble, you may download this file flex window customization complete project 420 44 kb to learn more about watch face studio, visit developer samsung com/watch-face-studio
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codelabmeasure skin temperature on galaxy watch objective create a health app for galaxy watch, operating on wear os powered by samsung, utilizing samsung health sensor sdk to obtain skin temperature measurement results overview samsung health sensor sdk provides means of accessing and tracking health information contained in the health data storage its tracking service gives raw and processed sensor data such as accelerometer and body composition data sent by the samsung bioactive sensor the active sensor of galaxy watch runs powerful health sensors such as photoplethysmogram ppg , electrocardiogram ecg , bioelectrical impedance analysis bia , sweat loss, and spo2 see samsung health sensor sdk descriptions for detailed information set up your environment you will need the following galaxy watch5 or newer with updated health platform android studio latest version recommended java se development kit jdk 17 or later sample code here is a sample code for you to start coding in this code lab download it and start your learning experience! skin temperature tracking sample code 148 0 kb connect your galaxy watch to wi-fi go to settings > connection > wi-fi and make sure that the wi-fi is enabled from the list of available wi-fi networks, choose and connect to the same one as your pc turn on developer mode and adjust its settings on your watch, go to settings > about watch > software and tap on software version 5 times upon successful activation of developer mode, a toast message will display as on the image below afterwards, developer options will be visible under settings tap developer options and enable the following options adb debugging in developer options, search for wireless debugging turn on wireless debugging check always allow on this network, and tap allow go back to developer options, and click turn off automatic wi-fi notethere may be differences in settings depending on your one ui version connect your galaxy watch to android studio go to settings > developer options > wireless debugging and choose pair new device take note of the wi-fi pairing code, ip address & port in android studio, go to terminal and type adb pair <ip address> <port> <wi-fi pairing code> when prompted, tap always allow from this computer to allow debugging after successfully pairing, type adb connect <ip address of your watch> <port> upon successful connection, you will see the following message in android studio’s terminal connected to <ip address of your watch> now, you can run the app directly on your watch turn on developer mode for health platform on your watch go to settings > apps > health platform quickly tap health platform title for 10 times this enables developer mode and displays [dev mode] below the title to stop using developer mode, quickly tap health platform title for 10 times to disable it start your project in android studio and click open to open an existing project locate the downloaded android project skintemptracking from the directory and click ok check tracking capabilities to track the data with the sdk, the device must support skin temperature, like the galaxy watch5 skin temperature tracking can work in 2 modes batching and on-demand the tracker type for batching is healthtrackertype skin_temperature_continuous and healthtrackertype skin_temperature_on_demand for on-demand in this code lab, you are going to use on-demand tracker in connectionmanager java, navigate to isskintemperatureavailable function use a provided healthtrackingservice object to create a healthtrackercapability instance, and send it to checkavailabletrackers function, and assign its result to availabletrackers list gettrackingcapability returns a healthtrackercapability instance in healthtrackingservice object healthtrackingservicehealthtrackingservice initiates a connection to samsung's health tracking service and provides a healthtracker instance to track a healthtrackertype public healthtrackercapability gettrackingcapability provide a healthtrackercapability instance to get a supporting healthtrackertype list /****************************************************************************************** * [practice 1] check capabilities to confirm skin temperature availability * * ---------------------------------------------------------------------------------------- * * hint replace todo 1 with java code * get healthtrackercapability object from healthtrackingservice * send the object to checkavailabletrackers ******************************************************************************************/ boolean isskintemperatureavailable healthtrackingservice healthtrackingservice { if healthtrackingservice == null return false; @suppresswarnings "unusedassignment" list<healthtrackertype> availabletrackers = null; //"todo 1" if availabletrackers == null return false; else return availabletrackers contains healthtrackertype skin_temperature ; } initialization of skin temperature tracker before starting the measurement, initialize the skin temperature tracker by creating a healthtracker object in skintemperaturelistener java, navigate to setskintemperaturetracker using the provided healthtrackingservice object, create an instance of the healthtracker class of skin_temperature_on_demand type and assign it to the skintemperaturetracker object gethealthtracker with healthtrackertype skin_temperature_on_demand as an argument creates a healthtracker instance after a single measurement, the tracker should be stopped when using on-demand measurement for continuous measurement, use healthtrackertype skin_temperature_continuous healthtrackingservicehealthtrackingservice initiates a connection to samsung's health tracking service and provides a healthtracker instance to track a healthtrackertype healthtracker gethealthtracker healthtrackertype healthtrackertype create a healthtracker instance for the given healthtrackertype /******************************************************************************************* * [practice 2] setup skin temperature tracker * * ---------------------------------------------------------------------------------------- * * hint replace todo 2 with java code * initialize skintemperaturetracker with proper samsung health sensor sdk functionality * call gethealthtracker on healthtrackingservice object * use healthtrackertype skin_temperature_on_demand as an argument ******************************************************************************************/ void setskintemperaturetracker healthtrackingservice healthtrackingservice { //"todo 2" } starting and stopping the tracker for the client app to obtain the data through the sdk, set a listener method on healthtracker this method is called every time there is new data healthtrackerhealthtracker enables an application to set an event listener and get tracking data for a specific healthtrackertype public void seteventlistener healthtracker trackereventlistener listener set an event listener to the healthtracker instance void starttracker { if !ishandlerrunning { skintemperaturehandler post -> skintemperaturetracker seteventlistener skintemperaturelistener ; ishandlerrunning = true; } } after the finished measurement, the on-demand tracker should be stopped you can do that by unsetting the event listener from healthtracker healthtrackerhealthtracker enables an application to set an event listener and get tracking data for a specific healthtrackertype public void unseteventlistener stop the registered event listener to this healthtracker instance void stoptracker { if skintemperaturetracker != null skintemperaturetracker unseteventlistener ; skintemperaturehandler removecallbacksandmessages null ; ishandlerrunning = false; } process obtained skin temperature data the answer from the healthtrackingservice is asynchronous the skintemperaturelistener receives the callback containing a data point with all the required information follow the steps below to get skin temperature data in skintemperaturelistener java, go to the updateskintemperature function and read skin temperature data from datapoint get skin temperature status using datapoint api key valuekey skintemperatureset status get skin temperature value using datapoint api key valuekey skintemperatureset object_temperature get ambient temperature value using datapoint api key valuekey skintemperatureset ambient_temperature datapointdatapoint provides a map of valuekey and value with a timestamp public <t>t getvalue valuekey<t>type get data value for the given key private final healthtracker trackereventlistener skintemperaturelistener = new healthtracker trackereventlistener { @override public void ondatareceived @nonnull list<datapoint> list { stoptracker ; for datapoint data list { updateskintemperature data ; } } }; /******************************************************************************************* * [practice 3] read values from datapoint object * - get skin temperature status value * - get wrist skin temperature value - it's named "object_temperature" in the library * - get ambient temperature value ------------------------------------------------------------------------------------------- * - hint replace todo 3 with parts of code * 1 remove skintemperaturestatus invalid_measurement and * set status from 'datapoint' object using data getvalue valuekey skintemperatureset status * * if status is 'skintemperaturestatus successful_measurement' then * 2 set wristskintemperaturevalue from 'datapoint' object using * data getvalue valuekey skintemperatureset object_temperature ; * 3 set ambienttemperaturevalue from 'datapoint' object using * data getvalue valuekey skintemperatureset ambient_temperature ; ******************************************************************************************/ void updateskintemperature datapoint data { final int status = skintemperaturestatus invalid_measurement; float wristskintemperaturevalue = 0; float ambienttemperaturevalue = 0; //"todo 3" trackerdatasubject notifyskintemperaturetrackerobservers status, ambienttemperaturevalue, wristskintemperaturevalue ; } run unit tests for your convenience, you will find an additional unit tests package this will let you verify your code changes even without using a physical watch see the instruction below on how to run unit tests right click on com samsung health skintemptracking test and execute run 'tests in 'com samsung health skintemptrackin" command if you have completed all the tasks correctly, you can see all the unit tests pass successfully run the app after building the apk, you can run the application on a connected device to measure your skin temperature once the app starts, allow the app to receive data from the body sensors afterwards, the screen shows the application tap the measure button to get your skin temperature to stop measuring, tap on the stop button you're done! congratulations! you have successfully achieved the goal of this code lab now, you can create a health app that measures skin temperature by yourself! if you are having trouble, you may download this file skin temperature tracking complete project 147 8 kb to learn more about samsung health, visit developer samsung com/health
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codelabaccess rich sleep data from samsung health measured by galaxy wearables objective create a health app for android devices, utilizing the samsung health data sdk to obtain samsung health's rich sleep data overview samsung health offers various features to monitor user health data, including automatic sleep recording the samsung health data sdk grants access to the collected data, allowing developers to filter it based on factors such as the device used or a specific timeframe this sdk obtains comprehensive sleep information, including sleep scores, sleep sessions, sleep stages, and associated data such as skin temperature and blood oxygen levels you can retrieve rich sleep data from samsung health using the samsung health data sdk and apply device and local time filters to refine your queries effectively set up your environment you will need the following android studio latest version recommended java se development kit jdk 17 or later android mobile device compatible with the latest samsung health version sample code here is a sample code for you to start coding in this code lab download it and start your learning experience! health data sleep sample code 588 3 kb set up your android device click on the following links to set up your android device enable developer options run apps on a hardware device activate samsung health's developer mode to enable the developer mode in the samsung health app, follow these steps go to settings > about samsung health then, tap the version number quickly 10 times or more if you are successful, the developer mode new button is shown tap developer mode new and choose on now, you can test your app with samsung health notethe samsung health developer mode is only intended for testing or debugging your application it is not for application users start your project in android studio, click open to open an existing project locate the downloaded android project sleepdiary from the directory and click ok check gradle settings before using the samsung health data sdk library, certain configurations are necessary these steps are already applied in the sample code provided the samsung-health-data-api-1 0 0b1 aar library is added to the app\libs folder, and included as a dependency in the module-level build gradle file in the same file, the gson library is also added as a dependency dependencies { implementation files "libs/samsung-health-data-api-1 0 0b1 aar" implementation libs gson } next, the kotlin-parcelize plugin is applied plugins { id "kotlin-parcelize" } lastly, the following entries are also added in the gradle > libs version toml file [versions] gson = "2 11 0" [libraries] gson = { module = "com google code gson gson", version ref = "gson" } request sleep data permissions the application requires the appropriate permissions and the user's agreement to share their health data for the app to read their sleep data from samsung health while this code lab focuses solely on datatypes sleep, it is important to recognize that other data types such as skin temperature and blood oxygen levels are also available during sleep these additional data types can be accessed using datatypes skin_temperature and datatypes blood_oxygen respectively go to app > kotlin+java > com samsung health sleepdiary > repository in the healthdatastorerepository kt file, navigate to the preparepermissionset function create a permission object consisting of sleep data type and read access type, and assign it to the sleeppermission variable permission indicates the unit of permission to obtain user consent to share data with the samsung health's data store it's a pair of datatype and accesstype permission companion object of datatype datatype, accesstype accesstype creates a permission /****************************************************************************************** * [practice 1] prepare permission set to receive sleep data * * ---------------------------------------------------------------------------------------- * * use the provided variable 'sleeppermission' which is currently null and replace "todo 1" * create a permission object of type 'datatypes sleep' and of 'accesstype read' and * assign it to 'sleeppermission' variable ******************************************************************************************/ fun preparepermissionset mutableset<permission> { val permissionset mutableset<permission> = mutablesetof var sleeppermission permission? = null // todo 1 sleeppermission? let { permissionset add sleeppermission } return permissionset } prepare a read request for sleep data in order to retrieve sleep data from samsung health, the client app should prepare a readdatarequest object and send it to the healthdatastore this read request includes filters such as localtimefilter or readsourcefilter to ensure that only the desired data is received moreover, if the user wears both a galaxy watch and a galaxy ring while sleeping, samsung health combines the data from both devices to create an integrated sleep session, providing the most accurate sleep data not setting the device filter allows access to the combined data in the healthdatastorerepository kt file, navigate to the preparereadsleeprequest function prepare a read request that retrieves data from a specific day within the past week and includes the option to specify a device filter for either a ring or a watch using the provided localtimefilter object, update the readrequestbuilder object you can take your time to familiarize yourself with the readdatarequest builder creation datatypes sleep readdatarequestbuilder function creates a builder for sleep data type setlocaltimefilter function, called on a builder object, adds a time filter to the request setsourcefilter function, called on a builder object, adds a read source filter to the request it can be either an application filter, device filter, or both build function, called on a builder object, builds readdatarequest from the configuration of this builder readdatarequest it represents a request for read query over a period of time to get a list of original healthdatapoints readdatarequest dualtimebuilder<t> setlocaltimefilter localtimefilter localtimefilter sets the local time filter of the request readdatarequest dualtimebuilder<t> setsourcefilter sourcefilter readsourcefilter sets the source filter of the request readdatarequest build builds readdatarequest from the configuration of this builder /****************************************************************************************** * [practice 2] prepare a read request for sleep data * * ---------------------------------------------------------------------------------------- * * use the provided variable 'localtimefilter' and replace "todo 2" * set a time filter by calling ' setlocaltimefilter localtimefilter ' on 'readrequestbuilder' ******************************************************************************************/ fun preparereadsleeprequest localtimefilter localtimefilter, readsourcefilter readsourcefilter? readdatarequest<healthdatapoint> { val readrequestbuilder = datatypes sleep readdatarequestbuilder // todo 2 readsourcefilter? let { readrequestbuilder setsourcefilter readsourcefilter } return readrequestbuilder build } learn how to receive a response from samsung health receiving sleep data from samsung health is done by sending a readdatarequest query to the healthdatastore notethis is a blocking call and should not be called from the main thread healthdatastore it is a proxy which provides a way to access samsung health data an application can access the data through operations healthdatastore provides, such as inserting, updating, deleting, reading, and aggregating data a healthdatastore instance can be obtained by healthdataservice getstore method dataresponse<t> abstract suspend fun <t datapoint> readdata request readdatarequest<t> reads a set of data from samsung health according to the given request this method returns the original data point which is not processed or aggregated the code below, which is already included in the project file, shows how to receive a response from samsung health val healthdatalist = healthdatastore readdata readrequest datalist understand how the collected sleep data is processed a sleep healthdatapoint is a specific type of healthdatapoint that contains samsung health sleep data it includes various fields that can be accessed by calling getvalue function on the data point some of the fields include duration - returns a duration object that indicates how long the sleep lasted sleep score - returns the calculated quality of the sleep sessions - returns a list of sessions during the sleep period if the user wakes up during sleep for an extended period, multiple sleep sessions may be generated within a single sleep data point additionally, each session can consist of various sleep stages including light, rem rapid eye movement , deep, or awake the code below, which is already included in the project file, shows how the collected sleep data is processed private fun preparesleepresult healthdata healthdatapoint sleepdata { healthdata let { val score int score = preparesleepscore it ? 0 val duration = it getvalue datatype sleeptype duration ? duration zero val sleepsessionlist = it getvalue datatype sleeptype sessions ? emptylist return sleepdata score, sleepsessionlist size, duration tohours toint , duration minushours duration tohours tominutes toint , it starttime, it endtime, extractsessions sleepsessionlist } } notesamsung health can also measure the user's blood oxygen level and skin temperature during sleep, if supported by the wearable device these values are associated to the sleep data in the samsung health data sdk an application can use the healthdatapoint’s unique id uid to create an associatedreadrequest and retrieve the blood oxygen level and skin temperature data associated with the sleep data point extract sleep score from a health data point most of the data accessible through the samsung health data sdk is stored as fields within data points these fields can be extracted by specifying the appropriate keys in the getvalue function in the healthdatastorerepository kt file, navigate to the preparesleepscore function read the sleep score field from the healthdatapointby by calling the getvalue function with the key datatype sleeptype sleep_score healthdatapoint it indicates each health data record saved in the samsung health's data store <t> t? getvalue field field<t> returns the value of the given field /************************************************************************************ * [practice 3] extract a sleep score from the sleep data * * ----------------------------------------------------------------------------------- * * obtain a sleep score from health data point by calling 'healthdatapoint getvalue ' * and passing 'datatype sleeptype sleep_score' as an argument * assign the obtained sleep score to 'sleepscore' variable ***********************************************************************************/ @suppress "variable_with_redundant_initializer" fun preparesleepscore healthdatapoint healthdatapoint int? { var sleepscore int? = null // todo 3 return sleepscore } run unit tests for your convenience, an additional unit tests package is provided this package lets you verify your code changes even without using a physical phone right-click on com samsung health sleepdiary test > run 'tests in 'com samsung health sleepdiary' if you completed all the tasks correctly, you can see that all the unit tests passed successfully run the app after building the apk, you can run the application on a connected device to read your sleep data once the app starts, allow all permissions to read sleep data from samsung health and tap done afterwards, the app's main screen appears, displaying today's sleep data from all connected devices you can use the calendar or device filter to show sleep data from a different day or a specific device you can tap on any sleep data to see the list of sessions you can tap on any session to see details such as sleep stages you're done! congratulations! you have successfully achieved the goal of this code lab now, you can create a mobile health app that reads samsung health rich sleep data by yourself! if you are having trouble, you may download this file health data sleep complete code 588 1 kb to learn more about samsung health, visit developer samsung com/health
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codelabdevelop a secure blockchain app objective learn how to create your own decentralized applications dapp using samsung blockchain keystore sdk overview integrating with new technology like blockchain is a burden to most developers for this reason, we offer a way to interwork with samsung blockchain keystore sdk with less effort developers can easily become a dapp developer with our samsung blockchain keystore sdk decentralized applications dapps run and store data on the blockchain network instead of a central server dapps offer increased security and reliability compared to centralized applications moreover, it provides a simple method for in-app payments using cryptocurrency samsung blockchain keystore sdk is used to obtain account information and sign a transaction to transfer cryptocurrency or execute smart contract execution in this code lab, you can learn how to integrate samsung blockchain keystore sdk into your app and how to implement blockchain basic concepts such as account information and signing transactions set up your environment you will need the following java se development kit 8 or later android studio latest version recommended mobile phone which supports samsung blockchain sample code here is a sample code for you to start coding in this code lab download it and start your learning experience! keystore sdk sample code 897 12 kb enable developer mode the developer mode helps developers test the samsung blockchain keystore in developer mode, app id verification is bypassed, so samsung blockchain keystore apis will be enabled to activate developer mode on your mobile device, follow the steps below navigate through settings > biometrics and security > samsung blockchain keystore and click about blockchain keystore tap the samsung blockchain keystore app name quickly, ten times or more if succeeded, developer mode will show noteonly a limited number of devices can be activated for one test app open project file after downloading the sample code, open the given android application project this project is a simple comments dapp based on ethereum ropsten test network it retrieves comments data from smart contract, displays them on the screen, and makes a transaction to execute smart contract function to post user’s comment in the next steps, you can get an account address and execute dapp service with blockchain keystore and you can see the result of successful dapp execution set the app id here, you don’t need to set the application id to use samsung blockchain keystore sdk instead, you must enable developer mode as described previously for the release version of your android app, in your android manifest file, add a metadata with a name as scw_app_id and a value as the app id issued by samsung blockchain keystore team samsung blockchain keystore aar file will read this value when your android app is initialized and help your android app connect to samsung blockchain keystore <manifest xmlns android="http //schemas android com/apk/res/android" package="com samsung android sdk coldwallet test" android versioncode="1" android versionname="1 0"> <application> <meta-data android name="scw_app_id" android value= <!-- put your app id here --> /> </application> </manifest> import samsung blockchain keystore sdk library into the project the sdk library is located at aar/keystoresdk_v1 5 1 aar of the project file to import the library go to gradle scripts > build gradle and enter the following dependencies dependencies { repositories { flatdir{ dirs 'aar' } } implementation 'com samsung android sdk coldwallet keystoresdk_v1 5 1@aar' } check the status of samsung blockchain keystore the first thing to do is to check the status of samsung blockchain keystore in the sample application, it is implemented at initializekeystore in presenter intropresenter java you can find the following steps to check the status of keystore in your android app, call scwservice getinstance if the returned value is an instance and not null, then it means samsung blockchain keystore is supported on the device however, if null is returned, the user must use a different keystore in the sample code, toast a message to notify that the device doesn’t support the keystore // check samsung blockchain keystore is supported or not if scwservice getinstance == null { mcontract toastmessage "samsung blockchain keystore is not supported on your device " ; } call getkeystoreapilevel api to see if the current samsung blockchain keystore being used, properly supports the features that your android app is currently aiming for if the required api level is higher than the current samsung blockchain keystore level, users are directed to samsung blockchain keystore app page in galaxy store through the provided deeplink to update // check installed api level else if scwservice getinstance getkeystoreapilevel < 1 { // if api level is lower, jump to galaxy apps to update keystore app mcontract showdialog "" , "ok" , "the api level is too low jump to galaxy store" , -> mcontract launchdeeplink scwdeeplink galaxy_store ; } check if a user has set up the samsung blockchain keystore and is ready to use it by calling getseedhash api if the seed hash value in string is zero-length, this means the user has not set up samsung blockchain keystore yet hence, your app will need to guide the user to jump to samsung blockchain keystore via deeplink to either create or import a wallet // check seed hash exist else if scwservice getinstance getseedhash length == 0 { // if seed hash is empty, // jump to blockchain keystore to create or import wallet mcontract showdialog "" , "ok" , "the seed hash is empty " + "jump to blockchain keystore to create/import wallet " , -> mcontract launchdeeplink scwdeeplink main ; } if the getseedhash api returned value is not zero-length, it means that the user has successfully set up samsung blockchain keystore if there is a previously saved or cached seed hash value, compare the two seed hash values if those two values are not equal, nor if there is no such saved cached seed hash value, then the address has to be checked again if the seed hash value has been changed, it means the master seed has been changed as well, meaning the address that your android app was linked to may no longer be the same address // check seed hash cached else if !textutils equals cachedseedhash, scwservice getinstance getseedhash { // if the seed hash is different from cached, update seed hash and address // go to next activity final string ethereumhdpath = "m/44'/60'/0'/0/0"; getethereumaddress ethereumhdpath , success, errorcode, address, seedhash -> { if success { updateaddress address ; updateseedhash seedhash ; mcontract showtimelineactivity true ; } else { mcontract toastmessage "cannot get address error code " + errorcode ; } mcontract setloading false ; } ; return false; } if those two values are equal, it means checking the keystore status was successful, and you can move on to the next step // success else { // set address from cached value // go to next activity string address = prefshelper getinstance getcachedaddress ; updateseedhash cachedseedhash ; updateaddress address ; mcontract showtimelineactivity false ; } get the ethereum address in the blockchain network, the address can be used like a user’s account as the balance and the transaction history can be checked using the address in this sample project, get the address from keystore and display the address and account balance in the bottom sheet of the screen keystore is a hierarchical deterministic hd wallet, a standard tree structure represented by derivation paths for the ethereum address, use “m/44'/60'/0'/0/0” follow bip44 it is implemented at getethereumaddress string hdpath, getethereumaddresscallback callback in presenter/intropresenter java arraylist<string> path = new arraylist<> ; path add hdpath ; scwservice getinstance getaddresslist new scwservice scwgetaddresslistcallback { @override public void onsuccess list<string> list { string seedhash = scwservice getinstance getseedhash ; string address = list get 0 ; callback onaddressreceived true, 0, address, seedhash ; } @override public void onfailure int errorcode, string errormessage { callback onaddressreceived false, errorcode, "", "" ; } }, path ; sign a transaction ether value transfer or smart contract execution is executed by transactions that users create and sign signing a transaction is the process of generating a signature on it using the private key of the transaction sender samsung blockchain keystore can be utilized to sign a cryptocurrency transaction, such as ethereum by implementing the following steps creates an unsigned transaction, and requests samsung blockchain keystore to sign the transaction via apis like signethtransaction then the user will see a transaction confirmation page on a secure screen called, trusted user interface tui executed in trusted execution environment tee by samsung blockchain keystore once the user confirms the transaction with pin or biometrics authentication, like fingerprint, samsung blockchain keystore will sign a transaction with the private key derived from the given hd path when samsung blockchain keystore returns the signed transaction, your app can submit or send the signed transaction to the blockchain network in this sample project, create an unsigned transaction to execute posting a comment smart contract in addition, sign the transaction with keystore and send the transaction it is implemented at signtransaction in presenter/writefeedpresenter java // sign the transaction with samsung blockchain keystore // use hdpath m/44'/60'/0'/0/0 final string hdpath = "m/44'/60'/0'/0/0"; scwservice getinstance signethtransaction new scwservice scwsignethtransactioncallback { @override public void onsuccess byte[] signedtransaction { boolean result = sendsignedtransaction signedtransaction ; listener transactiondidfinish result, "" ; } @override public void onfailure int errorcode, string errormessage { listener transactiondidfinish false, "error code " + errorcode ; } }, unsignedtx, hdpath, null ; run the app and try it out the app screen should look like below you're done! congratulations! you have successfully achieved the goal of this code lab now, you can create a decentralized app by yourself! if you're having trouble, you may download this file keystore sdk complete code 897 07 kb
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foldables and large screens new opportunities in the mobile experience design guidelines design guidelines boost your apps’ value withfoldable & large screen optimization your galaxy becomes simpler, more convenient and better optimized with one ui. one ui provides meaningful innovations and improves your everyday life, ensuring that you adapt in the ever-changing world. also, one ui continues to evolve to bring your joyful experiences to life. code labs all tags all tags galaxy z develop a widget for flex window 25 mins start gamedev galaxy z implement flex mode into a unity game 30 mins start watch face studio galaxy z customize flex window using good lock plugin on watch face studio 20 mins start galaxy z implement multi-window picture-in-picture on a video player 20 mins start gamedev galaxy z implement flex mode on an unreal engine game 120 mins start samsung internet galaxy z develop a camera web app on foldables 30 mins start galaxy z implement app continuity and optimize large screen ui of a gallery app 40 mins start galaxy z configure an app to enable drag and drop in multi-window 30 mins start galaxy z implement flex mode on a video player 30 mins start rich ui optimized for large screens! foldable devices can provide richer experiences than phones. learn how to optimize your app's ui for large screen devices in our newly updated one ui guide. read more if you don’t have any galaxy z devices try remote test lab! remote control test lab provides a foldable device for testing app even when you don’t onw one. check out the video tutorial on the remote test lab to max out your knowledge! video thumbanil blogs go to blog search this wide range of blog articles for tips and valuable know-how in developing apps related to foldable & large screen optimization. galaxy z tech docs get detailed info on the galaxy z (foldable) in the following tech documents. overview the new form factor is not the only thing notable in foldable phones. it opens new opportunities in the mobile experience. app continuity app continuity refers to the capability of an app to seamlessly restore the user state when it receives a configuration change. multi-window the ability to have multiple windows open simultaneously benefits from larger screen real estate. flex mode when your phon is partially folded, it will go into flex mode. apps will reorient to fit the screen, letting you sending messages. ux and ui considerations by considering new layouts and navigation patterns, app developers can explore opportunities to build greater experence. testing the how your app reacts to optimized ui layout, app continuity, multi-active window and flex mode. community forums & tech support ask question and find answers at forums. if you need development support, submit a support request. developer forum tech support our partners meet samsung’s partners already making use of ui optimized for large screens.
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codelabtransfer erc20 token with blockchain app objective develop a decentralized application dapp to transfer erc20 tokens between ethereum accounts using samsung blockchain platform sdk overview blockchain technology has been creating a significant impact in multiple sectors, such as banking, cybersecurity, and supply chain management it is widely used as a means of secure payment between different parties samsung blockchain platform sdk brings developers and consumers to the blockchain world by providing a complete set of functions that the decentralized app dapp or blockchain app needs ethereum is a decentralized blockchain network where you can perform transactions using its native currency, ether, and token you can interact with the network through simple api calls provided by the sdk for detailed information, see samsung blockchain platform sdk set up your environment you will need the following java se development kit 8 or later android studio latest version recommended samsung galaxy device that supports samsung blockchain sample code here is a sample code for you to start coding in this code lab download it and start your learning experience! token transaction sample code 2 73 mb enable developer mode to activate developer mode on your mobile device, follow the steps below navigate through settings > biometrics and security > samsung blockchain keystore and click about blockchain keystore tap the samsung blockchain keystore app name quickly, ten times or more if succeeded, developer mode will show start your project after downloading the sample code containing the project files, in android studio, click open to open the existing project locate the downloaded android project codelab-send-token-transaction-blank-code from the directory and click ok noteuser interface ui resources are already included in the provided project simply apply the code in the next steps in this code lab moreover, going through the sdk document is recommended initialize the instance since sblockchain is the initial base class of the samsung blockchain platform sdk, the first thing you need to do is create an sblockchain instance along with that, create the following in sendtokenfragment java hardwarewalletmanager for wallet operations accountmanager for account operations ethereumservice for transactions msblockchain = new sblockchain ; try { msblockchain initialize mcontext ; } catch ssdkunsupportedexception e { e printstacktrace ; } maccountmanager = msblockchain getaccountmanager ; mhardwarewalletmanager = msblockchain gethardwarewalletmanager ; mcoinnetworkinfo = new coinnetworkinfo cointype eth, ethereumnetworktype goerli, rpcurl ; mcoinservice = coinservicefactory getcoinservice getcontext , mcoinnetworkinfo ; ethereumservice = ethereumservice mcoinservice; connecttohardwarewallet ; connect to samsung blockchain keystore connect the app to the hardware wallet, which, in this case, is the samsung blockchain keystore you can get a hardware wallet instance from hardwarewalletmanager if you want to reset the wallet, set the second parameter of connect api to true otherwise, set it to false mhardwarewalletmanager connect hardwarewallettype samsung, false setcallback new listenablefuturetask callback<hardwarewallet> { @override public void onsuccess hardwarewallet hardwarewallet { handler post new runnable { @override public void run { log i tag, "hardwarewallet is connected " ; mprogressbar setvisibility view invisible ; getaccount ; } } ; } @override public void onfailure @nonnull executionexception e { mprogressbar setvisibility view invisible ; log e tag, "hardwarewallet connection failed " + e ; } @override public void oncancelled @nonnull interruptedexception e { mprogressbar setvisibility view invisible ; log e tag, "hardwarewallet connection cancelled " + e ; } } ; generate new account samsung blockchain platform sdk manages the address on blockchain as an account it contains the information required for signing and the blockchain address accountmanager provides apis dedicated for fetching, creating, and restoring accounts use generatenewaccount api for the creation of a new ethereum account upon clicking the create account button in the app hardwarewallet connectedhardwarewallet = mhardwarewalletmanager getconnectedhardwarewallet ; maccountmanager generatenewaccount connectedhardwarewallet, mcoinnetworkinfo setcallback new listenablefuturetask callback<account> { @override public void onsuccess account account { mprogressbar setvisibility view invisible ; log i tag, "generate new account successful " + account ; handler post new runnable { @override public void run { getaccount ; } } ; } @override public void onfailure @nonnull executionexception e { mprogressbar setvisibility view invisible ; log e tag, "generate new account failed " + e ; } @override public void oncancelled @nonnull interruptedexception e { mprogressbar setvisibility view invisible ; log e tag, "generate new account cancelled " + e ; } } ; after creating a new account, call the getaccounts api to get the account list if you already have an account, the textview will show the account's address and the create account button will be disabled in the app accounts = maccountmanager getaccounts null, cointype eth, ethereumnetworktype goerli ; if !accounts isempty { methereumaccount = ethereumaccount accounts get accounts size - 1 ; showaccounttextview settext methereumaccount getaddress ; generateaccountbutton setenabled false ; } create a token account to perform a token transaction, add the token address with the corresponding ethereum account and create a token account by calling the addtokenaddress api use the generated token account to perform token-related actions an ethereum account can add one or more tokens ethereumservice addtokenaddress methereumaccount, tokenaddress setcallback new listenablefuturetask callback<ethereumaccount> { @override public void onsuccess ethereumaccount ethereumaccount { mprogressbar setvisibility view invisible ; log i tag, "add token successful " + ethereumaccount ; handler post new runnable { @override public void run { toast maketext getcontext , "add token successful", toast length_short show ; } } ; } @override public void onfailure @nonnull executionexception e { mprogressbar setvisibility view invisible ; log e tag, "add token failed " + e ; } @override public void oncancelled @nonnull interruptedexception e { mprogressbar setvisibility view invisible ; log e tag, "add token cancelled " + e ; } } ; get token balance fetch the balance of the added token using gettokenbalance api ethereumservice gettokenbalance mtokenaccount, ethereumblockparameter latest setcallback new listenablefuturetask callback<biginteger> { @override public void onsuccess biginteger biginteger { mprogressbar setvisibility view invisible ; bigdecimal tokendecimal = bigdecimal ten pow 18 ; bigdecimal balance = new bigdecimal biginteger divide tokendecimal ; log d tag, "gettokenbalance success " + balance ; handler post new runnable { @override public void run { tokenbalance settext balance tostring ; } } ; } @override public void onfailure @nonnull executionexception e { mprogressbar setvisibility view invisible ; log e tag, "gettokenbalance failed " + e ; } @override public void oncancelled @nonnull interruptedexception e { mprogressbar setvisibility view invisible ; log e tag, "gettokenbalance cancelled " + e ; } } ; transfer token to transfer tokens between accounts, set the receiver address and the amount of tokens to send the trusted ui of the samsung blockchain keystore hardware wallet appears upon pressing the send button in the app, showing all the information regarding the transaction for confirmation generate a transaction hash upon confirmation of the transaction ethereumservice sendtokentransaction mhardwarewalletmanager getconnectedhardwarewallet , mtokenaccount, mtoaddress, tokenaddress, maxpriorityfee, methereumfeeinfo getestimatedbasefee add maxpriorityfee , mgaslimit, msendtokenamount, null setcallback new listenablefuturetask callback<transactionresult> { @override public void onsuccess transactionresult transactionresult { mprogressbar setvisibility view invisible ; log i tag, "send token successful " + transactionresult gethash ; handler post new runnable { @override public void run { toast maketext getcontext , "transaction hash " + transactionresult gethash , toast length_short show ; } } ; } @override public void onfailure @nonnull executionexception e { mprogressbar setvisibility view invisible ; log e tag, "send token failed " + e ; } @override public void oncancelled @nonnull interruptedexception e { mprogressbar setvisibility view invisible ; log i tag, "send token cancelled " + e ; } } ; run the app after building the apk, follow the steps below to test the application on a samsung blockchain-compatible device in send token tab, click create account copy the generated account address go to eth faucet tab to open the free faucet site already added to the application paste the account address and press the send me eth button click the hash string under your transactions to open etherscan and wait until the transaction succeeded go to token faucet tab and press get token to add some tokens in the account confirm the transaction go back to send token tab, click add token and press token balance to see added tokens press gas limit and max priority fee lastly, press send to transfer tokens confirm the transaction check the transaction status and details by finding the account address or the generated transaction hash txn hash in goerli testnet explorer you're done! congratulations! you have successfully achieved the goal of this code lab now, you can develop a decentralized application that can transfer erc20 tokens using samsung blockchain platform sdk if you face any trouble, you may download this file token transaction complete code 2 73 mb to learn more about developing apps with samsung blockchain, visit developer samsung com/blockchain
tutorials game, mobile
blogwith the increasing popularity of foldable phones such as the galaxy z fold3 and galaxy z flip3, apps on these devices are adopting its foldable features. in this blog, you can get started on how to utilize these foldable features on android game apps. we focus on creating a java file containing an implementation of the android jetpack windowmanager library that can be imported into game engines like unity or unreal engine. this creates an interface allowing developers to retrieve information about the folding feature on the device. at the end of this blog, you can go deeper in learning by going to code lab. android jetpack windowmanager android jetpack, in their own words, is "a suite of libraries to help developers follow best practices, reduce boilerplate code, and write code that works consistently across android versions and devices so that developers can focus on the code they care about." windowmanager is one of these libraries, and is intended to help application developers support new device form factors and multi-window environments. the library had its 1.0.0 release in january 2022 for targeted foldable devices. according to its documentation, future versions will be extended to more display types and window features. creating the android jetpack windowmanager setup as previously mentioned, we are creating a java file that can be imported into either unity or unreal engine 4, to create an interface for retrieving information on the folding feature and pass it over to the native or engine side of your applications. set up the foldablehelper class and data storage class create a file called foldablehelper.java in visual studio or any source code editor. let's start off by giving it a package name of package com.samsung.android.gamedev.foldable; next, let's import all the necessary libraries and classes in this file: //android imports import android.app.activity; import android.graphics.rect; import android.os.handler; import android.os.looper; import android.util.log; //android jetpack windowmanager imports import androidx.annotation.nonnull; import androidx.core.util.consumer; import androidx.window.java.layout.windowinfotrackercallbackadapter; import androidx.window.layout.displayfeature; import androidx.window.layout.foldingfeature; import androidx.window.layout.windowinfotracker; import androidx.window.layout.windowlayoutinfo; import androidx.window.layout.windowmetrics; import androidx.window.layout.windowmetricscalculator; //java imports import java.util.list; import java.util.concurrent.executor; start by creating a class, foldablehelper, that is going to contain all of our helper functions. let's then create variables to store a callback object as well as windowinfotrackercallbackadapter and windowmetricscalculator. let's also create a temporary declaration of the native function to pass the data from java to the native side of application once we start working in the game engines. public class foldablehelper { private static layoutstatechangecallback layoutstatechangecallback; private static windowinfotrackercallbackadapter wit; private static windowmetricscalculator wmc; public static native void onlayoutchanged(foldablelayoutinfo resultinfo); } let's create a storage class to hold the data received from the windowmanager library. an instance of this class will also be passed to the native code to transfer the data. public static class foldablelayoutinfo { public static int undefined = -1; // hinge orientation public static int hinge_orientation_horizontal = 0; public static int hinge_orientation_vertical = 1; // state public static int state_flat = 0; public static int state_half_opened = 1; // occlusion type public static int occlusion_type_none = 0; public static int occlusion_type_full = 1; rect currentmetrics = new rect(); rect maxmetrics = new rect(); int hingeorientation = undefined; int state = undefined; int occlusiontype = undefined; boolean isseparating = false; rect bounds = new rect(); } initialize the windowinfotracker since we are working in java and the windowmanager library is written in kotlin, we have to use the windowinfotrackercallbackadapter. this is an interface provided by android to enable the use of the windowinfotracker from java. the window info tracker is how we receive information about any foldable features inside the window's bounds. next is to create windowmetricscalculator, which lets us retrieve the window metrics of an activity. window metrics consists of the windows' current and maximum bounds. we also create a new layoutstatechangecallback object. this object is passed into the window info tracker as a listener object and is called every time the layout of the device changes (for our purposes this is when the foldable state changes). public static void init(activity activity) { //create window info tracker wit = new windowinfotrackercallbackadapter(windowinfotracker.companion.getorcreate(activity)); //create window metrics calculator wmc = windowmetricscalculator.companion.getorcreate(); //create callback object layoutstatechangecallback = new layoutstatechangecallback(activity); } set up and attach the callback listener in this step, let's attach the layoutstatechangecallback to the windowinfotrackercallbackadapter as a listener. the addwindowlayoutinfolistener function takes three parameters: the activity to attach the listener to, an executor, and a consumer of windowlayoutinfo. we will set up the executor and consumer in a moment. the adding of the listener is kept separate from the initialization, since the first windowlayoutinfo is not emitted until activity.onstart has been called. as such, we'll likely not be needing to attach the listener until during or after onstart, but we can still set up the windowinfotracker and windowmetricscalculator ahead of time. public static void start(activity activity) { wit.addwindowlayoutinfolistener(activity, runonuithreadexecutor(), layoutstatechangecallback); } now, let's create the executor for the listener. this executor is straightforward and simply runs the command on the mainlooper of our activity. it is possible to set this up to run on a custom thread, however this is not going to be covered in this blog. for more information, we recommend checking the official documentation for the jetpack windowmanager. static executor runonuithreadexecutor() { return new myexecutor(); } static class myexecutor implements executor { handler handler = new handler(looper.getmainlooper()); @override public void execute(runnable command) { handler.post(command); } } we're going to create the basic layout of our layoutstatechangecallback. this consumes windowlayoutinfo and implements consumer<windowlayoutinfo>. for now, let's simply lay out the class and give it some functionality a little bit later. static class layoutstatechangecallback implements consumer<windowlayoutinfo> { private final activity activity; public layoutstatechangecallback(activity activity) { this.activity = activity; } } if the use of the listener is no longer needed, we want a way to remove it and the windowinfotrackercallbackadapter contains a function to do just that. public static void stop() { wit.removewindowlayoutinfolistener(layoutstatechangecallback); } this just tidies things up for us and ensures that the listener is cleaned up when we no longer need it. next, we're going to add some functionality to the layoutstatechangecallback class. we are going to process windowlayoutinfo into foldablelayoutinfo we created previously. using java native interface (jni), we are going to send that information over to the native side using the function onlayoutchanged. note: this doesn't actually do anything yet, but we cover how to set this up in unreal engine and in unity through code lab tutorials. static class layoutstatechangecallback implements consumer<windowlayoutinfo> { @override public void accept(windowlayoutinfo windowlayoutinfo) { foldablelayoutinfo resultinfo = updatelayout(windowlayoutinfo, activity); onlayoutchanged(resultinfo); } } let's implement the updatelayout function to process windowlayoutinfo and return a foldablelayoutinfo. firstly, create a foldablelayoutinfo that contains the processed information. follow this up by getting the window metrics, both maximum metrics and current metrics. private static foldablelayoutinfo updatelayout(windowlayoutinfo windowlayoutinfo, activity activity) { foldablelayoutinfo retlayoutinfo = new foldablelayoutinfo(); windowmetrics wm = wmc.computecurrentwindowmetrics(activity); retlayoutinfo.currentmetrics = wm.getbounds(); wm = wmc.computemaximumwindowmetrics(activity); retlayoutinfo.maxmetrics = wm.getbounds(); } get the displayfeatures present in the current window bounds using windowlayoutinfo.getdisplayfeatures. currently, the api only has one type of displayfeature: foldingfeatures, however in the future there will likely be more as screen types evolve. at this point, let's use a for loop to iterate through the resulting list until it finds a foldingfeature. once it detects a folding feature, it starts processing its data: orientation, state, seperation type, and its bounds. then, store these data in foldablelayoutinfo we've created at the start of the function call. you can learn more about these data by going to the jetpack windowmanager documentation. private static foldablelayoutinfo updatelayout(windowlayoutinfo windowlayoutinfo, activity activity) { foldablelayoutinfo retlayoutinfo = new foldablelayoutinfo(); windowmetrics wm = wmc.computecurrentwindowmetrics(activity); retlayoutinfo.currentmetrics = wm.getbounds(); wm = wmc.computemaximumwindowmetrics(activity); retlayoutinfo.maxmetrics = wm.getbounds(); list<displayfeature> displayfeatures = windowlayoutinfo.getdisplayfeatures(); if (!displayfeatures.isempty()) { for (displayfeature displayfeature : displayfeatures) { foldingfeature foldingfeature = (foldingfeature) displayfeature; if (foldingfeature != null) { if (foldingfeature.getorientation() == foldingfeature.orientation.horizontal) { retlayoutinfo.hingeorientation = foldablelayoutinfo.hinge_orientation_horizontal; } else { retlayoutinfo.hingeorientation = foldablelayoutinfo.hinge_orientation_vertical; } if (foldingfeature.getstate() == foldingfeature.state.flat) { retlayoutinfo.state = foldablelayoutinfo.state_flat; } else { retlayoutinfo.state = foldablelayoutinfo.state_half_opened; } if (foldingfeature.getocclusiontype() == foldingfeature.occlusiontype.none) { retlayoutinfo.occlusiontype = foldablelayoutinfo.occlusion_type_none; } else { retlayoutinfo.occlusiontype = foldablelayoutinfo.occlusion_type_full; } retlayoutinfo.isseparating = foldingfeature.isseparating(); retlayoutinfo.bounds = foldingfeature.getbounds(); return retlayoutinfo; } } } return retlayoutinfo; } if there's no folding feature detected, it simply returns the foldablelayoutinfo without setting its data leaving it with undefined (-1) values. conclusion the java file you have now created should be usable in new or existing unity and unreal engine projects, to provide access to the information on the folding feature. continue learning about it by going to the code lab tutorials showing how to use the file created here, to implement flex mode detection and usage in game applications. additional resources on the samsung developers site the samsung developers site has many resources for developers looking to build for and integrate with samsung devices and services. stay in touch with the latest news by creating a free account and subscribing to our monthly newsletter. visit the marketing resources page for information on promoting and distributing your apps. finally, our developer forum is an excellent way to stay up-to-date on all things related to the galaxy ecosystem.
Lochlann Henry Ramsay-Edwards
Learn Code Lab
codelabimplement flex mode into a unity game objective learn how to implement flex mode into a unity game using android jetpack windowmanager and unity's java native interface jni wrapper overview the flexible hinge and glass display on galaxy foldable devices, such as the galaxy z fold4 and galaxy z flip4, let the phone remains propped open while you use apps when the phone is partially folded, it will go into flex mode apps will reorient to fit the screen, letting you watch videos or play games without holding the phone for example, you can set the device on a flat surface, like on a table, and use the bottom half of the screen to navigate unfold the phone to use the apps in full screen mode, and partially fold it again to return to flex mode to provide users with a convenient and versatile foldable experience, developers need to optimize their apps to meet the flex mode standard set up your environment you will need the following unity hub with unity 2022 3 5f1 or later must have android build support visual studio or any source code editor galaxy z fold2 or newer remote test lab if physical device is not available requirements samsung account java runtime environment jre 7 or later with java web start internet environment where port 2600 is available sample code here is a sample project for you to start coding in this code lab download it and start your learning experience! flex mode on unity sample code 1 17 gb start your project after downloading the sample project files, follow the steps below to open your project launch the unity hub click projects > open locate the unzipped project folder and click open to add the project to the hub and open in the editor notethe sample project was created in unity 2022 3 5f1 if you prefer using a different unity version, click choose another editor version when prompted and select a higher version of unity configure android player settings to ensure that the project runs smoothly on the android platform, configure the player settings as follows go to file > build settings under platform, choose android and click switch platform wait until this action finishes importing necessary assets and compiling scripts then, click player settings to open the project settings window go to player > other settings and scroll down to see target api level set it to api level 33 as any less than this will result in a dependency error regarding an lstar variable you can set the minimum api level on lower levels without any problem next, in the resolution and presentation settings, enable resizable window it is also recommended that render outside safe area is enabled to prevent black bars on the edges of the screen lastly, enable the custom main manifest, custom main gradle template, and custom gradle properties template in the publishing settings after closing the project settings window, check for the new folder structure created within your assets in the project window the newly created android folder contains androidmanifest xml, gradletemplate properties, and maintemplate gradle files import the foldablehelper and add dependencies foldablehelper is a java file that you can use in different projects it provides an interface to the android jetpack windowmanager library, enabling application developers to support new device form factors and multi-window environments before proceeding, read how to use jetpack windowmanager in android game dev and learn the details of how foldablehelper uses windowmanager library to retrieve information about the folded state of the device flat for normal mode and half-opened for flex mode , window size, and orientation of the fold on the screen download the foldablehelper java file here foldablehelper java 6 22 kb to import the foldablehelper java file and add dependencies to the project, follow the steps below in assets > plugins > android, right-click and select import new asset locate and choose the foldablehelper java file, then click import next, open the gradletemplate properties file to any source code editor like visual studio and add the following lines below the **additional_properties** marker android useandroidx = true android enablejetifier = true useandroidx sets the project to use the appropriate androidx libraries instead of support libraries enablejetifier automatically migrates existing third-party libraries to use androidx by rewriting their binaries lastly, open the maintemplate gradle file and add the dependencies for the artifacts needed for the project **apply_plugins** dependencies { implementation filetree dir 'libs', include ['* jar'] implementation "androidx appcompat appcompat 1 6 1" implementation "androidx core core 1 10 1" implementation "androidx core core-ktx 1 10 1" implementation "androidx window window 1 0 0" implementation "androidx window window-java 1 0 0" implementation "org jetbrains kotlin kotlin-stdlib-jdk8 1 9 0" **deps**} create a new playeractivity to implement flex mode on your applications, you must make necessary changes to the activity since it is impossible to access and change the original unityplayeractivity, you need to create a new playeractivity that inherits from the original to do this create a new file named foldableplayeractivity java and import it into the android folder, same as when you imported the foldablehelper java file to extend the built-in playeractivity from unity, write below code in the foldableplayeractivity java file package com unity3d player; import android os bundle; import com unity3d player unityplayeractivity; import com samsung android gamedev foldable foldablehelper; import com samsung android gamedev foldable foldablehelper windowinfolayoutlistener; import android util log; public class foldableplayeractivity extends unityplayeractivity { @override protected void oncreate bundle savedinstancestate { super oncreate savedinstancestate ; foldablehelper init this ; } @override protected void onstart { super onstart ; foldablehelper start this ; } @override protected void onstop { super onstop ; foldablehelper stop ; } @override protected void onrestart { super onrestart ; foldablehelper init this ; } public void attachunitylistener windowinfolayoutlistener listener { foldablehelper attachnativelistener listener, this ; } } oncreate calls the foldablehelper init to ensure that the windowinfotracker and metrics calculator gets created as soon as possible onstart calls the foldablehelper start since the first windowlayoutinfo doesn't get created until onstart onstop calls the foldablehelper stop to ensure that when the application closes, the listener gets cleaned up onrestart calls foldablehelper init when returning to the app after switching away windowinfotracker must be re-initialized; otherwise, flex mode will no longer update after creating the foldableplayeractivity, ensure that the game uses it open the androidmanifest xml file and change the activity name to the one you've just created <activity android name="com unity3d player foldableplayeractivity" android theme="@style/unitythemeselector"> … </activity> store foldablelayoutinfo data to flexproxy implement a native listener that receives calls from java when the device state changes by following these steps use the androidjavaproxy provided by unity in its jni implementation androidjavaproxy is a class that implements a java interface, so the next thing you need to do is create an interface in the foldablehelper java file public interface windowinfolayoutlistener { void onchanged foldablelayoutinfo layoutinfo ; } this interface replaces the temporary native function therefore, remove the code below from the foldablehelper java file public static native void onlayoutchanged foldablelayoutinfo resultinfo ; then, go to the assets > flex_scripts folder and right-click to create a new c# script called flexproxy cs inside this script, replace the automatically generated class with the flexproxy class inheriting from androidjavaproxy public class flexproxy androidjavaproxy { } in flexproxy class, define the variables needed to store the data from foldablelayoutinfo and use enumerators for the folded state, hinge orientation, and occlusion type for the various bounds, use unity's rectint type also, use a boolean to store whether the data has been updated or not public enum state { undefined, flat, half_opened }; public enum orientation { undefined, horizontal, vertical }; public enum occlusiontype { undefined, none, full }; public state state = state undefined; public orientation orientation = orientation undefined; public occlusiontype occlusiontype = occlusiontype undefined; public rectint foldbounds; public rectint currentmetrics; public rectint maxmetrics; public bool needsupdate = false; next, define what java class the flexproxy is going to implement by using the interface's fully qualified name as below public flexproxy base "com samsung android gamedev foldable foldablehelper$windowinfolayoutlistener" { } com samsung android gamedev foldable is the package name of the foldablehelper java file foldablehelper$windowinfolayoutlistener is the class and interface name separated by a $ after linking the proxy to the java interface, create a helper method to simplify java to native conversions private rectint converttorectint androidjavaobject rect { if rect != null { var left = rect get<int> "left" ; var top = rect get<int> "top" ; var width = rect call<int> "width" ; var height = rect call<int> "height" ; return new rectint xmin left, ymin top, width width, height height ; } else { return new rectint -1, -1, -1, -1 ; } } this method takes a java rect object and converts it into a unity c# rectint now, use this converttorectint function for the onchanged function to retrieve the information from the java object and store it in the flex proxy class public void onchanged androidjavaobject layoutinfo { foldbounds = converttorectint layoutinfo get<androidjavaobject> "bounds" ; currentmetrics = converttorectint layoutinfo get<androidjavaobject> "currentmetrics" ; maxmetrics = converttorectint layoutinfo get<androidjavaobject> "maxmetrics" ; orientation = orientation layoutinfo get<int> "hingeorientation" + 1 ; state = state layoutinfo get<int> "state" + 1 ; occlusiontype = occlusiontype layoutinfo get<int> "occlusiontype" + 1 ; needsupdate = true; } implement native flex mode this section focuses on creating the flex mode split-screen effect on the game’s ui create a new c# script in the flex_scripts folder called flexmodemanager cs after creating the script, define the variables you need for this implementation public class flexmodemanager monobehaviour { private flexproxy windowmanagerlistener; [serializefield] private camera maincamera; [serializefield] private camera skyboxcamera; [serializefield] private canvas controlscanvas; [serializefield] private canvas healthcanvas; [serializefield] private gameobject flexbg; [serializefield] private gameobject uiblur; windowmanagerlistener is the callback object which receives the foldablelayoutinfo from the foldablehelper java implementation maincamera and skyboxcamera are two cameras to modify in this project for creating a seamless flex mode implementation controlscanvas and healthcanvas are the two ui elements to manipulate for implementing the flex mode flexbg is a background image to disable in normal mode and enable in flex mode to fill the bottom screen uiblur is a background blur element used as part of the tutorial text it doesn't function properly with flex mode, so disabling it when in flex mode makes the ui looks better next, in the start method, create a new instance of the flexproxy class and attach it to the unity application's activity via the attachunitylistener function void start { windowmanagerlistener = new flexproxy ; using androidjavaclass javaclass = new androidjavaclass "com unity3d player unityplayer" { using androidjavaobject activity = javaclass getstatic<androidjavaobject> "currentactivity" { activity call "attachunitylistener", windowmanagerlistener ; } } } in the update method, check if the windowmanagerlistener has received any new data on the folded state of the device if the system needs an update, then call updateflexmode void update { if windowmanagerlistener needsupdate { updateflexmode ; } } create the updateflexmode method to enable or disable flex mode notethis project is set up for landscape mode only the implementation discussed in this code lab only covers setting up flex mode with a horizontal fold in landscape however, if you were able to follow, it should be simple to set up something similar for different fold orientations on devices such as the galaxy z flip series of devices private void updateflexmode { } check the folded state of the device via the windowmanagerlistener if the device is half_opened, implement flex mode private void updateflexmode { if windowmanagerlistener state == flexproxy state half_opened { } } to split the ui screen horizontally, set the anchor points of the controlscanvas and the healthcanvas so they are locked at the bottom screen or below the fold also, set the viewports of the maincamera and skyboxcamera to be above the fold - which is the top screen next, set the anchors for the flexbg object and enable it to fill the space behind the ui on the bottom screen deactivate the uiblur element if it exists the ui blur element is only present at level 1 of the demo game a check is necessary to ensure the flex mode manager works on the second level private void updateflexmode { if windowmanagerlistener state == flexproxy state half_opened { float lowerscreenanchormax = float windowmanagerlistener foldbounds ymin / windowmanagerlistener currentmetrics height; recttransform controlscanvastransform = controlscanvas getcomponent<recttransform> ; recttransform healthcanvastransform = healthcanvas getcomponent<recttransform> ; recttransform flexbgtransform = flexbg getcomponent<recttransform> ; controlscanvastransform anchormin = new vector2 0, 0 ; controlscanvastransform anchormax = new vector2 1, lowerscreenanchormax ; healthcanvastransform anchormin = new vector2 0, lowerscreenanchormax ; healthcanvastransform anchormax = new vector2 0, lowerscreenanchormax ; flexbgtransform anchormin = new vector2 0, 0 ; flexbgtransform anchormax = new vector2 1, lowerscreenanchormax ; float upperscreenrectheight = float windowmanagerlistener foldbounds ymax / windowmanagerlistener currentmetrics height; maincamera rect = new rect 0, upperscreenrectheight, 1, upperscreenrectheight ; skyboxcamera rect = new rect 0, upperscreenrectheight, 1, upperscreenrectheight ; flexbg setactive true ; if uiblur != null uiblur setactive false ; } } return the ui to full screen when the device is no longer in flex mode by disabling flexbg; enabling uiblur when it exists; and setting all the anchor points and viewports back to their original values and finally, inform the windowmanagerlistener that it doesn't need an update else { recttransform controlscanvastransform = controlscanvas getcomponent<recttransform> ; recttransform healthcanvastransform = healthcanvas getcomponent<recttransform> ; controlscanvastransform anchormin = new vector2 0, 0 ; controlscanvastransform anchormax = new vector2 1, 1 ; healthcanvastransform anchormin = new vector2 0, 1 ; healthcanvastransform anchormax = new vector2 0, 1 ; maincamera rect = new rect 0, 0, 1, 1 ; skyboxcamera rect = new rect 0, 0, 1, 1 ; flexbg setactive false ; if uiblur != null uiblur setactive true ; } windowmanagerlistener needsupdate = false; set up the scenes for flex mode go back to the unity editor in assets > 3dgamekit > scenes > gameplay, double-click on the level 1 scene to open it right-click in the hierarchy window and select create empty name the new gameobject as flexmanager or a similar name to reflect its purpose select the flexmanager object and click the add component button in the inspector window type in flexmodemanager, and select the script when it shows up select the relevant objects for each camera, canvas and game object as below do the same for level 2 but leave the ui blur empty build and run the app go to file > build settings click build at the bottom of the window to build the apk after building the apk, run the game app on a foldable galaxy device and see how the ui switches from normal to flex mode if you don’t have any physical device, you can also test it on a remote test lab device tipwatch this tutorial video and know how to easily test your app via remote test lab you're done! congratulations! you have successfully achieved the goal of this code lab now, you can implement flex mode in your unity game app by yourself! to learn more, visit www developer samsung com/galaxy-z www developer samsung com/galaxy-gamedev
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