summaryrefslogtreecommitdiffstats
path: root/platform/android/export/export.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-1/+2
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Merge pull request #37193 from madmiraal/fix-android-export-unicode-errorsRémi Verschelde2020-04-281-5/+23
|\ | | | | Fix Android export throwing Unicode errors.
| * Fix Android export throwing Unicode errors.Marcel Admiraal2020-03-201-5/+23
| |
* | Fix detection logic for the Android sdk pathFredia Huya-Kouadio2020-04-241-1/+1
| | | | | | | | The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)
* | Validate supported architectures when exporting to AndroidSkyJJ2020-04-131-0/+9
| |
* | Replace NULL with nullptrlupoDharkael2020-04-021-34/+34
|/
* Re-architecture of the Godot Android plugin.fhuya2020-03-051-256/+12
|
* Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez2020-02-261-20/+8
| | | | | | | | | | | | | | | | Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
* Fix suspicious | and + operatorsRafał Mikrut2020-02-231-1/+1
|
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-4/+4
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Remove incomplete battery status/power APIRémi Verschelde2020-02-141-1/+1
| | | | | | | | | | | It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-11/+3
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* Texture refactorJuan Linietsky2020-02-111-2/+2
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Remove per-file progress reporting when exporting to AndroidHugo Locurcio2020-02-051-8/+5
| | | | | | | | | | | | Calling `step()` on EditorProgress too often will slow down the rest of the editor, so it's best avoided. This is also more consistent with other exporters, as most of them don't report per-file progress either. Exporting a 2D project with ~1,100 files to Android now takes about 10 seconds from a debug editor build instead of 65 seconds. This closes #30850.
* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-6/+6
|
* Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi"Rémi Verschelde2020-01-271-18/+3
|
* Check if can export before exporting; show error message if can't export.Mark Wynn Garcia2020-01-261-6/+8
|
* Android: Improve name of icon export propertiesRémi Verschelde2020-01-171-3/+3
| | | | This seems more readable and still includes the required dimensions.
* Add support for Android adaptive icons.Bruno Lourenço2020-01-141-53/+95
|
* Add support for generating a Oculus Mobile VR apk with hand tracking support.fhuya2020-01-101-115/+155
|
* Fix Android exporter manifest creation.Bruno Lourenço2020-01-091-6/+6
|
* Export: Improve usability of command line interfaceRémi Verschelde2020-01-071-19/+24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Replace the android.defaultConfig.applicationId in build.gradle with the ↵fhuya2019-12-301-2/+5
| | | | package/unique_name.
* Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
|
* Merge pull request #32854 from cooperra/fix-wireless-adb-debuggingRémi Verschelde2019-11-281-3/+18
|\ | | | | Fix Android deploy with Remote Debug or Network FS over Wi-Fi
| * Add connection information and serial number to device descriptionRobbie Cooper2019-10-151-0/+8
| | | | | | | | The description appears when hovering over the one-click-deploy button (top-right). This information helps the user distinguish between their devices if multiple are connected or if the same device is connected by both usb and tcpip (two entries in the list for the same device).
| * Detect adb connection type and debug over Wi-Fi if neededRobbie Cooper2019-10-151-3/+10
| | | | | | | | | | | | Avoid using adb reverse if deploying with adb tcpip. This still can fail if the user is attempting to debug over usb and has connected their device over BOTH usb and tcpip. I'm not sure how we would detect that problem in advance though.
* | Improve EditorExportPlatform interface.Fabio Alessandrelli2019-10-231-8/+19
|/ | | | | Convert all get_device* methods to get_option* and normalize their usage as icon, label, tooltip.
* Cleanup fix for the meta-data parsing crashing bug.fhuya2019-10-111-12/+4
|
* Android: Work around crash in _fix_manifestRémi Verschelde2019-10-111-2/+4
| | | | | Works around #32553, not fixing the underlying cause but preventing the crash.
* Merge pull request #32514 from akien-mga/android-one-click-dont-uninstallRémi Verschelde2019-10-031-1/+1
|\ | | | | Android one-click deploy: Don't clear by default
| * Android one-click deploy: Don't clear by defaultRémi Verschelde2019-10-031-1/+1
| | | | | | | | | | | | | | This makes iteration faster as you don't need to monitor your phone to allow the installation each time. Fixes #32183.
* | Android: Fix manifest parsing and APK names in export codeRémi Verschelde2019-10-031-4/+4
|/ | | | | | | | | | | A better fix would be to make Godot's export code properly parse the tag over multiple lines (and maybe even use XMLParser instead of doing it ad-hoc?). As for the APK names, we could alternatively pick the first .apk found in the `debug` and `release` folders without expecting a specific name. Fixes #32414.
* Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde2019-09-251-3/+3
|\ | | | | Added some obvious errors explanations
| * Added some obvious errors explanationsqarmin2019-09-251-3/+3
| |
* | Merge pull request #32055 from qarmin/some_code_fixesRémi Verschelde2019-09-231-3/+3
|\ \ | | | | | | Changed some code found by Clang Tidy and Coverity
| * | Changed some code found by Clang Tidy and Coverityqarmin2019-09-221-3/+3
| | |
* | | Fix starting intent problemCagdas2019-09-221-1/+1
|/ /
* | Distinguish editor-originating messages in the editor logHugo Locurcio2019-09-201-4/+4
| | | | | | | | | | | | | | This fades out messages originating from the editor to make messages printed by the project stand out more. This also tweaks wording in some editor messages for consistency.
* | Split the Android platform java logic into an Android library module (`lib`) ↵fhuya2019-09-041-0/+4
|/ | | | | | and an application module (`app`). The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
* Android: Improve dialogs about custom build templateRémi Verschelde2019-08-291-6/+3
| | | | | | | The language didn't make it clear that it's installing a *source* template to the project folder, for later use when compiling custom APKs. Fixes #28736.
* Export: Remove temp files from cache after exportRémi Verschelde2019-08-121-36/+54
| | | | | | | | | So far we left most temporary files lying around, so this attempts to fix that. I added a helper method to DirAccess to factor out the boilerplate of creating a DirAccess, checking if the file exists, remove it or print an error on failure.
* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner2019-08-091-10/+5
| | | | "modules/gdnative", "modules/gdscript" directories.
* Add feature tag for hmd devices based on DOFCameron Reikes2019-08-071-0/+133
| | | | - Necessary according to https://developers.google.com/vr/develop/android/3dof-to-6dof
* Make the meta-data name attribute settable. This will facilitate reuse for ↵fhuya2019-07-021-3/+9
| | | | ARCore integration.
* Merge pull request #29824 from m4gr3d/add_ovr_exportRémi Verschelde2019-07-021-0/+19
|\ | | | | Add XR mode selection to the Android export process.
| * Add XR mode selection to the Android export process.fhuya2019-07-021-0/+19
| |
* | Merge pull request #29815 from NilsIrl/plus_file_1Rémi Verschelde2019-07-011-1/+1
|\ \ | | | | | | Replace ` + "/" + ` with `String::file_add()`
| * | Replace ` + "/" + ` with `String::file_add()`Nils ANDRÉ-CHANG2019-06-231-1/+1
| |/