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path: root/platform/android/java/app/AndroidManifest.xml
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* Fix ANRs reported by the Google Play ConsoleFredia Huya-Kouadio2024-07-041-0/+4
| | | | | | - Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior) which may cause the application to ANR. - Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
* Update Android dependencies for the projectFredia Huya-Kouadio2024-01-181-1/+0
| | | | | | | | | | - Update Android gradle plugin version from 7.2.1 to 8.2.0 - Update gradle version from 7.4.2 to 8.2 - Update target SDK from 33 to 34 - Update build tools version from 33.0.2 to 34.0.0 - Update kotlin version from 1.7.0 to 1.9.20 - Update Android fragment version from 1.3.6 to 1.6.2 - Update AndroidX window version from 1.0.0 to 1.2.0
* Update the `launchMode` for the `GodotApp` activity to allow other ↵Fredia Huya-Kouadio2023-10-251-1/+1
| | | | | | activities to be part of the same task For details, see https://developer.android.com/guide/topics/manifest/activity-element#lmode
* Add export setting to control whether to show the Godot app in the app libraryFredia Huya-Kouadio2023-08-131-0/+1
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* Add parameters for the Godot Activity starting intent to allow restarting or ↵Fredia Huya-Kouadio2023-06-151-1/+1
| | | | | | force-quitting the engine Follow-up code cleanup for https://github.com/godotengine/godot/pull/78129
* Clean up the XR export logicFredia Huya-Kouadio2023-02-011-21/+0
| | | | | | Remove the XR export logic from the legacy build system: - On Android, Godot 4 export requires the use of Android plugins which are not supported by the legacy build system - Provides added flexibility for configuring the Android manifest for XR specific capabilities.
* Update the XR manifest configsFredia Huya-Kouadio2023-01-271-9/+0
| | | | | Remove the ones provided automatically by the loaders, and the ones enabled by the default on the platform. Fixes https://github.com/GodotVR/godot_openxr_loaders/issues/19
* Merge pull request #63483 from qianjunakasumi/qianjunakasumi/masterRémi Verschelde2023-01-031-0/+1
|\ | | | | | | Introduce `appCategory` attribute of android to set category
| * Introduce `appCategory` attribute of android to set category千橘 雫霞2023-01-011-0/+1
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* | Enable GLES3 on Androidclayjohn2022-11-291-1/+1
|/ | | | | | | | | | Add necessary build flags and switch from using a GLES2 context to a GLES3 one. This also enables building for OpenXR Co-authored-by: m4gr3d <fhuyakou@gmail.com> Co-authored-by: dsnopek <dsnopek@gmail.com>
* Update android:targetSdkVersion from 30 to 31Gustavo Maciel2022-06-231-0/+1
| | | | | | Starting in August 2022, new apps will need to target API level 31 (Android 12) or higher and adjust for behavioral changes. Read more here: https://developer.android.com/google/play/requirements/target-sdk
* Update Meta hand tracking versionFredy Huya-Kouadio2022-04-271-0/+7
| | | | https://developer.oculus.com/blog/presence-platforms-hand-tracking-api-gets-an-upgrade/
* Fix XR Android manifest metadataFredia Huya-Kouadio2022-01-261-5/+6
| | | | | - Adds the parameters for supported Meta devices, which is required to access some device specific capabilities - Remove the 'com.samsung.android.vr.application.mode' metadata
* Merge pull request #55767 from m4gr3d/config_hand_tracking_frequency_masterRémi Verschelde2021-12-091-0/+7
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| * Add support for configuring the xr hand tracking frequency modene0fhyk2021-12-091-0/+7
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* | Enable configuration of the `android:excludeFromRecents` activity attribute.Fredia Huya-Kouadio2021-12-091-0/+1
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* Add support for OpenXR export configurations.Fredia Huya-Kouadio2021-11-201-0/+5
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* Update the AndroidManifest to enable access to Oculus OpenXR runtime.ne0fhyk2021-08-271-0/+4
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* Add partial support for Android scoped storage.ne0fhyk2021-08-161-0/+1
| | | | | This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30. In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
* Add support for prompting the user to retain app data on uninstall.Fredia Huya-Kouadio2021-08-121-0/+1
| | | | Supported on Android 10 and higher.
* Android: Add `isGame` application attribute, default to trueRémi Verschelde2021-07-011-2/+3
| | | | | | | | | | | | | | It can be turned off in the export preset with `package/classify_as_game`. Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame > `android:isGame` > > Whether or not the application is a game. The system may group together > applications classifed as games or display them separately from other > applications. Also fixes replacing `android:allowBackup` in custom builds.
* Remove deprecated xr features properties. These properties are now provided ↵Fredia Huya-Kouadio2021-04-261-7/+2
| | | | directly by the plugin.
* Update the logic to load Godot Android plugins packaged into the binary.Fredia Huya-Kouadio2021-02-261-5/+0
| | | | The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
* Add logic to record the version of the Godot engine for the Android platform.Fredia Huya-Kouadio2021-02-241-0/+5
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* Fix splash screen loading on AndroidFredia Huya-Kouadio2020-08-191-1/+1
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* Fix the logic to enable focus awarenessFredia Huya-Kouadio2020-06-271-2/+2
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* Add support for focus awarenessFredia Huya-Kouadio2020-06-041-0/+3
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* Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio2020-05-171-2/+2
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* Re-architecture of the Godot Android plugin.fhuya2020-03-051-15/+10
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* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-1/+0
| | | | | | | | | | | | | | 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!
* Add support for Android adaptive icons.Bruno Lourenço2020-01-141-1/+1
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* Android: Fix manifest parsing and APK names in export codeRémi Verschelde2019-10-031-5/+2
| | | | | | | | | | | 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.
* Split the Android platform java logic into an Android library module (`lib`) ↵fhuya2019-09-041-0/+65
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').