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* Merge commit godotengine/godot@cb411fa960f0b7fdbd97dcdb4c90f9346360ee0eSpartan3222024-11-121-1/+3
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| * Android: Update exported app and editor themeAnish Mishra2024-11-081-1/+3
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* | Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* | Rebrand Godot to RedotRandolph W. Aarseth II2024-10-111-1/+1
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Add logic to automatically pick up jar/aar library dependencies in the ↵Fredia Huya-Kouadio2024-09-292-0/+11
| | | | `res://addons` directory
* C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT failsRaul Santos2024-09-163-6/+57
| | | | | | | | Some platforms don't support hostfxr but we can use the coreclr/monosgen library directly to initialize the runtime. Android exports now use the `android` runtime identifier instead of `linux-bionic`, this removes the restrictions we previously had: - Adds support for all Android architectures (arm32, arm64, x32, and x64), previously only the 64-bit architectures were supported. - Loads `System.Security.Cryptography.Native.Android` (the .NET library that binds to the Android OS crypto functions).
* Improve support for XR projectsFredia Huya-Kouadio2024-09-062-0/+2
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* Merge pull request #91271 from m4gr3d/clean_gradle_build_setupRémi Verschelde2024-08-162-57/+27
|\ | | | | | | Clean up the gradle build logic used to generate the Godot Android binaries
| * Clean up the build commands used by the editor for gradle buildsFredia Huya-Kouadio2024-05-312-57/+27
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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.
* | Fix crashes reported by the Google Play ConsoleFredia Huya-Kouadio2024-07-041-1/+1
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* | Update the splash screen logic for the Godot app templateFredia Huya-Kouadio2024-06-106-16/+16
| | | | | | | | Due to limitations to the splash screen introduced in Android 12, the splash screen logic is updated to the same logic as used on other platforms, i.e: the splash screen is rendered by the Godot engine instead of the Android runtime.
* | Configure the splash screen for the Android editorFredia Huya-Kouadio2024-06-101-1/+2
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* Ensure that Godot's version of libc++_shared.so is always selected in case ↵Mauricio Narvaez2024-05-291-0/+6
| | | | dependencies have their own
* Fix detecting when Gradle is invoked from StudioEmre Kultursay2024-05-201-2/+1
| | | | | | | | | | | | | The existing 'idea.platform.prefix' system-property approach only worked because of a Android Studio bug that leaks the system properties from Android Studio into Gradle build: - https://issuetracker.google.com/201075423 This bug was fixed in Android Studio 2023.3.1 (Jellyfish). The correct way of identifying builds from Android Studio is to use the following project property (not system property): - android.injected.invoked.from.ide
* Fix issue causing the `copyAndRename*` task to fail on occasions on Windows ↵Fredia Huya-Kouadio2024-04-171-0/+30
| | | | | | | machines Gradle automatically handles up-to-date checks for output files and directories. This behavior sometimes causes the `copyAndRename*` task to fail on Windows machines when gradle tries to check on existing files in the output directories it doesn't have access to. To fix the issue, we disable this gradle behavior following the instructions in https://docs.gradle.org/8.2/userguide/incremental_build.html#sec:disable-state-tracking
* Remove redundant semicolons from Kotlin/gradle filesmelquiadess2024-04-021-4/+4
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* Add export setting to specify whether the native libraries should be ↵Fredia Huya-Kouadio2024-02-152-0/+31
| | | | compressed for the gradle build
* Fix gradle build errors when the build path contains non-ASCII charactersFredia Huya-Kouadio2024-02-131-0/+3
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* Update Android dependencies for the projectFredia Huya-Kouadio2024-01-185-32/+32
| | | | | | | | | | - 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
* Specify the path to the Java SDK used for the Android gradle buildFredia Huya-Kouadio2024-01-182-1/+10
| | | | Introduce an editor setting to allow users the ability to specify the path to the Java SDK used for the Android gradle build.
* 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
* Bump the java version to version 17Fredia Huya-Kouadio2023-10-171-1/+1
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* 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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* Godot Android re-architectureFredia Huya-Kouadio2023-07-161-2/+2
| | | | Decouples the Godot java entry point from the Android Fragment component. This enables the Godot component to be more easily reused across different types of Android components including Activities and Services.
* 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
* Update the format for the app version code and nameFredia Huya-Kouadio2023-05-241-4/+6
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* Update the gradle build tasks to generate play store builds.Fredia Huya-Kouadio2023-04-271-1/+1
| | | | Configure the gradle builds to sign and build the release version of the Godot Android Editor
* Downgrade android gradle plugin to version 7.2.1.Fredia Huya-Kouadio2023-04-211-1/+1
| | | | Version 7.3.0 changes the build layout which causes updates to the generated shared libraries to not be picked up.
* Bump the target SDK version to 33 (Android 13)Fredia Huya-Kouadio2023-03-211-5/+5
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* Configure maven central snapshot versions for the Godot Android libraryFredia Huya-Kouadio2023-03-061-0/+3
| | | | A snapshot version is a version that has not yet been released which allows us to deploy the same transient version incrementally, without requiring projects to upgrade the artifact version they're consuming. Those projects can use the same version to get an updated snapshot version.
* Rename Godot's 'custom build' to 'gradle build' to better reflect the ↵Fredia Huya-Kouadio2023-02-024-8/+8
| | | | underlying build process.
* 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
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* 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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* | Updating the minimum Android target api for proper Vulkan supportFredia Huya-Kouadio2022-11-301-3/+6
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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>
* | Upgrade Android gradle plugin to version 7.2.1Fredia Huya-Kouadio2022-11-101-4/+4
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* | Update the versioning logic for the Godot Android EditorFredia Huya-Kouadio2022-09-121-3/+23
|/ | | | This is necessary to separate subsequent uploads to the Google Play store as each upload needs to increment the version code.
* Add full support for Android scoped storage.Fredia Huya-Kouadio2022-07-051-3/+3
| | | | | This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer. This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
* Upgrade Android NDK to r23 LTSMarcel Admiraal2022-06-251-1/+1
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* Update android:targetSdkVersion from 30 to 31Gustavo Maciel2022-06-232-1/+2
| | | | | | 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
* Merge pull request #61579 from madmiraal/android-kotlin-java-versionRémi Verschelde2022-06-013-5/+26
|\ | | | | Ensure Android Java and Kotlin compile to the same version
| * Ensure Android Java and Kotlin compile to the same versionMarcel Admiraal2022-06-013-5/+26
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* | Misc editor tweaks and polishes:Fredia Huya-Kouadio2022-05-311-1/+1
|/ | | | | | - Using a bucketized approach to select the editor scale in order to avoid too high values - Add default app dimensions: used on Android devices with free floating app windows to set the default app frame - Add ability to launch the Game window in an adjacent frame when in multi window mode
* Only use Android fullscreen theme for splash screenMarcel Admiraal2022-05-271-2/+2
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* Update Meta hand tracking versionFredy Huya-Kouadio2022-04-271-0/+7
| | | | https://developer.oculus.com/blog/presence-platforms-hand-tracking-api-gets-an-upgrade/