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* Fix issue causing the last edited project to open while switching to another ↵Fredia Huya-Kouadio2023-06-111-1/+1
| | | | | | one. Fixes https://github.com/godotengine/godot/issues/76562
* Fix spatial viewport multitouch detection supportFredia Huya-Kouadio2023-06-101-3/+3
| | | | Regression introduced by https://github.com/godotengine/godot/pull/77498
* Fix issue causing the Android editor to crash when creating a new ↵Fredia Huya-Kouadio2023-05-311-14/+56
| | | | | | AudioStreamMicrophone Fixes https://github.com/godotengine/godot/issues/73801
* Improve touchpad and mouse support for the Android editorFredia Huya-Kouadio2023-05-255-16/+50
| | | | | | - Fix issues with using a touchpad to click, drag, interact with the navigation controls, etc.. - Fix issues with panning with 2+ fingers - Fix issues with using double-tap to magnify on the spatial editor
* Improve startup benchmarkingFredia Huya-Kouadio2023-05-235-23/+176
| | | | Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
* Add `audio/general/text_to_speech` project setting to enable/disable TTS.bruvzg2023-05-183-13/+20
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* [TLS] Add support for platform-specific CA bundles.Fabio Alessandrelli2023-05-122-1/+42
| | | | | | | | | | | | | | | | | Adds a new OS::get_system_ca_certs method which can be implemented by platforms to retrieve the list of trusted CA certificates using OS specific APIs. The function should return the certificates in PEM format, and is currently implemented for Windows/macOS/LinuxBSD(*)/Android. mbedTLS will fall back to bundled certificates when the OS returns no certificates. (*) LinuxBSD does not have a standardized certificates store location. The current implementation will test for common locations and may return an empty string on some distributions (falling back to the bundled certificates).
* Fix double tap & drag on AndroidOmar Shehata2023-05-081-0/+3
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* Fix potential null in android text entry system.Jason Knight2023-04-121-5/+6
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* Bump the target SDK version to 33 (Android 13)Fredia Huya-Kouadio2023-03-211-5/+5
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* Fix directory access when the running app has the `All files access` permissionFredia Huya-Kouadio2023-03-201-1/+8
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* Merge pull request #74066 from m4gr3d/add_vulkan_version_filter_mainYuri Sizov2023-03-161-2/+13
|\ | | | | Add feature check to require min Vulkan api version 1.0 on Android
| * Add feature check to require min Vulkan api version 1.0 on AndroidFredia Huya-Kouadio2023-02-281-2/+13
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* | Use the new API for virtual keyboard height detection on Android, bugfixnecrashter2023-03-061-8/+62
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* Enable granular control of touchscreen related settingsFredia Huya-Kouadio2023-02-221-0/+7
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* Downgrade the vulkan abort logic to a warningFredia Huya-Kouadio2023-02-071-3/+2
| | | | This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
* Improve logic to detect whether vulkan is used for renderingFredia Huya-Kouadio2023-02-061-4/+13
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* Improve vulkan capability detection on AndroidFredia Huya-Kouadio2023-02-051-2/+18
| | | | | - Add runtime check and abort when the device doesn't meet the requirements for vulkan support - Add filters to the AndroidManifest when exporting with a vulkan renderer
* More codespell fixes, do more changes from previous ignore listRémi Verschelde2023-02-011-1/+1
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* Implement file provider capabilitiesFredia Huya-Kouadio2023-02-011-11/+27
| | | | The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher.
* Merge pull request #72106 from ↵Rémi Verschelde2023-01-263-31/+59
|\ | | | | | | | | | | m4gr3d/fix_godot_android_editor_4_crash_after_running_game Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
| * Fix the issue causing the Godot Android Editor to crash when returning from ↵Fredia Huya-Kouadio2023-01-263-31/+59
| | | | | | | | | | | | | | the launched and running game The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash. This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
* | Address kotlin build warningsFredia Huya-Kouadio2023-01-251-2/+2
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* Merge pull request #71836 from m4gr3d/fix_godot_editor_cropping_mainRémi Verschelde2023-01-231-1/+0
|\ | | | | | | Update the logic to calculate the screen scale on Android
| * Update the logic to calculate the screen scale on AndroidFredia Huya-Kouadio2023-01-221-1/+0
| | | | | | | | Takes into account the ratio between the screen size and the default window dimensions.
* | Cleanup and unify keyboard input.bruvzg2023-01-233-18/+16
| | | | | | | | | | | | | | | | | | | | - Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes. - Unify IME behaviour, add inline composition string display on Windows and X11. - Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events. - Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS. - Add support for media key handling on macOS. Co-authored-by: Raul Santos <raulsntos@gmail.com>
* | Convert en_GB spelling to en_US with codespellRémi Verschelde2023-01-231-1/+1
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* One Copyright Update to rule them allRémi Verschelde2023-01-0547-1363/+1363
| | | | | | | | | | | | | | | | | | | | 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 #69990 from exoticorn/fix-android-touch-inputFredia Huya-Kouadio2022-12-141-1/+1
|\ | | | | Fix ambiguous touch input events on Android
| * handle ambiguous input events as touch eventsDennis Ranke2022-12-121-1/+1
| | | | | | | | there can be events can have both SOURCE_TOUCHSCREEN and SOURCE_STYLUS. handle them as touch events rather than mouse events.
* | Rename all gdnative occurences to gdextensionGilles Roudière2022-12-122-18/+18
|/ | | | | | | | | | | | | Non-exhaustive list of case-sensitive renames: GDExtension -> GDNative GDNATIVE -> GDEXTENSION gdextension -> gdnative ExtensionExtension ->Extension (for where there was GDNativeExtension) EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION) gdnlib -> gdextension gdn_interface -> gde_interface gdni -> gde_interface
* Use system fonts as fallback and improve system font handling.bruvzg2022-12-041-0/+5
| | | | | | | Add support for font weight and stretch selection when using system fonts. Add function to get system fallback font from a font name, style, text, and language code. Implement system font support for Android. Use system fonts as a last resort fallback.
* Enable GLES3 on Androidclayjohn2022-11-293-15/+12
| | | | | | | | | | 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>
* Add missing display server overridesFredia Huya-Kouadio2022-11-275-3/+99
| | | | Improves the base functionality for the Android platform and helps reduce the amount of spurious error logs emitted.
* Fix parsing of the `keep_screen_on` display settingFredia Huya-Kouadio2022-11-171-1/+1
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* Android: Fix parsing `keep_screen_on` settingRémi Verschelde2022-11-171-1/+1
| | | | | | | | Boolean stringification changed in Godot 4.0. Fixes #67034. Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
* Small set of fixes to the input logicFredia Huya-Kouadio2022-11-073-37/+31
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* Add double_tap attribute to InputEventScreenTouchFredia Huya-Kouadio2022-10-223-33/+20
| | | | This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
* Merge pull request #66946 from m4gr3d/cursor_shape_logic_cleanup_mainFredia Huya-Kouadio2022-10-052-8/+12
|\ | | | | Cleanup of the Android cursor shape logic
| * Cleanup of the Android cursor shape logicFredia Huya-Kouadio2022-10-052-8/+12
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* | Fix null in android keyboard handling.Jason Knight2022-10-051-1/+1
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* Split rendering driver project setting into renderer_name and ↵clayjohn2022-09-191-4/+4
| | | | rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
* Merge pull request #65501 from m4gr3d/fix_invalid_project_manager_path_mainRémi Verschelde2022-09-082-8/+31
|\ | | | | | | Fix issue causing the project manager to crash because of missing path argument
| * Fix issue causing the project manager to crash because of missing path argumentFredia Huya-Kouadio2022-09-072-8/+31
| | | | | | | | In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
* | Enable long press, pan and scale gestures for the Godot Android EditorFredia Huya-Kouadio2022-09-071-1/+1
| | | | | | | | Fix the bug causing the editor to crash when running the project.
* | Cleanup the Android input logic implementationFredia Huya-Kouadio2022-09-076-215/+521
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* Fix issue preventing the Android Editor from displaying the project contentFredia Huya-Kouadio2022-08-152-6/+7
| | | | | The issue was causing by a bug within the logic for `FileAccessFilesystemJAndroid#eof_reached()` causing that value to remain false after the eof was reached. This in turn caused an infinite loop in the file scanner preventing the project's content from showing up.
* Merge pull request #62885 from madmiraal/fix-59931Rémi Verschelde2022-08-083-20/+21
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| * Fix incorrect Android scancodesMarcel Admiraal2022-07-133-20/+21
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* | Add support for multiple virtual keyboard typesBrian Semrau2022-08-043-11/+47
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