summaryrefslogtreecommitdiffstats
path: root/platform/android/java/src/org/godotengine/godot/Godot.java
Commit message (Collapse)AuthorAgeFilesLines
* Split the Android platform java logic into an Android library module (`lib`) ↵fhuya2019-09-041-1111/+0
| | | | | | 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').
* Suppress MissingPermission warning for Android vibrationvolzhs2019-08-271-1/+9
| | | | | | | It does check its permission every `vibrate_handheld()` calls. Vibrate permission is added by checking it on export settings. And there are some changes for deprecated method.
* Update the fallback input mapping for the Oculus mobile devices.fhuya2019-08-261-37/+31
|
* Merge pull request #31437 from volzhs/vibrate-mobileRémi Verschelde2019-08-211-0/+18
|\ | | | | Support vibration for Android and iOS
| * Support vibration for Android and iOSvolzhs2019-08-211-0/+18
| |
* | Shut down Godot processes on app exit.fhuya2019-08-201-0/+4
|/
* Add XR mode selection to the Android export process.fhuya2019-07-021-3/+7
|
* Setup Godot to support the Oculus Mobile SDK.fhuya2019-05-301-4/+22
|
* Android: Include Joysticks/Gamepads which are available on app start.wombatstampede2019-05-281-0/+3
|
* Merge pull request #28164 from BastiaanOlij/AndroidCameraPermissionRémi Verschelde2019-04-191-0/+7
|\ | | | | Add camera permissions to android
| * Add camera permissions to androidBastiaan Olij2019-04-181-0/+7
| |
* | Fix get_unique_id() on Androidvolzhs2019-04-181-1/+1
|/
* Style: Apply new changes from clang-format 8.0Rémi Verschelde2019-04-091-7/+3
| | | | | | It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
* Restructuring glue code to make it easier to extendBastiaan Olij2019-04-051-0/+3
|
* Request Android record permission when neededDESKTOP-3H3MR3A\eloisa2019-03-081-1/+23
|
* Restart game on GL context loss on AndroidPedro J. Estébanez2019-03-061-5/+23
| | | | | | | Bonus: Remove useless old code about reload hooks Fixes #22955.
* Fix Android keep screen on working properlyvolzhs2019-01-151-16/+10
|
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix lint error/warning while building android templatevolzhs2018-12-181-81/+67
|
* Style: Apply clang-format to wrongly formatted filesRémi Verschelde2018-10-291-1/+1
|
* Many more fixes for GLES2 mobile export. Also added ability to turn on ↵Juan Linietsky2018-10-021-1/+4
| | | | OpenGL debugging on Android export.
* Add support for onRequestPermissionsResult()FeralBytes2018-09-271-0/+10
| | | | | | Credit goes to @vanyasem https://github.com/vanyasem/Godot-AndroidPermissions But this is a much needed feature to support Android beyond API 21. Fixed style errors again.
* Add clipboard operation for android OSXavier Sellier2018-09-051-0/+23
|
* Fix keep screen on property path for Android/iOS/UWPvolzhs2018-07-171-1/+1
|
* Implement OpenGL ES rasterizer selection logic for Android.geequlim2018-06-261-3/+12
|
* Remove some debugging prints on AndroidHugo Locurcio2018-02-181-48/+0
|
* Fix broken APK expansion due to missed option renamesRémi Verschelde2018-02-131-1/+1
| | | | | | | Command line options were refactored for 3.0 to follow the common usage of double-dashed long options, but `--main-pack` went through the cracks. Fixes #16533.
* Fix Android multi touchvolzhs2018-01-071-4/+1
| | | | Fix #11798
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Style: Apply clang-format to Java filesRémi Verschelde2017-12-101-420/+392
| | | | Only those from org/godotengine/godot though, not the thirdparty ones.
* Improve slang, especially in user-visible partsUnknown2017-12-051-9/+9
|
* Align sensors and implement gravity sensor for AndroidBastiaan Olij2017-11-111-3/+10
|
* export onBackPress for Android ModuleRamesh Ravone2017-10-151-1/+9
|
* Allow to obtain virtual keyboard heightRuslan Mustakov2017-10-041-0/+15
| | | | | | | | On mobile platforms virtual keyboards take up significant amount of screen space and UI containing a text box may need to be adjusted after the keyboard appears to keep the text box visible to user. This commit adds a way to obtain virtual keyabord height so that controls are aware of how much they need to move.
* Make GDNative work on AndroidRuslan Mustakov2017-08-301-105/+150
| | | | | | | | | | | | | | | | | | | | | | | | The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-211-6/+6
| | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
* Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky2017-08-191-6/+6
| | | | main.cpp and help cleanup"
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-191-6/+6
| | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Cleanup obsolete code here and there
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-1/+1
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* Several fixes to Android exporter and port.Juan Linietsky2017-03-231-1/+1
| | | | Android seems to be working again!
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-12/+18
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky2017-01-111-1/+1
|
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Add alert window on Androidvolzhs2016-11-281-0/+19
|
* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-0/+7
|
* Fix Android sensors polling rate on resumeGeorge Marques2016-06-241-2/+2
| | | | Fix #5306