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* Split the Android platform java logic into an Android library module (`lib`) ↵fhuya2019-09-046-963/+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').
* Fix some keyboards not working with Androidlawnjelly2019-06-211-2/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes #17004 Currently the keydown and keyup messages are handled with method like this: if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK || (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD || (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) { // joystick input } else { // keyboard input } The constant for SOURCE_DPAD is 513 10 0000 0001 and the constant for SOURCE_KEYBOARD is 257 1 0000 0001 However, rather confusingly, for many keyboards the source sent by android is 769 11 0000 0001 Thus the keyboard is passing the check as being a DPAD and being processed as a joystick rather than keyboard. This PR handles the specific case of 769, allowing input from physical keyboards.
* Setup Godot to support the Oculus Mobile SDK.fhuya2019-05-302-0/+396
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* Style: Apply new changes from clang-format 8.0Rémi Verschelde2019-04-092-7/+5
| | | | | | 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).
* Update copyright statements to 2019Rémi Verschelde2019-01-012-4/+4
| | | | Happy new year to the wonderful Godot community!
* Fix lint error/warning while building android templatevolzhs2018-12-183-244/+44
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* Fix Android onTextChanged crashRuslan Mustakov2018-01-171-4/+7
| | | | | | As it turns out, onTextChanged supplies a mutable CharSequence, which lead to crashes or unexpected behaviour when input was coming faster than it was processed.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-052-0/+2
| | | | | | 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 Verschelde2018-01-012-4/+4
| | | | Happy new year to the wonderful Godot community!
* Style: Apply clang-format to Java filesRémi Verschelde2017-12-105-388/+376
| | | | Only those from org/godotengine/godot though, not the thirdparty ones.
* Improve input handling on AndroidRuslan Mustakov2017-10-041-52/+21
| | | | | | | | | - Dispatch input immediately as it comes, instead of delaying it to the next step(). - Fix text box input handling when caret is at the middle of the text. - Minimize queueEvent calls on Java side.
* Make GDNative work on AndroidRuslan Mustakov2017-08-301-11/+32
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-08-272-2/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-082-0/+2
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* Fix handling input for Androidvolzhs2017-03-041-37/+12
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-012-2/+2
| | | | | | | | 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 missing license headers in our source files (#5255)Rémi Verschelde2016-06-182-0/+56
| | | Also removes a couple wrong Godot headers from third-party source files.
* support gamepad remapping on androidhondres2016-01-243-0/+458
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* Renamed godot domain from com.android.godot (which was incorrect) to ↵Juan Linietsky2016-01-082-0/+287
org.godotengine.godot