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* Fix android logger Godot references to RedotSpartan3222024-11-143-7/+7
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* Rebrand android editor to allow play store signingTrashguy2024-11-1371-181/+181
| | | | Co-authored-by: Spartan322 <Megacake1234@gmail.com>
* Add support for launching the Play window in PiP modeFredia Huya-Kouadio2024-11-0121-53/+550
| | | | (cherry picked from commit 961394a988c7567612b133092212cbacf4dd98b2)
* Fix Android app permissions for SDK levels earlier than 28Andreas Raddau2024-11-011-3/+3
| | | | (cherry picked from commit 90c35f3978fa03a7f8d90f55889a4004228faf5a)
* Fix Kotlin license headers referring to GodotSpartan3222024-10-3122-44/+44
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* Fix copyright headers referring to GodotSpartan3222024-10-2734-68/+68
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* Rebrand preambles to RedotSpartan3222024-10-1356-0/+112
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) 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 4.3 to RedotTrashguy2024-10-1320-18/+18
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* Update the Android `fileLastModified` method to return values in seconds ↵Fredia Huya-Kouadio2024-09-162-2/+2
| | | | | | instead of milliseconds (cherry picked from commit cde873b4064360da01a9ffd92956e7d89e2c3eae)
* Merge pull request #92859 from Summersay415/do-not-stripRémi Verschelde2024-07-281-1/+1
|\ | | | | | | Android: Change the way `doNotStrip` is set
| * Change the way doNotStrip is setSummersay4152024-06-171-1/+1
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* | Fix the cleanup logic for the Android render threadFredia Huya-Kouadio2024-07-2412-37/+122
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code: ``` runOnRenderThread { GodotLib.ondestroy() forceQuit() } ``` The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed. To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
* | Merge pull request #94468 from ↵Rémi Verschelde2024-07-172-2/+5
|\ \ | | | | | | | | | | | | | | | m4gr3d/restart_editor_when_updating_touchscreen_settings [Android Editor] Resolve issues with the editor touchscreen settings
| * | Disable long press for mouse eventsFredia Huya-Kouadio2024-07-172-2/+5
| | | | | | | | | | | | | | | | | | Long press is used to simulate right-click events for finger touch and stylus. The previous logic also caused it to trigger for mouse input, which is not needed since the user can instead use the mouse right click button. This update disables long press as right click events for mouse input.
* | | Cleanup Android input on render thread settingsFredia Huya-Kouadio2024-07-095-51/+17
|/ / | | | | | | | | | | | | Follow up to https://github.com/godotengine/godot/pull/93933 Clean up the set of settings use to control whether Android input should be dispatched on the render thread. Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
* | Fix ANRs reported by the Google Play ConsoleFredia Huya-Kouadio2024-07-049-124/+215
| | | | | | | | | | | | - 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-Kouadio2024-07-046-42/+56
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* Merge pull request #92965 from m4gr3d/fix_splash_screenRémi Verschelde2024-06-1317-47/+107
|\ | | | | | | Update the Android splash screen logic
| * 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-Kouadio2024-06-1011-31/+91
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* | Move the most specific motion event guard to the top of the function.Tareq Anuar2024-06-111-13/+12
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* Merge pull request #92704 from m4gr3d/update_android_editor_activity_layoutRémi Verschelde2024-06-043-98/+99
|\ | | | | | | Consolidate the ProjectManager and Editor windows into a single Android Activity class
| * Consolidate the ProjectManager and Editor windows into a single Android ↵Fredia Huya-Kouadio2024-06-023-98/+99
| | | | | | | | Activity class.
* | Fix invalid return value when multiple permission requests are dispatchedFredia Huya-Kouadio2024-06-021-4/+6
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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
* Merge pull request #92133 from m4gr3d/fix_touch_inputRémi Verschelde2024-05-293-117/+116
|\ | | | | Fix invalid detection of mouse input
| * Input logic cleanup:Fredia Huya-Kouadio2024-05-193-117/+116
| | | | | | | | | | | | | | | | | | | | - Fix invalid detection of mouse input. Prioritize using the event tool type to detect the type of the event, and only use the event source as fallback. - Ensure that pressure and tilt information is passed for touch drag events - Consolidate logic and remove redundant methods - Improve the logic to detect when external hardware keyboards are connected to the device
* | Merge pull request #92176 from emrekultursay/masterRémi Verschelde2024-05-212-7/+1
|\ \ | | | | | | | | | Fix detecting when Gradle is invoked from Studio
| * | Fix detecting when Gradle is invoked from StudioEmre Kultursay2024-05-202-7/+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 InputEventScreenDrag on AndroidAlexander Hartmann2024-05-211-2/+22
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* / Add logic to unregister the Godot plugins on engine terminationFredia Huya-Kouadio2024-05-192-13/+13
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* Switch to the WindowInsetsAnimationCompat apiFredia Huya-Kouadio2024-05-131-48/+33
| | | | | | Replace the use of WindowInsetsAnimation with WindowInsetsAnimationCompat; the former was only introdcued in api 30 and caused a crash on older versions of Android. Fixes https://github.com/godotengine/godot/issues/91773
* Style: Trim trailing whitespace and ensure newline at EOFRémi Verschelde2024-05-083-3/+0
| | | | Found by apply the file_format checks again via #91597.
* Implement `amplitude` to Input.vibrate_handheldRadiant2024-05-021-6/+15
| | | | | Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
* Cleanup Android file errorsFredia Huya-Kouadio2024-04-223-14/+60
| | | | Follow up to https://github.com/godotengine/godot/pull/90403
* Merge pull request #90802 from ↵Rémi Verschelde2024-04-221-0/+30
|\ | | | | | | | | | | m4gr3d/fix_android_gradle_build_copy_rename_permissions_error Fix issue causing the `copyAndRename*` task to fail on occasions on Windows machines
| * 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
* | [FileAccess] Implement `resize` method.bruvzg2024-04-122-0/+31
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* Improve performance by extracting windowManager and getRotatedValues()melquiadess2024-04-041-20/+15
| | | | | | | | | Once sensor listeners are registered, onSensorChanged() (and subsequently getRotatedValues()) gets called multiple times per socond. Obtaining WindowManager on each of those calls is superfluous and can be avoided by extracting it to a lazy class val. getRotatedValue() can also be called before checking sensor type, and used for each one of them, resulting in less code repetition.
* Merge pull request #90147 from melquiadess/remove-redundant-semicolonsRémi Verschelde2024-04-046-13/+13
|\ | | | | | | Android: Remove redundant semicolons from Kotlin/gradle files
| * Remove redundant semicolons from Kotlin/gradle filesmelquiadess2024-04-026-13/+13
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* | Merge pull request #90146 from ↵Rémi Verschelde2024-04-044-38/+201
|\ \ | | | | | | | | | | | | | | | melquiadess/extract-command-line-file-parsing-and-add-unit-tests Android: Extract parsing command line file to a separate class + add unit tests
| * | Extract parsing command line file to a separate class + add unit testsmelquiadess2024-04-044-38/+201
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* / Use ?. (and ?.let) safe operators instead of !!melquiadess2024-03-283-77/+97
|/ | | | | | | | This PR prevents potential NPEs, and follows Kotlin conventions more closely by replacing the unsafe !! operator with safe ?. (or ?.let) (usually !! would only be used very rarely, and with a good reason - there is one place left in this PR where !! makes sense), and by replacing Java style 'if (x != null)' with Kotlin's '?.'
* android: Fix UnsupportedOperationException remove from non-ArrayListLyuma2024-03-251-4/+4
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* Add `PermissionsUtil#requestPermissions(...)` to provide the ability to ↵Fredia Huya-Kouadio2024-03-071-46/+86
| | | | | | request multiple permissions at a time Fix https://github.com/GodotVR/godot_openxr_vendors/issues/101
* Fix Compatibility Rendering (GLES3) on old and low budget devices.Alexander Hartmann2024-02-222-4/+25
| | | | Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
* Merge pull request #88385 from m4gr3d/enable_legacy_packaging_mainRémi Verschelde2024-02-172-0/+31
|\ | | | | | | Add export setting to specify whether the native libraries should be compressed for the gradle build
| * Add export setting to specify whether the native libraries should be ↵Fredia Huya-Kouadio2024-02-152-0/+31
| | | | | | | | compressed for the gradle build
* | Always enable debug symbols when developing with Android StudioFredia Huya-Kouadio2024-02-151-1/+2
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