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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-Kouadio2023-03-213-11/+11
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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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* | Add "filesRoot" path to Android provider paths xmllewiji2023-03-091-0/+4
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* | Merge pull request #74470 from m4gr3d/configure_snapshot_publish_version_mainRémi Verschelde2023-03-063-1/+10
|\ \ | | | | | | | | | Configure maven central snapshot versions for the Godot Android library
| * | Configure maven central snapshot versions for the Godot Android libraryFredia Huya-Kouadio2023-03-063-1/+10
| |/ | | | | | | 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.
* / 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-Kouadio2023-02-222-6/+24
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* Downgrade the vulkan abort logic to a warningFredia Huya-Kouadio2023-02-073-5/+4
| | | | 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.
* Merge pull request #72552 from m4gr3d/cleanup_custom_build_mainRémi Verschelde2023-02-066-16/+16
|\ | | | | | | Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process
| * Rename Godot's 'custom build' to 'gradle build' to better reflect the ↵Fredia Huya-Kouadio2023-02-026-16/+16
| | | | | | | | underlying build process.
* | 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-Kouadio2023-02-052-2/+19
|/ | | | | - 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
* 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.
* More codespell fixes, do more changes from previous ignore listRémi Verschelde2023-02-011-1/+1
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* Implement file provider capabilitiesFredia Huya-Kouadio2023-02-013-11/+48
| | | | 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.
* 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
* Merge pull request #72106 from ↵Rémi Verschelde2023-01-264-36/+104
|\ | | | | | | | | | | 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-Kouadio2023-01-264-36/+104
| | | | | | | | | | | | | | 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 #71917 from m4gr3d/update_godot_android_editor_labelRémi Verschelde2023-01-242-2/+2
|\ | | | | | | Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot Editor 4`
| * Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot ↵Fredia Huya-Kouadio2023-01-232-2/+2
| | | | | | | | Editor v4`
* | 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 Verschelde2023-01-232-2/+2
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* One Copyright Update to rule them allRémi Verschelde2023-01-0551-1479/+1479
| | | | | | | | | | | | | | | | | | | | 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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* | Add boot splash for the Godot Android EditorFredia Huya-Kouadio2022-12-162-5/+8
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* | 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.
* | Updating the minimum Android target api for proper Vulkan supportFredia Huya-Kouadio2022-11-302-4/+7
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* | Enable GLES3 on Androidclayjohn2022-11-296-18/+15
| | | | | | | | | | | | | | | | | | | | 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>
* | Fix 'save & restart' logic for the Android EditorFredia Huya-Kouadio2022-11-161-3/+16
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* | Upgrade Android gradle plugin to version 7.2.1Fredia Huya-Kouadio2022-11-104-15/+11
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* | 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.
* | Delete Android godot-lib with the old naming schemeFredia Huya-Kouadio2022-10-181-3/+9
| | | | | | | | Update the `clean` task configuration: running `gradlew clean` will now properly delete the generated build artifacts
* | 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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* | | Merge pull request #66941 from winterpixelgames/bugfix-android-null-input-eventFredia Huya-Kouadio2022-10-051-1/+1
|\ \ \ | |/ / |/| | Fix null in android keyboard handling.
| * | Fix null in android keyboard handling.Jason Knight2022-10-051-1/+1
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