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* Update the logic to load Godot Android plugins packaged into the binary.Fredia Huya-Kouadio2021-02-263-47/+6
| | | | The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
* Merge pull request #46381 from m4gr3d/update_godot_fragment_lifecycle_masterRémi Verschelde2021-02-241-16/+26
|\ | | | | Update the initialization timeline for the Godot fragment
| * Update the initialization timeline for the Godot fragment to be more ↵Fredia Huya-Kouadio2021-02-241-16/+26
| | | | | | | | consistent with the previous activity based timeline.
* | Add logic to record the version of the Godot engine for the Android platform.Fredia Huya-Kouadio2021-02-246-6/+63
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* Disable engine splash logic on Android; this is now handled by the Android ↵Fredia Huya-Kouadio2021-02-181-1/+1
| | | | | | | theme api. In addition, add support for scaling and applying filter to the splash screen on Android. One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
* Add missing `ndkVersion` to the library gradle build config.Fredia Huya-Kouadio2021-02-171-0/+2
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* Revert AGP to version 4.0.1 as a workaround to ↵Fredia Huya-Kouadio2021-02-171-1/+1
| | | | https://issuetracker.google.com/issues/171235570 in version 4.1.x
* Android: Bump NDK version to 21.4.7075529Rémi Verschelde2021-02-181-1/+1
| | | | | | This is what GitHub Actions now provide and they removed the previous 21.3.6528147. A bit annoying to have our hand forced this way but it's still 21.x so should be good to upgrade.
* Expose GodotPlugin's utility methods used for registration and signal emitting.Fredia Huya-Kouadio2021-02-152-22/+144
| | | | This enables creation and use of a plugin like class by composition rather than inheritance.
* Fix joystick axis mapping issues with NVIDIA shield. Probably others.Michael Conrad2021-02-092-103/+157
| | | | | | | | | | | | | | | | | | | Issues addressed: a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV. The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV. b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id. If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine. c) Unnecessary events were being sent to the Godot engine. A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed. A similar check was added for "HATs". See #45712
* Merge pull request #44949 from m4gr3d/specify_project_ndk_versionRémi Verschelde2021-02-053-1/+6
|\ | | | | Improve the logic to compile for Android
| * Improve the logic to compile for Android by automatically detecting and ↵Fredia Huya-Kouadio2021-01-053-1/+6
| | | | | | | | setting up the Android NDK if needed.
* | add search extensions for scons' pathzaevi2021-01-301-1/+1
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* | CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde2021-01-121-4/+4
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* Update copyright statements to 2021Rémi Verschelde2021-01-0135-70/+70
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Android: Allow Mouse Capture thebestnom2020-12-084-1/+21
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* fix android wrong multi-touch pointeridalan-w-2552020-12-031-4/+2
| | | | Fixes #43519.
* Update gradle build files to automatically perform signing and zipalign ↵Fredia Huya-Kouadio2020-11-222-5/+74
| | | | tasks for custom builds.
* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-164-6/+0
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* Merge pull request #43248 from HEAVYPOLY/masterRémi Verschelde2020-11-161-3/+3
|\ | | | | Change android orientations from sensor to user
| * Change android orientations from sensor to userVaughan Ling2020-10-311-3/+3
| | | | | | | | | | # Conflicts: # platform/android/java/lib/src/org/godotengine/godot/GodotIO.java
* | Update the logic to query for the 'scons' command executable path.Fredia Huya-Kouadio2020-11-142-3/+33
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* | Merge pull request #37158 from thebestnom/android-click-supportRémi Verschelde2020-10-306-70/+117
|\ \ | | | | | | Support mouse events on Android
| * | Android: Mouse Implementationthebestnom2020-10-096-70/+117
| | | | | | | | | | | | | | | Implement mouse Move touch to inputManager Change to use android/input.h
* | | Add a separate `nativeSrcsConfigs` module to handle Android Studio ↵Fredia Huya-Kouadio2020-10-298-18/+71
| | | | | | | | | | | | constraints for native code editor support.
* | | Update the gradle pluginsFredia Huya-Kouadio2020-10-283-4/+6
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* | Implement OS.get_window_safe_area() for AndroidMark Riedesel2020-10-272-0/+27
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* Merge pull request #41385 from m4gr3d/fix_splash_loading_masterRémi Verschelde2020-09-286-1/+29
|\ | | | | Fix splash screen loading on Android
| * Fix splash screen loading on AndroidFredia Huya-Kouadio2020-08-196-1/+29
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* | Add overridable init method for the Godot fragment instance.Fredia Huya-Kouadio2020-09-181-2/+22
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* | Fix issue causing the textedit to move upwardFredia Huya-Kouadio2020-08-302-3/+7
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* | Merge pull request #41550 from ↵Rémi Verschelde2020-08-272-43/+7
|\ \ | | | | | | | | | | | | godotengine/revert-40671-virtual-keyboard-height-fix Revert "Fix virtual keyboard height regression"
| * | Revert "Fix virtual keyboard height regression"Fredia Huya-Kouadio2020-08-262-43/+7
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* | | Merge pull request #41549 from ↵Rémi Verschelde2020-08-261-1/+0
|\ \ \ | |/ / |/| | | | | | | | godotengine/revert-40484-android-virtual-keyboard-adjustment Revert "Disable virtual keyboard focus adjustment on Android"
| * | Revert "Disable virtual keyboard focus adjustment on Android"Fredia Huya-Kouadio2020-08-261-1/+0
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* / Revert "Move PopupWindow logic to GodotEditText on Android"Fredia Huya-Kouadio2020-08-262-56/+67
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* Add 'Export App Bundle' to Android Export OptionsAman Jain2020-08-052-0/+60
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* Move PopupWindow logic to GodotEditText on AndroidPouleyKetchoupp2020-07-282-67/+56
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* Merge pull request #40706 from akien-mga/style-fix-file_format-macosRémi Verschelde2020-07-271-1/+1
|\ | | | | Fix code format scripts compat with non-GNU Unices
| * Style: Fix code format scripts compat with non-GNU UnicesRémi Verschelde2020-07-271-1/+1
| | | | | | | | | | | | | | It's too hard to get compatibility between GNU and BSD sed, so let's just use perl oneliners. And improve it to also remove trailing tabs, not just spaces.
* | Merge pull request #40671 from nekomatata/virtual-keyboard-height-fixRémi Verschelde2020-07-272-7/+43
|\ \ | | | | | | Fix virtual keyboard height regression
| * | Fix virtual keyboard height regressionPouleyKetchoupp2020-07-242-7/+43
| | | | | | | | | | | | | | | | | | | | | | | | | | | Disabling virtual keyboard focus adjustement caused get_keyboard_height to always return 0 because it was calculated when the view is resized. In order to fix it, a PopupWindow is now created on top of the main view and is set for focus adjustments so the keyboard size can be calculated based on this popup without affecting the main view.
* | | Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp2020-07-263-7/+21
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Depending on the device implementation, editor actions could be received with different action ids or not at all for multi-line. Added a parameter to virtual keyboards to properly handle single-line and multi-line cases in all situations. Single-line: Input type set to text without multiline to make sure actions are sent. IME options are set to DONE action to force action id consistency. Multi-line: Input type set to text and multiline to make sure enter triggers new lines. Actions are disabled by the multiline flag, so '\n' characters are handled in text changed callbacks.
* | Write an AndroidManifest.xml file to be merged with app module's manifest.Aman Jain2020-07-242-0/+18
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* | Android: Keyboard modifier and arrow key supportthebestnom2020-07-214-4/+39
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* Merge pull request #40422 from amanj120/forward_port_bundle_pr_resourcesRémi Verschelde2020-07-2046-10/+62
|\ | | | | Create strings.xml files in the Gradle project to handle localization
| * Create strings.xml files in the gradle project to handle localizationAman Jain2020-07-1546-10/+62
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* | Disable virtual keyboard focus adjustment on AndroidPouleyKetchoupp2020-07-201-0/+1
|/ | | | | | | | | | | | | Fixes #37190 The default adjustment setting was causing the view to pan down in order to adjust the focus on the text content. We don't need any focus adjustment since we're using a fixed size window for our application. Documentation: https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING
* Commit other files changed by file_format.shAaron Franke2020-07-1342-42/+42
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* Fix the logic to enable focus awarenessFredia Huya-Kouadio2020-06-271-2/+2
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