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* Address crash caused by missing dependency.fhuya2020-01-273-4/+4
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* Address crash caused by missing dependency.fhuya2020-01-273-2/+6
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* Android virtual keyboard respecting LineEdit max length.Bruno Lourenço2020-01-232-3/+16
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* Add support for Android adaptive icons.Bruno Lourenço2020-01-1422-2/+7
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* fixes android double tap regressionAlexander Holland2020-01-132-2/+2
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* Fixes Android FileDialogAlexander Holland2020-01-103-0/+121
| | | | | | - Go up was not working, simplify was used one time too much - Added GestureHandler - Added doubleTap to recognize open dir - Fixed scroll where sometimes the scroll jumped between start and end when pointer was outside or on the edge of the scroll area
* Update copyright statements to 2020Rémi Verschelde2020-01-0136-72/+72
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Replace the android.defaultConfig.applicationId in build.gradle with the ↵fhuya2019-12-302-1/+11
| | | | package/unique_name.
* i18n: Sync translations with Weblate + update templateRémi Verschelde2019-12-221-1/+0
| | | | | Also fix a few stray clang-format formatting errors that passed through CI unnoticed.
* Fix crash on Android with no manifest permissions.Fabio Alessandrelli2019-12-171-3/+5
| | | | | API allows for null array of permissions. It is now normalized with an empty array.
* Add GodotNetUtils Java class for Android.Fabio Alessandrelli2019-12-143-0/+105
| | | | | | | Provides access to a MulticastLock. As specified by the Android API, broadcast/multicast packets may be filtered on some phones unless the application explicitly acquires a "MulticastLock".
* Style: Add missing copyright headersRémi Verschelde2019-11-221-0/+30
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* Add request permission automatically at androidCagdas2019-10-222-29/+165
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* Merge pull request #32858 from m4gr3d/expand_singleton_base_apiRémi Verschelde2019-10-221-0/+34
|\ | | | | Add `View SingletonBase#onMainCreateView(Activity activity)` api
| * Add `View onMainCreateView(Activity activity)` api to the ↵Fredia Huya-Kouadio2019-10-181-0/+34
| | | | | | | | | | | | `Godot.SingletonBase` class. The new api allows plugins to define and provide their views for inclusion in the Godot Android view hierarchy.
* | Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio2019-10-123-0/+0
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* Adds Pen support for AndroidAlexander Holland2019-10-042-1/+17
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* Android: Fix manifest parsing and APK names in export codeRémi Verschelde2019-10-031-5/+2
| | | | | | | | | | | A better fix would be to make Godot's export code properly parse the tag over multiple lines (and maybe even use XMLParser instead of doing it ad-hoc?). As for the APK names, we could alternatively pick the first .apk found in the `debug` and `release` folders without expecting a specific name. Fixes #32414.
* Merge pull request #32269 from m4gr3d/improve_build_timeRémi Verschelde2019-09-242-34/+82
|\ | | | | Update the Godot gradle build tasks to provide additional flexibility
| * Updates the Godot gradle tasks to enable manual runs of the `scons` command.fhuya2019-09-242-34/+82
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Example: To generate for the `release` build target and for the `armv7`, `arm64v8` and `x86` architectures, run the commands: ``` cd godot scons -j4 platform=android target=release android_arch=armv7 scons -j4 platform=android target=release android_arch=arm64v8 scons -j4 platform=android target=release android_arch=x86 cd platform/android/java ./gradlew generateGodotTemplates ``` Notes: - The generated build templates will be located in the `godot/bin` directory (i.e: `android_debug.apk`, `android_release.apk`, `android_source.zip`). - The gradle command will only generate templates for the target(s) with available native shared libraries. For example, running the commands above will only generate the `android_release.apk` and `android_source.zip` files. To delete the generated artifacts, the following commands can be used: ``` cd platform/android/java ./gradlew cleanGodotTemplates ```
* | Fix copyright headers and style issuesRémi Verschelde2019-09-241-0/+30
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* | Merge pull request #32250 from lawnjelly/android-keyboard2Rémi Verschelde2019-09-231-4/+2
|\ \ | |/ |/| Fix Android keyboard crash with left cursor
| * Fix Android keyboard crash with left cursorlawnjelly2019-09-231-4/+2
| | | | | | | | | | | | | | Fixes #32168. Previously we were returning all key up and key down messages as unhandled to the OS. This was resulting in crashes on certain keypresses (left cursor), for undetermined reason. This PR defaults all key up and keydown messages to be returned as handled by Godot, except those explicitly coded as exceptions (currently volume keys only).
* | Add new events and accompanying logic to notify when the app is paused and ↵fhuya2019-09-194-15/+63
|/ | | | resumed on Android devices.
* Split the Android platform java logic into an Android library module (`lib`) ↵fhuya2019-09-04134-164/+373
| | | | | | 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').
* Merge pull request #31709 from akien-mga/android-fix-thirdpartyRémi Verschelde2019-08-2742-5026/+5458
|\ | | | | Android: Fix another regression with Secure.ANDROID_ID, and fix formatting and documentation of thirdparty code
| * Android: Sync Google billing library with upstream, unmodifiedRémi Verschelde2019-08-272-32/+177
| | | | | | | | Synced with https://github.com/googlesamples/android-play-billing/commit/7a94c6905a9c125518354c216b5c3094fde47ce1.
| * Android: Reapply custom changes to Google expansion.downloader libRémi Verschelde2019-08-279-48/+417
| | | | | | | | | | I don't know why they're needed, but readding for now to keep things working as they were.
| * Android: Resync Google expansion.downloader library with upstream, unmodifiedRémi Verschelde2019-08-2717-3259/+3338
| | | | | | | | Synced with https://github.com/google/play-apk-expansion/commit/9ecf54e5ce7c5a74a2eeedcec4d940ea52b16f0e.
| * Android: Reapply changes to Google licensing lib from #24145Rémi Verschelde2019-08-274-33/+61
| | | | | | | | But document them better this time.
| * Android: Resync Google licensing lib with upstream, unmodifiedRémi Verschelde2019-08-2721-1700/+1513
| | | | | | | | | | | | | | | | | | | | It had been synced with style changes (spaces -> tabs), not sure why I accepted to merge it this way back then... Synced with https://github.com/google/play-licensing/commit/eb57657f666363914085cdde49d875cf49f5ab06, same as before. Custom-changes will be reapplied in the next commit, if relevant.
| * Android: Fix another regression with Secure.ANDROID_IDRémi Verschelde2019-08-273-17/+15
| | | | | | | | Regression from #24145, which was missed in #28146.
* | Merge pull request #31713 from volzhs/fix-vibrateRémi Verschelde2019-08-271-1/+9
|\ \ | | | | | | Suppress MissingPermission warning for Android vibration
| * | 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.
* / Android: Style fixes to manifest and build.gradleRémi Verschelde2019-08-272-106/+119
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* Android: Bump gradle version to 5.1.1Rémi Verschelde2019-08-272-2/+2
| | | | | Matching changes made in #31521 and #31547 but only in the Jetbrains IDE config.
* Update the fallback input mapping for the Oculus mobile devices.fhuya2019-08-263-45/+179
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* 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
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* | Shut down Godot processes on app exit.fhuya2019-08-201-0/+4
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* Make the meta-data name attribute settable. This will facilitate reuse for ↵fhuya2019-07-021-2/+2
| | | | ARCore integration.
* Merge pull request #29824 from m4gr3d/add_ovr_exportRémi Verschelde2019-07-027-34/+51
|\ | | | | Add XR mode selection to the Android export process.
| * Add XR mode selection to the Android export process.fhuya2019-07-027-34/+51
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* | 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.fhuya2019-05-3013-652/+1270
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* Android: Include Joysticks/Gamepads which are available on app start.wombatstampede2019-05-282-26/+49
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* Git: Explicitly list binary files as such to avoid EOL changeRémi Verschelde2019-05-251-84/+84
| | | | | | | | | | text=auto works well in Git 2.10+ but it's broken in previous versions, which are still used in production on e.g. Ubuntu 16.04 LTS. Also fix a couple missed text files with CRLF terminators. .bat files likely require it to be processed properly on Windows, but core.autocrlf should take care of converting them on the fly when checking out on Windows.
* Fix typos with codespellRémi Verschelde2019-05-191-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
* Change "ID" to lowercase "id"Aaron Franke2019-05-091-2/+2
| | | | Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
* Rename wrong field.Juan Linietsky2019-04-241-2/+2
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