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* Merge commit godotengine/godot@f128f383e892865379cb8b14e7bcc9858efe2973Spartan3222024-11-274-6/+46
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| * Merge pull request #99694 from dsnopek/android-os-create-instance-return-valueThaddeus Crews2024-11-273-3/+3
| |\ | | | | | | | | | Android: `OS.create_instance()` should return `-1` on failure
| | * Android: `OS.create_instance()` should return `-1` on failureDavid Snopek2024-11-253-3/+3
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| * | Android: Extension support for native file dialogAnish Mishra2024-11-191-3/+43
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* | Merge commit godotengine/godot@6c05ec3d6732cac44cf85c91db7d3fd1075bcb23Spartan3222024-11-151-1/+1
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| * Merge pull request #99123 from tygyh/Update-vulnerable-pluginsThaddeus Crews2024-11-131-1/+1
| |\ | | | | | | | | | Update JavaScript/Java plugins to solve known vulnerabilities
| | * Update JavaScript/Java plugins to solve known vulnerabilitiesDr. Dystopia2024-11-121-1/+1
| | | | | | | | | | | | Done using the Snyk tool.
* | | Merge commit godotengine/godot@cb411fa960f0b7fdbd97dcdb4c90f9346360ee0eSpartan3222024-11-123-3/+6
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| * | Merge pull request #98687 from ↵Thaddeus Crews2024-11-121-1/+1
| |\ \ | | | | | | | | | | | | | | | | | | | | m4gr3d/disable_swappy_requirement_for_as_debug_builds Update the `production` build argument for Android Studio debug builds
| | * | Update the `production` build argument for Android Studio debug buildsFredia Huya-Kouadio2024-10-301-1/+1
| | | | | | | | | | | | | | | | | | | | Swappy is required for `production` build which breaks the Android Studio debug builds as those turns on the `production` argument. This commit updates the logic so that the `production` argument is only used by Android Studio for `release` builds.
| * | | Android: Update exported app and editor themeAnish Mishra2024-11-082-2/+5
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* | | Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-067-31/+37
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| * | Merge pull request #97631 from m4gr3d/prompt_apk_install_after_generationThaddeus Crews2024-11-045-9/+31
| |\ \ | | | | | | | | | | | | [Android editor] Enable automatic install of exported apks for the Android editor
| | * | Enable automatic install of export apks for the Android editorFredia Huya-Kouadio2024-10-285-9/+31
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| * | | Merge pull request #98712 from syntaxerror247/android_accent_colorThaddeus Crews2024-11-041-0/+6
| |\ \ \ | | | | | | | | | | | | | | | [Android] Implement support for accent color retrieval
| | * | | [Android] Implement support for accent color retrievalAnish Mishra2024-11-011-0/+6
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| * | | | Merge pull request #98709 from darksylinc/matias-upsidedown-splashThaddeus Crews2024-11-041-22/+0
| |\ \ \ \ | | |/ / / | |/| | | | | | | | Fix splash screen upside down on Android
| | * | | Fix splash screen upside down on AndroidMatias N. Goldberg2024-10-311-22/+0
| | | |/ | | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes an issue introduced in #96439 (see https://github.com/godotengine/godot/pull/96439#issuecomment-2447288702) Godot was relying on Java's activity.getWindowManager().getDefaultDisplay().getRotation(); to apply pre-rotation but this is wrong. First, getRotation() may temporarily return a different value from the correct one; which is what was causing the splash screen to be upside down. It would return -90 instead of 90 for the first rendered frame. But unfortunately, the splash screen is just one frame rendered for a very long time, so the error lingered for a long time for everyone to see. Second, to determine what rotation to use, we should be looking at what Vulkan told us, which is the value we pass to VkSurfaceTransformFlagBitsKHR::preTransform. This commit removes the now-unnecessary screen_get_internal_current_rotation() function (which was introduced by #96439) and now saves the preTransform value in the swapchain.
* | | | Merge commit godotengine/godot@c6c464cf9ae56e8b68620af65125dd980d0e8122Spartan3222024-11-024-0/+248
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| * | | [Android] Implement native file picker supportAnish Mishra2024-10-304-0/+248
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* | | Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7cSpartan3222024-10-305-4/+76
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| * | Merge pull request #98615 from Summersay415/three-opengls-pleaseThaddeus Crews2024-10-291-3/+15
| |\ \ | | | | | | | | | | | | Fix fallbacks to OpenGL
| | * | Fix fallbacks to OpenGLSummersay4152024-10-281-3/+15
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| * | Merge pull request #98574 from syntaxerror247/android_input_dialogThaddeus Crews2024-10-294-1/+38
| |\ \ | | | | | | | | | | | | [Android] Implement native input dialog support
| | * | [Android] Implement native input dialog supportAnish Mishra2024-10-294-1/+38
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| * | Merge pull request #96439 from darksylinc/matias-TheForge-pr03-rebasedClay John2024-10-291-0/+23
| |\ \ | | |/ | |/| Add Swappy & Pre-Transformed Swapchain
| | * Add Swappy & Pre-Transformed SwapchainMatias N. Goldberg2024-10-281-0/+23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Adds Swappy for Android for stable frame pacing - Implements pre-transformed Swapchain so that Godot's compositor is in charge of rotating the screen instead of Android's compositor (performance optimization for phones that don't have HW rotator) ============================ The work was performed by collaboration of TheForge and Google. I am merely splitting it up into smaller PRs and cleaning it up. Changes from original PR: - Removed "display/window/frame_pacing/android/target_frame_rate" option to use Engine::get_max_fps instead. - Target framerate can be changed at runtime using Engine::set_max_fps. - Swappy is enabled by default. - Added documentation. - enable_auto_swap setting is replaced with swappy_mode.
* | | Fix copyright headers referring to GodotSpartan3222024-10-2735-70/+70
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* | | Merge commit godotengine/godot@80f0b33313dae52d072ba2771a88ebcc4f0b4d6dSpartan3222024-10-181-3/+3
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| * | Fix Android app permissions for SDK levels earlier than 28Andreas Raddau2024-10-161-3/+3
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-1164-0/+128
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 to RedotRandolph W. Aarseth II2024-10-1121-20/+20
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp 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>
* [DisplayServer] Implement has_hardware_keyboard method for Android and iOS.bruvzg2024-10-022-1/+9
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* Add logic to automatically pick up jar/aar library dependencies in the ↵Fredia Huya-Kouadio2024-09-292-0/+11
| | | | `res://addons` directory
* Provide access to the Android runtime to GDScriptFredia Huya-Kouadio2024-09-292-1/+68
| | | | | | | | | | | | | | | | | | | | | | | Thanks for the fix of `JavaClassWrapper` in https://github.com/godotengine/godot/pull/96182 and the changes in the previous commit, this introduces an `AndroidRuntime` plugin which provides GDScript access to the Android runtime capabilities. This allows developers to get access to various Android capabilities without the need of a plugin. For example, the following logic can be used to check whether the device supports vibration: ``` var android_runtime = Engine.get_singleton("AndroidRuntime") if android_runtime: print("Checking if the device supports vibration") var vibrator_service = android_runtime.getApplicationContext().getSystemService("vibrator") if vibrator_service: if vibrator_service.hasVibrator(): print("Vibration is supported on device!") else: printerr("Vibration is not supported on device") else: printerr("Unable to retrieve the vibrator service") else: printerr("Couldn't find AndroidRuntime singleton") ```
* Add support for Android Themed Icons (monochrome)Anish Mishra2024-09-272-0/+1
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* Update the set of excluded permissions for the XR EditorFredia Huya-Kouadio2024-09-252-3/+3
| | | | A few permissions including the `USE_SCENE` permission are being renamed with the launch of the Meta Spatial SDK, so we update the excluded list to avoid requesting them on app start.
* Style: Apply new `clang-format` changesThaddeus Crews2024-09-201-1/+1
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* C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT failsRaul Santos2024-09-164-14/+89
| | | | | | | | Some platforms don't support hostfxr but we can use the coreclr/monosgen library directly to initialize the runtime. Android exports now use the `android` runtime identifier instead of `linux-bionic`, this removes the restrictions we previously had: - Adds support for all Android architectures (arm32, arm64, x32, and x64), previously only the 64-bit architectures were supported. - Loads `System.Security.Cryptography.Native.Android` (the .NET library that binds to the Android OS crypto functions).
* Update the Android editor flavors to avoid vendor-specific referencesFredia Huya-Kouadio2024-09-139-27/+31
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* Merge pull request #96742 from m4gr3d/check_openxr_automatic_permissions_requestRémi Verschelde2024-09-122-7/+12
|\ | | | | | | [Android editor] Limit when OpenXR runtime permissions are requested
| * Only request OpenXR permissions for a XR game running off the Android editor ↵Fredia Huya-Kouadio2024-09-112-7/+12
| | | | | | | | when the `xr/openxr/extensions/automatically_request_runtime_permissions` project setting is enabled
* | Disable some editor settings by default in the XR Editordevloglogan2024-09-094-0/+29
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* Improve support for XR projectsFredia Huya-Kouadio2024-09-0618-79/+556
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* Update the options for launching the Play window in PiP modeFredia Huya-Kouadio2024-08-302-7/+19
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* Merge pull request #96208 from m4gr3d/cleanup_immersive_logicRémi Verschelde2024-08-304-52/+96
|\ | | | | | | Restore fullscreen toggle menu for the Android editor and clean up the immersive mode logic
| * Restore 'Toggle fullscreen' menu for the Android editor and clean up the ↵Fredia Huya-Kouadio2024-08-284-52/+96
| | | | | | | | immersive mode logic
* | Merge pull request #96254 from raulsntos/android/keyStore.isEmpty()Rémi Verschelde2024-08-291-1/+1
|\ \ | |/ |/| | | [Android] Check if `keyStore` path is empty
| * [Android] Check if keyStore path is emptyRaul Santos2024-08-281-1/+1
| | | | | | | | In `godot-build-scripts`, the default `config.sh` sets `GODOT_ANDROID_SIGN_KEYSTORE` to an empty string but we were only checking if it's null.
* | Add support for launching the Play window in PiP modeFredia Huya-Kouadio2024-08-2821-53/+548
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