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* Make GDNative work on AndroidRuslan Mustakov2017-08-301-141/+93
| | | | | | | | | | | | | | | | | | | | | | | | The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
* Merge pull request #10531 from RandomShaper/remove-old-android-settingRémi Verschelde2017-08-291-1/+3
|\ | | | | Sanitize Android debug
| * Fix Android remote debug not hitting breakpointsPedro J. Estébanez2017-08-221-1/+3
| | | | | | | | A change in `Main`'s API is needed. Please read the comment in the diff for an explanation.
* | Dead code tells no talesRémi Verschelde2017-08-271-6/+0
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* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-211-2/+2
| | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
* Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky2017-08-191-2/+2
| | | | main.cpp and help cleanup"
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-191-2/+2
| | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Cleanup obsolete code here and there
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-5/+5
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* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-221-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-8/+8
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix input event related android build issuesChris Serino2017-06-061-1/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-20/+13
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* Several fixes to Android exporter and port.Juan Linietsky2017-03-231-0/+9
| | | | Android seems to be working again!
* Export template management dialog.Juan Linietsky2017-03-211-2/+2
| | | | Missing download (need to discuss this!)
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-642/+552
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-5/+7
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky2017-01-111-8/+7
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* Type renames:Juan Linietsky2017-01-111-16/+16
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-5/+5
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-20/+20
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-6/+6
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Add alert window on Androidvolzhs2016-11-281-1/+10
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* Minor code formatting in platform/androidMario Schlack2016-07-211-14/+12
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* Implement get_screen_dpi() on AndroidMario Schlack2016-07-201-1/+9
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* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-0/+11
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* Fix crash when null value through jni on androidvolzhs2016-07-051-0/+4
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* Fix wrong return bool, string, string array data through jnivolzhs2016-06-301-5/+3
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* Fix string array parameter check with jnivolzhs2016-06-251-2/+2
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* Add magnetometer sensor support for Androidfluffrabbit2016-05-271-0/+11
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* support gamepad remapping on androidhondres2016-01-241-28/+47
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* Add ability to set "keep screen on" for androidvolzhs2016-01-161-2/+8
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* Renamed godot domain from com.android.godot (which was incorrect) to ↵Juan Linietsky2016-01-081-28/+28
| | | | org.godotengine.godot
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵Juan Linietsky2015-12-021-1/+7
| | | | FBOs so all 2D shader effects should now work in every single Android device.
* merged some stuff for okamJuan Linietsky2015-09-031-2/+10
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* fix a crash situation when starting a thread and other small fixesJuan Linietsky2015-05-181-4/+24
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* merges from okam repoJuan Linietsky2015-03-031-25/+88
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* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-01-131-4/+1
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| * 2D Rewrite Step [1]Juan Linietsky2015-01-101-4/+1
| | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* | fixesJuan Linietsky2015-01-131-0/+1
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* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-3/+11
| | | | | -Fixes to animationplayer -fixes to collada importer
* 3D Physics and Other StuffJuan Linietsky2014-09-021-0/+5
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* Little BitsJuan Linietsky2014-08-141-2/+2
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet