summaryrefslogtreecommitdiffstats
path: root/platform/android/java_godot_wrapper.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Cleanup Android C++ codeMarcel Admiraal2022-05-311-50/+26
|
* Android port of the Godot EditorFredy Huya-Kouadio2022-03-281-0/+14
| | | | | | | These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices. UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback. Co-authored-by: thebestnom <shoval.arad@gmail.com>
* Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde2022-02-161-4/+8
| | | | | Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
* Add `DisplayServer.clipboard_has()` to check clipboard contentHaoyu Qiu2022-01-191-0/+16
|
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixes on android:Bastiaan Olij2021-03-181-0/+36
| | | | | | - creating Vulkan context instead of OpenGL - checking for validity of ENV in wrapper classes - fix for access to JavaVM from threads
* Leverage java annotations to simplify the logic used to register the Godot ↵Fredia Huya-Kouadio2021-03-161-7/+20
| | | | plugin methods.
* Modernize ThreadPedro J. Estébanez2021-01-291-21/+21
| | | | | | | | | - Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Fix invalid invocation of `get_class_loader`.Fredia Huya-Kouadio2020-12-231-1/+1
| | | | The call was made on a `Godot` instance instead of an `Activity` instance.
* Android: Allow Mouse Capture thebestnom2020-12-081-0/+10
|
* Enable the ability to use Godot as a subview within an Android appFredia Huya-Kouadio2020-06-251-30/+39
|
* Replace NULL with nullptrlupoDharkael2020-04-021-8/+8
|
* Update the naming scheme for the GodotPlugin's methods in preparate of the ↵fhuya2020-03-191-4/+4
| | | | vulkan integration.
* Re-architecture of the Godot Android plugin.fhuya2020-03-051-0/+10
|
* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-7/+0
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Add request permission automatically at androidCagdas2019-10-221-0/+30
|
* Update the fallback input mapping for the Oculus mobile devices.fhuya2019-08-261-0/+11
|
* Support vibration for Android and iOSvolzhs2019-08-211-0/+8
|
* Setup Godot to support the Oculus Mobile SDK.fhuya2019-05-301-0/+20
|
* Android: Include Joysticks/Gamepads which are available on app start.wombatstampede2019-05-281-0/+8
|
* Restructuring glue code to make it easier to extendBastiaan Olij2019-04-051-0/+185