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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotSpartan3222024-10-131-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) 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>
* Fix the cleanup logic for the Android render threadFredia Huya-Kouadio2024-07-241-0/+2
| | | | | | | | | | | | | | | On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code: ``` runOnRenderThread { GodotLib.ondestroy() forceQuit() } ``` The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed. To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
* Implement `amplitude` to Input.vibrate_handheldRadiant2024-05-021-1/+1
| | | | | Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
* Add const lvalue ref to container parametersMuller-Castro2024-01-051-1/+1
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* Improve engine startup/shutdown benchmarksYuri Sizov2023-12-081-2/+2
| | | | | | | | | - Add contexts to give a better sense of benchmarked areas. - Add missing benchmarks and adjust some begin/end points. - Clean up names. - Improve Android's internal benchmarks in a similar manner. Co-authored-by: Fredia Huya-Kouadio <fhuya@meta.com>
* Codestyle: Fix some comment issuesRémi Verschelde2023-11-211-1/+1
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* Add support for the OpenXR Eye gaze interaction extensionBastiaan Olij2023-10-021-0/+4
| | | | Co-authored-by: Bastiaan Olij <mux213@gmail.com>
* Support dark mode on Android and iOS.Zae2023-09-261-0/+4
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* Godot Android plugin re-architectureFredia Huya-Kouadio2023-09-031-0/+4
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* Godot Android re-architectureFredia Huya-Kouadio2023-07-161-11/+0
| | | | Decouples the Godot java entry point from the Android Fragment component. This enables the Godot component to be more easily reused across different types of Android components including Activities and Services.
* Style: Harmonize header includes in platform portsRémi Verschelde2023-06-081-4/+5
| | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
* Improve startup benchmarkingFredia Huya-Kouadio2023-05-231-0/+6
| | | | Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
* [TLS] Add support for platform-specific CA bundles.Fabio Alessandrelli2023-05-121-0/+2
| | | | | | | | | | | | | | | | | Adds a new OS::get_system_ca_certs method which can be implemented by platforms to retrieve the list of trusted CA certificates using OS specific APIs. The function should return the certificates in PEM format, and is currently implemented for Windows/macOS/LinuxBSD(*)/Android. mbedTLS will fall back to bundled certificates when the OS returns no certificates. (*) LinuxBSD does not have a standardized certificates store location. The current implementation will test for common locations and may return an empty string on some distributions (falling back to the bundled certificates).
* Fix the issue causing the Godot Android Editor to crash when returning from ↵Fredia Huya-Kouadio2023-01-261-2/+2
| | | | | | | the launched and running game The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash. This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Cleanup of the Android cursor shape logicFredia Huya-Kouadio2022-10-051-1/+2
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* Style: Cleanup header guards for consistencyRémi Verschelde2022-09-261-3/+0
| | | | Fix file names for {Static,Lightmap}RaycasterEmbree.
* Fix issue causing the project manager to crash because of missing path argumentFredia Huya-Kouadio2022-09-071-1/+1
| | | | In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
* Cleanup Android C++ codeMarcel Admiraal2022-05-311-22/+22
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* Android port of the Godot EditorFredy Huya-Kouadio2022-03-281-0/+3
| | | | | | | 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>
* Add `DisplayServer.clipboard_has()` to check clipboard contentHaoyu Qiu2022-01-191-0/+3
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Leverage java annotations to simplify the logic used to register the Godot ↵Fredia Huya-Kouadio2021-03-161-0/+2
| | | | plugin methods.
* 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 🎆
* Android: Allow Mouse Capture thebestnom2020-12-081-0/+4
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* Enable the ability to use Godot as a subview within an Android appFredia Huya-Kouadio2020-06-251-2/+5
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* Replace NULL with nullptrlupoDharkael2020-04-021-5/+5
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* Update the naming scheme for the GodotPlugin's methods in preparate of the ↵fhuya2020-03-191-2/+2
| | | | vulkan integration.
* Re-architecture of the Godot Android plugin.fhuya2020-03-051-0/+2
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* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-1/+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/+4
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* Update the fallback input mapping for the Oculus mobile devices.fhuya2019-08-261-0/+2
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* Support vibration for Android and iOSvolzhs2019-08-211-0/+2
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* Setup Godot to support the Oculus Mobile SDK.fhuya2019-05-301-0/+4
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* Android: Include Joysticks/Gamepads which are available on app start.wombatstampede2019-05-281-0/+2
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* Restructuring glue code to make it easier to extendBastiaan Olij2019-04-051-0/+81