summaryrefslogtreecommitdiffstats
path: root/platform/android/os_android.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond2018-01-041-1/+3
|
* Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde2018-01-031-0/+3
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-171-0/+3
| |
* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Return and repair file loggingRuslan Mustakov2017-11-211-10/+3
| | | | And make it configurable, too.
* Allow configuring iOS exportRuslan Mustakov2017-11-211-1/+18
| | | | | | | | | | | | | | | | | - EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
* Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-171-6/+5
| | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* Move singleton management from ProjectSettings to EngineLeon Krause2017-11-141-1/+1
|
* Align sensors and implement gravity sensor for AndroidBastiaan Olij2017-11-111-0/+5
|
* Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-091-6/+0
|
* Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky2017-11-031-5/+0
|\ | | | | Physics server plug
| * Implemented physics plugAndreaCatania2017-11-041-5/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
* | Disable logging until the logs location is sorted outRémi Verschelde2017-10-291-1/+3
|/ | | | Temporary workaround for #12277.
* Allow to obtain virtual keyboard heightRuslan Mustakov2017-10-041-1/+11
| | | | | | | | On mobile platforms virtual keyboards take up significant amount of screen space and UI containing a text box may need to be adjusted after the keyboard appears to keep the text box visible to user. This commit adds a way to obtain virtual keyabord height so that controls are aware of how much they need to move.
* Extract logging logicRuslan Mustakov2017-09-251-14/+18
| | | | | | | | | | | | | | | | | | | Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
* Fix crash when no audio driver is availableMarcelo Fernandez2017-09-131-6/+1
|
* Dead code tells no talesRémi Verschelde2017-08-271-38/+0
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* removed calls to cursor_set_visible on all platforms fixes #10167toger52017-08-081-1/+1
|
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-2/+2
|
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-2/+6
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix input event related android build issuesChris Serino2017-06-061-8/+8
|
* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-13/+13
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-76/+64
| | | | this might cause bugs I haven't found yet..
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-4/+4
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-261-24/+12
| | | | | The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
* Export template management dialog.Juan Linietsky2017-03-211-19/+15
| | | | Missing download (need to discuss this!)
* Update mouse position on touch and release events (Android)denis2017-03-151-0/+2
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-228/+191
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add API to access battery power stateJulian Murgia2017-03-041-0/+2
| | | | | | | | | | | | | | Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
* -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..
* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-161-17/+1
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-3/+3
|
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky2017-01-131-2/+2
|
* Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky2017-01-111-2/+2
|
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-1/+1
|
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | 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
* 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 Androidvolzhs2016-11-281-2/+5
|
* removed confusing "if(true)" statement with empty "else" blocksyskrank2016-09-261-9/+4
|
* Minor code formatting in platform/androidMario Schlack2016-07-211-11/+11
|
* Implement get_screen_dpi() on AndroidMario Schlack2016-07-201-1/+9
|
* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-0/+5
|
* missnig ;Juan Linietsky2016-07-021-1/+1
|
* Data dir returns a symlink in Android 6.0, which confuses DirAccess on ↵Juan Linietsky2016-07-021-2/+27
| | | | android, this should fix it
* Add magnetometer sensor support for Androidfluffrabbit2016-05-271-0/+5
|
* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
|