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* Drop broken Android 32-bit framebuffer setting for a reliable one for depth ↵Pedro J. Estébanez2021-11-011-7/+0
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* Use OpenGL 3.3 core profile instead of compatibility profileClay John2021-10-311-3/+3
| | | | | | | | | | - Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
* Remove unimplemented methodsMarcel Admiraal2021-10-211-2/+0
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* Implement get_cache_path() for iOS, and improve it for Android and WindowsPedro J. Estébanez2021-10-091-2/+5
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* Add partial support for Android scoped storage.ne0fhyk2021-08-161-7/+11
| | | | | This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30. In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
* Switch to input buffering on AndroidPedro J. Estébanez2021-08-131-4/+0
| | | | | | | | | | Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing. As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less. `AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate). Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
* Move `alert` function from `DisplayServer` to `OS`.bruvzg2021-07-221-0/+7
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* Add OS.get_external_data_dir() to get Android external directoryMarcel Admiraal2021-06-101-17/+26
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* 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 🎆
* Rename MainLoop methods to match Node methodsMarcel Admiraal2020-12-221-2/+2
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* Remove unused FileAccessJAndroid.Fabio Alessandrelli2020-12-091-6/+1
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* Merge pull request #44161 from Faless/fix/fa_buffered_removeRémi Verschelde2020-12-091-4/+1
|\ | | | | Remove unused FileAccessBuffered
| * Remove now unused FileAccessBuffered.Fabio Alessandrelli2020-12-061-4/+1
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* | Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-0/+1
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Android: Mouse Implementationthebestnom2020-10-091-0/+1
| | | | | Implement mouse Move touch to inputManager Change to use android/input.h
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-17/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Rename InputFilter back to InputRémi Verschelde2020-04-281-1/+1
| | | | | | | | | | | | | | | | It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
* Display Server supportPouleyKetchoupp2020-04-081-507/+45
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* Vulkan rendering for AndroidPouleyKetchoupp2020-04-031-19/+58
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* Replace NULL with nullptrlupoDharkael2020-04-021-5/+5
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-6/+6
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-3/+3
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Compilation fixes on AndroidPouleyKetchoupp2020-03-041-14/+22
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* Remove incomplete battery status/power APIRémi Verschelde2020-02-141-2/+0
| | | | | | | | | | | It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-35/+8
| | | | | | | | | | | | | | 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!
* Fix double tap pressed event regressionAlexander Holland2020-01-291-2/+1
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* Android virtual keyboard respecting LineEdit max length.Bruno Lourenço2020-01-231-2/+2
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* Fixes Android FileDialogAlexander Holland2020-01-101-0/+20
| | | | | | - Go up was not working, simplify was used one time too much - Added GestureHandler - Added doubleTap to recognize open dir - Fixed scroll where sometimes the scroll jumped between start and end when pointer was outside or on the edge of the scroll area
* 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 Android NetSocket implementation.Fabio Alessandrelli2019-12-141-0/+3
| | | | Automatically acquire and release multicast lock when needed.
* iOS modular build and export implementation.bruvzg2019-12-011-5/+0
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* Revert "Android : implement InputEventMagnifyGesture and InputEventPanGesture"Rémi Verschelde2019-11-111-33/+1
| | | | | | | | | | This reverts commit 9cc66495cfb6393102ce5ad4e82f2ccb716b9b33. This caused regressions with the handling of screen drag events. Fixes #33428. Fixes #33459. Fixes #33470.
* Android : implement InputEventMagnifyGesture and InputEventPanGestureJérémy Zurcher2019-11-021-1/+33
| | | | sets threshold constants PAN_GESTURE_MIN_DELTA and MAGNIFY_GESTURE_MIN_FACTOR
* Add request permission automatically at androidCagdas2019-10-221-0/+10
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* Adds Pen support for AndroidAlexander Holland2019-10-041-0/+17
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* Update the fallback input mapping for the Oculus mobile devices.fhuya2019-08-261-1/+1
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* Support vibration for Android and iOSvolzhs2019-08-211-0/+4
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* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner2019-08-091-6/+2
| | | | "modules/gdnative", "modules/gdscript" directories.
* Adding a new Camera Server implementation to Godot.BastiaanOlij2019-06-151-0/+6
| | | | | | This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
* Android: Include Joysticks/Gamepads which are available on app start.wombatstampede2019-05-281-0/+4
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* added a const keyword for a methods that return constant literal...hbina0852019-05-211-1/+1
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* Add Input::get_current_cursor_shapeGuilherme Felipe2019-04-151-8/+0
| | | | [Clean up] Removed unused/unnecessary methods.
* Restructuring glue code to make it easier to extendBastiaan Olij2019-04-051-83/+62
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* Request Android record permission when neededDESKTOP-3H3MR3A\eloisa2019-03-081-1/+8
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* Restart game on GL context loss on AndroidPedro J. Estébanez2019-03-061-14/+0
| | | | | | | Bonus: Remove useless old code about reload hooks Fixes #22955.
* Disable driver fallback to GLES2 by defaultRémi Verschelde2019-03-051-1/+1
| | | | | | | | | | | | | | | | | | | GLES2 is not designed to be a drop-in replacement for the GLES3 backend, so the fallback mode has to be used knowingly. It *can* make sense for simple projects which make sure to handle the differences between both rendering backends, but most users should stick to one supported backend. By making it opt-in, we can now use this parameter to define whether to export ETC textures to Android and iOS when using GLES3 + Fallback. When using GLES3 without Fallback on Android, set the proper min GLES version in the AndroidManifest. Also made the option boolean and renamed it for clarity and to avoid conflict with the previous String option (which would always evaluate as "true" otherwise). Fixes #26569.
* -Remove harcoded opengl extension testing from OS, ask rasterizer instead.Juan Linietsky2019-02-261-1/+1
| | | | -Fixed a bug where etc textures were imported broken
* Platform: Ensure classes match their header filenameRémi Verschelde2019-02-121-1/+1
| | | | | | | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h` (same for `osx`) - `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h` - in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`, `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to use `windows`. Some classes renamed accordingly too. - `EditorExportAndroid` and `EditorExportUWP` renamed to `EditorExportPlatformAndroid` and `EditorExportPlatformUWP` - `power_android` and `power_osx` renamed to `PowerAndroid` and `PowerOSX` - `OSUWP` renamed to `OS_UWP` Dropped: - `platform/windows/ctxgl_procaddr.h`