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* Include the `godot_plugin_jni.cpp` file into the `platform/android/SCsub` fileFredia Huya-Kouadio2022-01-261-1/+1
| | | | This should resolve https://github.com/godotengine/godot/issues/57209
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Optimize StringName usagereduz2021-07-181-1/+1
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
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* Expose GodotPlugin's utility methods used for registration and signal emitting.Fredia Huya-Kouadio2021-02-151-5/+5
| | | | This enables creation and use of a plugin like class by composition rather than inheritance.
* 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 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-3/+3
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Use compile-time constant for the size of the signal parametersFredia Huya-Kouadio2020-05-271-2/+4
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* Fix parameters passing when emitting signalFredia Huya-Kouadio2020-05-251-2/+3
| | | | The issue was caused because we were using variables local to the `for` loop block.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-6/+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.
* Add signal support to Godot Android plugin:fhuya2020-04-101-1/+47
| | | | Supports registering and emitting signal from a Godot Android plugin
* Re-architecture of the Godot Android plugin.fhuya2020-03-051-0/+115