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* Fix copyright headers referring to GodotSpartan3222024-10-272-4/+4
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* Rebrand preambles to RedotDubhghlas McLaughlin2024-10-112-0/+4
| | | | | | | | | | | | | | | | | | | | | | 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>
* Remove the restriction on supported types for Godot Android pluginsFredia Huya-Kouadio2024-09-291-15/+10
| | | | | | The Android plugin implementation is updated to use `JavaClassWrapper` which was fixed in https://github.com/godotengine/godot/pull/96182, thus removing the limitation on supported types. Note that `JavaClassWrapper` has also been updated in order to only provide access to public methods and constructor to GDScript.
* Improve support for XR projectsFredia Huya-Kouadio2024-09-061-3/+0
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* Add logic to unregister the Godot plugins on engine terminationFredia Huya-Kouadio2024-05-192-2/+20
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* Godot Android plugin re-architectureFredia Huya-Kouadio2023-09-032-28/+0
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* Style: Harmonize header includes in platform portsRémi Verschelde2023-06-081-6/+7
| | | | | | | | | | | | | | | | 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.
* [Android] Fix dynamic Variant params stack constructions in JNI callbacksshendo2023-05-011-1/+2
| | | | | | | | Emitting signals with params from Android plugins could crash due to object assignment with uninitialised mem. Instead, use 'memnew_placement' to construct into stack addresses. Make similar JNI callbacks consistent. Fixes #75754.
* One Copyright Update to rule them allRémi Verschelde2023-01-052-58/+58
| | | | | | | | | | | | | | | | | | | | 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".
* Rename all gdnative occurences to gdextensionGilles Roudière2022-12-122-10/+10
| | | | | | | | | | | | | Non-exhaustive list of case-sensitive renames: GDExtension -> GDNative GDNATIVE -> GDEXTENSION gdextension -> gdnative ExtensionExtension ->Extension (for where there was GDNativeExtension) EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION) gdnlib -> gdextension gdn_interface -> gde_interface gdni -> gde_interface
* Remove redundant Variant-types initializationsMarkus Sauermann2022-11-141-1/+1
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* Unify usage of GLOBAL/EDITOR_GETkobewi2022-10-181-1/+1
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* Cleanup Android C++ codeMarcel Admiraal2022-05-311-1/+1
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* Remove VARIANT_ARG* macrosreduz2022-03-091-4/+3
| | | | | | | | * Very old macros from the time Godot was created. * Limited arguments to 5 (then later changed to 8) in many places. * They were replaced by C++11 Variadic Templates. * Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard. * Also added a dereference check for Variant*. Helped catch a couple of bugs.
* 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 Verschelde2022-01-032-4/+4
| | | | Happy new year to the wonderful Godot community!
* Split android platform export template into multiple filesSergey Minakov2021-08-121-269/+0
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* 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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* Merge pull request #49279 from Calinou/rename-string-is-abs-path-methodRémi Verschelde2021-06-111-1/+1
|\ | | | | Rename `String.is_abs_path()` to `String.is_absolute_path()`
| * Rename `String.is_abs_path()` to `String.is_absolute_path()`Hugo Locurcio2021-06-031-1/+1
| | | | | | | | This is more consistent with `NodePath.is_absolute()`.
* | Style: Cleanup uses of double spaces between wordsRémi Verschelde2021-06-071-2/+2
|/ | | | | Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
* Expose GodotPlugin's utility methods used for registration and signal emitting.Fredia Huya-Kouadio2021-02-152-10/+10
| | | | This enables creation and use of a plugin like class by composition rather than inheritance.
* [Plugins] Rename 'PluginConfig' struct to platform specific nameSergey Minakov2021-01-151-50/+51
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* Update copyright statements to 2021Rémi Verschelde2021-01-013-6/+6
| | | | | | | | | | | | | | 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 empty() to is_empty()Marcel Admiraal2020-12-281-9/+9
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-072-5/+5
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Remove GodotPayment android pluginTimo Schwarzer2020-06-221-11/+12
| | | | | This is now available in a separate repository at https://github.com/godotengine/godot-google-play-billing
* Merge pull request #39080 from m4gr3d/fix_emit_signalRémi Verschelde2020-05-271-2/+4
|\ | | | | Use compile-time constant for the size of the signal parameters
| * Use compile-time constant for the size of the signal parametersFredia Huya-Kouadio2020-05-271-2/+4
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* | Merge pull request #39050 from timoschwarzer/google-play-billing-4.0Rémi Verschelde2020-05-261-1/+1
|\ \ | | | | | | (4.0) Re-implement GodotPayment Android plugin using the Google Play Billing library
| * | Re-implement GodotPayment Android plugin using the Google Play Billing libraryTimo Schwarzer2020-05-251-1/+1
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* | | Merge pull request #38996 from mbrlabs/android-plugin-fixRémi Verschelde2020-05-251-0/+16
|\ \ \ | |_|/ |/| | Perform a clean Gradle build if android plugins changed
| * | Perform a clean Gradle build if android plugins changedMarcus Brummer2020-05-251-0/+16
| |/ | | | | | | Fixes #38986
* / 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.
* Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio2020-05-171-0/+251
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* 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:fhuya2020-04-102-1/+49
| | | | Supports registering and emitting signal from a Godot Android plugin
* Re-architecture of the Godot Android plugin.fhuya2020-03-052-0/+158