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* Add support for Play Asset Delivery.ne0fhyk2021-09-158-13/+50
| | | | This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.
* Add logo attribution for Android, HTML5 and Linux platform iconsHugo Locurcio2021-09-112-0/+14
| | | | | - Tweak the Android platform logo to remove the Android wordmark, as it can't be used without explicit permission.
* Use current androidx Fragment library instead of legacy librariesMarcel Admiraal2021-09-083-8/+4
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* Merge pull request #47391 from Calinou/platform-feature-tags-lowercaseJuan Linietsky2021-09-071-1/+1
|\ | | | | Make platform feature tag names lowercase
| * Make platform feature tag names lowercaseHugo Locurcio2021-08-311-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp`
* | Merge pull request #52159 from m4gr3d/addoculus_openxr_Fredia Huya-Kouadio2021-09-013-1/+14
|\ \ | | | | | | Update the AndroidManifest to enable access to Oculus OpenXR runtime
| * | Update the AndroidManifest to enable access to Oculus OpenXR runtime.ne0fhyk2021-08-273-1/+14
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* | | Add support for adding plugin views behind the main view on AndroidPouleyKetchoupp2021-09-012-1/+19
| |/ |/| | | | | | | | | Doesn't change the default behavior, but allows plugins to add their view behind the main view, which gives more control over what happens with inputs and can be useful along with transparent rendering.
* | Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez2021-08-292-2/+2
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* Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke2021-08-224-6/+6
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* Merge pull request #49756 from ↵Michael Alexsander2021-08-222-3/+3
|\ | | | | | | | | Calinou/android-export-move-clear-previous-install-setting Move the Android "clear previous install" setting to Editor Settings
| * Move the Android "clear previous install" setting to Editor SettingsHugo Locurcio2021-08-162-3/+3
| | | | | | | | | | This means the setting now applies to every project deployed from the editor, rather than being per-export preset.
* | Check if vibration duration is > 0 on AndroidMarcus Brummer2021-08-211-1/+1
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* | Delegate handling and implementation of the restart functionality to the ↵Fredia Huya-Kouadio2021-08-183-16/+29
| | | | | | | | Godot host.
* | Merge pull request #50360 from m4gr3d/address_external_dir_access_masterRémi Verschelde2021-08-1712-233/+107
|\ \ | | | | | | Add support for Android scoped storage
| * | Add partial support for Android scoped storage.ne0fhyk2021-08-1612-233/+107
| |/ | | | | | | | | 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.
* / [android] Fixed wrong button mask for right clickModProg2021-08-161-1/+1
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* Switch to input buffering on AndroidPedro J. Estébanez2021-08-1311-521/+604
| | | | | | | | | | 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.
* Add input buffering frameworkPedro J. Estébanez2021-08-131-1/+1
| | | | | | Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses. For desktop OSs it's currently not feasible given main and UI threads are the same).
* Improve input event accumulationPedro J. Estébanez2021-08-131-14/+14
| | | | | | - API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag. - Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes). - Touch drag events now support accumulation.
* Merge pull request #51586 from m4gr3d/investigate_godot_resume_stalls_masterRémi Verschelde2021-08-133-9/+39
|\ | | | | Resolve issue where the Godot app remains stuck when resuming.
| * Resolve issue where the Godot app remains stuck when resuming.Fredia Huya-Kouadio2021-08-123-9/+39
| | | | | | | | | | | | This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed. The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew. The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated.
* | Merge pull request #51524 from RandomShaper/faster_vmaRémi Verschelde2021-08-132-2/+1
|\ \ | | | | | | Upgrade Vulkan Memory Allocator, use Volk on Android
| * | Upgrade Vulkan memory allocatorPedro J. Estébanez2021-08-131-1/+1
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| * | Android: Use volk instead of NDK Vulkan headersRémi Verschelde2021-08-121-1/+0
| |/ | | | | | | | | We no longer build the Vulkan loader, and volk lets us load it dynamically. Roblox uses volk on Android so it should work well for us too.
* / Add support for prompting the user to retain app data on uninstall.Fredia Huya-Kouadio2021-08-123-2/+11
|/ | | | Supported on Android 10 and higher.
* Merge pull request #50771 from naithar/feature/platform-export-refactoring-4.0Rémi Verschelde2021-08-127-3287/+3592
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| * Split android platform export template into multiple filesSergey Minakov2021-08-127-3287/+3592
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* | Properly finishes Godot's Android activity when destroyed by the systemMarcus Brummer2021-08-121-0/+1
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* Use "volk" instead of statically linked Vulkan loader.bruvzg2021-08-122-3/+13
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* Use Key enum instead of plain integersAaron Franke2021-08-101-2/+2
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* Make progress and errors translatable when exporting to AndroidHaoyu Qiu2021-08-011-30/+29
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* Fix custom build exportFredia Huya-Kouadio2021-07-271-0/+2
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* Fix various typos with codespellluz paz2021-07-251-1/+1
| | | | Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-8/+8
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* Move `alert` function from `DisplayServer` to `OS`.bruvzg2021-07-224-10/+10
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* Disable resource optimizations for release builds as it breaks the legacy ↵ne0fhyk2021-07-203-1/+32
| | | | build system.
* Merge pull request #50206 from groud/undoredo_increase_args_countRémi Verschelde2021-07-201-2/+2
|\ | | | | Increase the number of arguments accepted by UndoRedo methods
| * Increase the number of arguments accepted by UndoRedo methodsGilles Roudière2021-07-061-2/+2
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* | Optimize StringName usagereduz2021-07-182-2/+2
| | | | | | | | | | | | | | | | | | | | | | * 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.
* | Modernize Display server to use override keywordHendrik Brucker2021-07-161-60/+73
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* | Addes ability to load build sources from file.reduz2021-07-151-2/+1
| | | | | | | | | | | | | | * If not present, the dialog asks to load build sources from a file. * The export templates check now also verifies that build sources are installed and skips the template check. This makes Android development easier.
* | Implement the ability to disable classesreduz2021-07-132-4/+4
| | | | | | | | | | | | | | * This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
* | Merge pull request #48622 from Geometror/reimplement-disableable-vsyncHugo Locurcio2021-07-104-10/+27
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| * | Restructure and reimplement vsync optionsHendrik Brucker2021-07-064-10/+27
| |/ | | | | | | | | -Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
* | Merge pull request #50220 from madmiraal/fix-50125Rémi Verschelde2021-07-061-3/+4
|\ \ | | | | | | Queue the calls to GodotLib.key when Android virtual done is pressed
| * | Queue the calls to GodotLib.key when Android virtual done is pressedMarcel Admiraal2021-07-061-3/+4
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* | | Remove Android onKeyMultiple overrideMarcel Admiraal2021-07-062-33/+0
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* | Merge pull request #50107 from madmiraal/android-use-lambdasRémi Verschelde2021-07-066-244/+116
|\ \ | |/ |/| Replace single method anonymous classes with lambdas in Godot Java code
| * Replace single method anonymous classes with lambdas in Godot Java codeMarcel Admiraal2021-07-036-244/+116
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