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* Fix directory check when exporting projectvolzhs2019-03-061-1/+1
| | | | Fix #26702
* Merge pull request #26633 from akien-mga/driver-fallback-etcRémi Verschelde2019-03-062-1/+11
|\ | | | | Disable driver fallback to GLES2 by default
| * Disable driver fallback to GLES2 by defaultRémi Verschelde2019-03-052-1/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Fixes misleading error message when trying to exportRicardo Lüders2019-03-051-0/+4
|/ | | | | | | This patch fixes the misleading error message when users try to "export all" into an invalid destination path. Closes #26539
* Improve VRAM texture compression checks for mobile/webRémi Verschelde2019-03-031-8/+2
| | | | | | | | | | | For HTML5, we need to support S3TC if running on desktop, and ETC or ETC2 for mobile, so make this explicit. Add logic to check for ETC2 support on GLES3, and remove incorrect ETC feature for GLES3 on Android. Fix ETC check invalidating templates on HTML5. Fixes #26476.
* SCons: Move platform-specific Opus config to its moduleRémi Verschelde2019-03-021-6/+0
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* Merge pull request #26353 from ivanarh/android_hide_keyboard_crashRémi Verschelde2019-03-011-8/+0
|\ | | | | Android: Fixed a possible crash in keyboard hide method.
| * Android: Fixed a possible crash in keyboard hide method. It's called not ↵Ivan Ponomarev2019-02-271-8/+0
| | | | | | | | from main thread so InputMethodManager can't be used directly.
* | Implement Audio Input support on AndroidMarcelo Fernandez2019-02-282-0/+119
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* Android: Fixed problems with memory leaks due to absent ↵Ivan Ponomarev2019-02-274-28/+98
| | | | ReleaseStringUTFChars calls.
* -Properly handle missing ETC support on exportJuan Linietsky2019-02-261-0/+6
| | | | | -Added ability for resource importers to save metadata -Added ability for resource importers to validate depending on project settings
* -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
* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-2/+2
| | | | Fixes #25316.
* Platform: Ensure classes match their header filenameRémi Verschelde2019-02-125-20/+21
| | | | | | | | | | | | | | | | | | | | 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`
* Fix code style issuesRémi Verschelde2019-01-261-1/+0
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* Improve custom thread numbering for POSIXIgnacio Etcheverry2019-01-251-3/+14
| | | | We lazily assign new IDs to threads that do not have one. This is the case for threads not created by the Godot API.
* Add function to obtain filesystem type from DirAccess.Juan Linietsky2019-01-212-0/+8
| | | | Change EditorFileSystem to not use directory modification times on FAT32, fixes #20946
* ExportDialog: Make error messages translatableRémi Verschelde2019-01-211-33/+16
| | | | Also fix missing newlines that caused #24202.
* Android: Enable arm64-v8a export by defaultRémi Verschelde2019-01-161-1/+1
| | | | | | | | | | From August 1, 2019, Google Play requires that all new apps and app updates include 64-bit versions, so we enable ARM64 by default. IINM support for x86 and x86_64 is still be optional, so not enabling them out of the box. Part of #25030.
* SCons: Drop unused MPC_FIXED_POINT defineRémi Verschelde2019-01-161-1/+1
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* Android: Add support for x86_64 architectureRémi Verschelde2019-01-163-5/+19
| | | | | | | Like arm64v8, this is only supported by API 21 and later, so we enforce 21 as min API for x86_64. Part of #25030.
* Fix Android keep screen on working properlyvolzhs2019-01-151-16/+10
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* Don't use -ffast-math or other unsafe math optimizationsHein-Pieter van Braam2019-01-091-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Godot supports many different compilers and for production releases we have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers all do slightly different things with -ffast-math and it is causing issues now. See #24841, #24540, #10758, #10070. And probably other complaints about physics differences between release and release_debug builds. I've done some performance comparisons on Linux x86_64. All tests are ran 20 times. Bunnymark: (higher is better) (bunnies) min max stdev average fast-math 7332 7597 71 7432 this pr 7379 7779 108 7621 (102%) FPBench (gdscript port http://fpbench.org/) (lower is better) (ms) fast-math 15441 16127 192 15764 this pr 15671 16855 326 16001 (99%) Float_add (adding floats in a tight loop) (lower is better) (sec) fast-math 5.49 5.78 0.07 5.65 this pr 5.65 5.90 0.06 5.76 (98%) Float_div (dividing floats in a tight loop) (lower is better) (sec) fast-math 11.70 12.36 0.18 11.99 this pr 11.92 12.32 0.12 12.12 (99%) Float_mul (multiplying floats in a tight loop) (lower is better) (sec) fast-math 11.72 12.17 0.12 11.93 this pr 12.01 12.62 0.17 12.26 (97%) I have also looked at FPS numbers for tps-demo, 3d platformer, 2d platformer, and sponza and could not find any measurable difference. I believe that given the issues and oft-reported (physics) glitches on release builds I believe that the couple of percent of tight-loop floating point performance regression is well worth it. This fixes #24540 and fixes #24841
* Merge pull request #24592 from volzhs/android-etcRémi Verschelde2019-01-041-2/+3
|\ | | | | Make possible to use ETC texture format with GLES3 on Android
| * Make possible to use ETC texture format with GLES3 on Androidvolzhs2018-12-261-2/+3
| | | | | | | | | | Currently, textures are not exported if use ETC on project settings and export project with GLES3. GLES3 should be able to use ETC format also.
* | Update copyright statements to 2019Rémi Verschelde2019-01-0144-88/+88
|/ | | | Happy new year to the wonderful Godot community!
* Android: Better identify thirdparty C/C++ codeRémi Verschelde2018-12-205-1589/+1
| | | | | | | | | | | | | | | | | | | - The `cpu-features.{c,h}` code was only used by chance by the webm (libvpx) code, so I moved it there. It was actually introduced before that and wasn't in use, and libvpx just happened to be able to compile thanks to it being bundled. It could potentially be compiled on the fly from the Android NDK, but since we plan to replace the webm module by a GDNative plugin in the near future, I went the bundling route. - `ifaddrs_android.h` is already provided in the Android NDK as `ifaddrs.h`, same as on other Unixes. Yet we cannot use it until we up the min API level to 24, where `getifaddrs` is first defined. I moved the files to `thirdparty/misc` and synced them with upstream WebRTC (only indentation changes and removal of `static` qualifiers). Also removes dropped thirdparty files from COPYRIGHT.txt after changes in #24105 and #24145.
* Core: Drop unused global_defaults logicRémi Verschelde2018-12-202-66/+0
| | | | | It used to be used for Android and iOS to specify platform-specific project settings overrides, but we now have feature tags for that.
* Add option to add debug keystore in Android exportGeorge Marques2018-12-191-6/+20
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* Fix lint error/warning while building android templatevolzhs2018-12-1883-7291/+6472
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* Android: Don't expose x86_64 ABI for export if we can't build templates for itRémi Verschelde2018-12-141-2/+5
| | | | | Support for x86_64 *could* be added in detect.py, but AFAIK this is not a widespread architecture for Android, much less for gaming devices.
* Merge pull request #24105 from BastiaanOlij/cleanup_old_android_nativeRémi Verschelde2018-12-0216-2050/+0
|\ | | | | Remove obsolete ANDROID_NATIVE_ACTIVITY
| * Remove obsolete ANDROID_NATIVE_ACTIVITYBastiaan Olij2018-12-0216-2050/+0
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* | Change custom permissions in Android export to an arrayGeorge Marques2018-11-301-13/+9
|/ | | | | Don't limit the amount of permissions and makes it simpler to understand.
* Remove an unused scriptHugo Locurcio2018-11-241-9/+0
| | | | [ci skip]
* Adding support for java.lang.Long values in Android GodotLib.calldeferred callsSimon Sikström2018-11-201-3/+3
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* Remove trailing whitespaceRémi Verschelde2018-11-206-9/+9
| | | | | With `sed -i $(rg -l '[[:blank:]]*$' -g'!thirdparty') -e 's/[[:blank:]]*$//g'` (+ manual revert of some thirdparty code under `platform/android`).
* Merge pull request #23389 from marcelofg55/multiple_extRémi Verschelde2018-11-021-2/+4
|\ | | | | Export for OS X on OS X now lets you select .dmg or .zip
| * Export for OS X on OS X now lets you select .dmg or .zipMarcelo Fernandez2018-11-011-2/+4
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* | Fix init of VisualServerRasterRémi Verschelde2018-11-011-4/+1
| | | | | | | | | | | | | | | | Contrarily to what #23434 assumed, this is not a memory leak, the VisualServerRaster instance is passed as a parameter to VisualServerWrapMT's constructor. Fixes #23437.
* | Fix initialization of visual server in all platformsGeorge Marques2018-11-011-4/+5
| | | | | | | | | | Avoid leaking an extra instance when using threads. Also fix threaded loading issues on Android and iOS.
* | Merge pull request #23320 from lethiandev/android-invalid-package-name-errorRémi Verschelde2018-11-011-1/+74
|\ \ | | | | | | Add android export error on invalid package name
| * | Add android export error on invalid package nameKonrad Nowakowski2018-10-291-1/+74
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* | | Style: Apply clang-format to wrongly formatted filesRémi Verschelde2018-10-292-8/+8
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* | | Prevent a device to be added/deleted more than once on AndroidXavier Sellier2018-10-291-74/+100
| |/ |/| | | | | cherry-picked from fb5a601217eed9da6c9b4260c3dfc775abee2733
* | Merge pull request #23317 from lupoDharkael/py-noneRémi Verschelde2018-10-291-2/+2
|\ \ | | | | | | Dont use equality operators with None singleton in python files
| * | Dont use equality operators with None singleton in python fileslupoDharkael2018-10-271-2/+2
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* / Move jcenter behind mavenCentral and google gradle repos to fix build problemsKaren Schwane2018-10-281-1/+1
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* Repaired mistyped of 'its' on several files.M. Huri2018-10-251-1/+1
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* Fixed initialization of android modulesdumitru-stama2018-10-141-0/+2
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