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* Fix issue with resizing the display on Android when using the compatibility ↵Fredia Huya-Kouadio2023-04-261-3/+2
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* Fix thread IDs.Juan Linietsky2023-04-242-2/+4
| | | | | | | | | On Linux, thread IDs were not properly assigned with the current approach. The line: `std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);` does not work because the thread ID is not assigned until the thread starts. This PR changes the behavior to use manually generated thread IDs. Additionally, if a thread is (or may have been created) outside Godot, the method `Thread::attach_external_thread` was added.
* Downgrade android gradle plugin to version 7.2.1.Fredia Huya-Kouadio2023-04-211-1/+1
| | | | Version 7.3.0 changes the build layout which causes updates to the generated shared libraries to not be picked up.
* [Export docs] Move docs to platform folders.bruvzg2023-04-202-0/+591
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* [Export] Add readable descriptions and validation warnings to the export ↵bruvzg2023-04-194-115/+140
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* Fix potential null in android text entry system.Jason Knight2023-04-121-5/+6
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* Windows TTS: Use HashMap instead of RBMap for idsRémi Verschelde2023-04-111-0/+1
| | | | And fixup includes in other implementations.
* Bump the target SDK version to 33 (Android 13)Fredia Huya-Kouadio2023-03-214-12/+12
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* Fix directory access when the running app has the `All files access` permissionFredia Huya-Kouadio2023-03-201-1/+8
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* Make vulkan level 1 an optional requirementFredia Huya-Kouadio2023-03-192-2/+2
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* Merge pull request #74066 from m4gr3d/add_vulkan_version_filter_mainYuri Sizov2023-03-163-2/+19
|\ | | | | Add feature check to require min Vulkan api version 1.0 on Android
| * Add feature check to require min Vulkan api version 1.0 on AndroidFredia Huya-Kouadio2023-02-283-2/+19
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* | Fix null-pointer dereference on Android systems when using gl_compatibility ↵Malcolm Nixon2023-03-111-4/+7
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* | Add "filesRoot" path to Android provider paths xmllewiji2023-03-091-0/+4
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* | Merge pull request #74470 from m4gr3d/configure_snapshot_publish_version_mainRémi Verschelde2023-03-063-1/+10
|\ \ | | | | | | | | | Configure maven central snapshot versions for the Godot Android library
| * | Configure maven central snapshot versions for the Godot Android libraryFredia Huya-Kouadio2023-03-063-1/+10
| |/ | | | | | | A snapshot version is a version that has not yet been released which allows us to deploy the same transient version incrementally, without requiring projects to upgrade the artifact version they're consuming. Those projects can use the same version to get an updated snapshot version.
* / Use the new API for virtual keyboard height detection on Android, bugfixnecrashter2023-03-061-8/+62
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* Merge pull request #73694 from m4gr3d/update_touchscreen_editor_settings_mainRémi Verschelde2023-02-224-6/+41
|\ | | | | | | Enable granular control of touchscreen related settings
| * Enable granular control of touchscreen related settingsFredia Huya-Kouadio2023-02-224-6/+41
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* | Merge pull request #72817 from m4gr3d/include_htc_xr_category_metadataRémi Verschelde2023-02-211-0/+3
|\ \ | |/ |/| Add HTC Vive focus XR manifest metadata
| * Add HTC Vive focus XR manifest metadataFredia Huya-Kouadio2023-02-061-0/+3
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* | Fix crash with bogus shape index to DisplayServer.cursor_set_custom_image()Rémi Verschelde2023-02-171-0/+2
| | | | | | | | Fixes #66605.
* | Restore FileAccess.close method.bruvzg2023-02-164-0/+14
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* | Android: Default Min SDK to 24 for Vulkan mobileRémi Verschelde2023-02-151-6/+6
| | | | | | | | | | | | | | | | | | Users can still go down to 21 when using GL Compatibility. This makes the default behavior match the default renderer, and thus avoids a warning in the out of the box experience. Also mark texture compression settings as basic, since out of the box users who want to export to Android will need to enable ETC2/ASTC manually.
* | [InputEventKey] Avoid setting both key and modifier to the same value.bruvzg2023-02-142-14/+22
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* | Fix the issue causing long-press on a selected node on the scene tree to ↵Fredia Huya-Kouadio2023-02-122-5/+29
| | | | | | | | trigger both the context menu and the rename functionality
* | Further refactoring to AudioDriver implementations after #69120.Emmanouil Papadeas2023-02-093-21/+20
| | | | | | | | | | | | | | | | | | | | | | | | - Rename all instances of `capture_start()` and `capture_end()` to their new names. Fixes #72892. - More internal renames to match what was started in #69120. - Use `override` consistently so that such refactoring bugs can be caught. - Harmonize the order of definition of the overridden virtual methods in each audio driver. - Harmonize prototype for `set_output_device` and `set_input_device`. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* | Downgrade the vulkan abort logic to a warningFredia Huya-Kouadio2023-02-073-5/+4
|/ | | | This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
* Merge pull request #72552 from m4gr3d/cleanup_custom_build_mainRémi Verschelde2023-02-0610-55/+55
|\ | | | | | | Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process
| * Rename Godot's 'custom build' to 'gradle build' to better reflect the ↵Fredia Huya-Kouadio2023-02-0210-55/+55
| | | | | | | | underlying build process.
* | Improve logic to detect whether vulkan is used for renderingFredia Huya-Kouadio2023-02-065-15/+27
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* | Improve vulkan capability detection on AndroidFredia Huya-Kouadio2023-02-054-2/+48
|/ | | | | - Add runtime check and abort when the device doesn't meet the requirements for vulkan support - Add filters to the AndroidManifest when exporting with a vulkan renderer
* Clean up the XR export logicFredia Huya-Kouadio2023-02-014-67/+32
| | | | | | Remove the XR export logic from the legacy build system: - On Android, Godot 4 export requires the use of Android plugins which are not supported by the legacy build system - Provides added flexibility for configuring the Android manifest for XR specific capabilities.
* More codespell fixes, do more changes from previous ignore listRémi Verschelde2023-02-011-1/+1
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* Implement file provider capabilitiesFredia Huya-Kouadio2023-02-014-11/+52
| | | | The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher.
* Refactor high quality texture importJuan Linietsky2023-01-301-0/+1
| | | | | | | | | | | | | | | * Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
* Update the XR manifest configsFredia Huya-Kouadio2023-01-273-25/+0
| | | | | Remove the ones provided automatically by the loaders, and the ones enabled by the default on the platform. Fixes https://github.com/GodotVR/godot_openxr_loaders/issues/19
* Merge pull request #72168 from RandomShaper/sensible_lock_returnRémi Verschelde2023-01-271-1/+1
|\ | | | | | | Booleanize various sync primitives' wait & locking methods
| * Booleanize various sync primitives' wait & locking methodsPedro J. Estébanez2023-01-271-1/+1
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* | [Android] Fix virtual keyboard special keys.bruvzg2023-01-261-1/+14
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* | Merge pull request #72106 from ↵Rémi Verschelde2023-01-268-47/+129
|\ \ | | | | | | | | | | | | | | | m4gr3d/fix_godot_android_editor_4_crash_after_running_game Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
| * | Fix the issue causing the Godot Android Editor to crash when returning from ↵Fredia Huya-Kouadio2023-01-268-47/+129
| | | | | | | | | | | | | | | | | | | | | the launched and running game The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash. This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
* | | Address kotlin build warningsFredia Huya-Kouadio2023-01-251-2/+2
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* | Merge pull request #71917 from m4gr3d/update_godot_android_editor_labelRémi Verschelde2023-01-242-2/+2
|\ \ | | | | | | | | | Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot Editor 4`
| * | Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot ↵Fredia Huya-Kouadio2023-01-232-2/+2
| | | | | | | | | | | | Editor v4`
* | | Merge pull request #71836 from m4gr3d/fix_godot_editor_cropping_mainRémi Verschelde2023-01-234-4/+16
|\ \ \ | |/ / |/| | | | | Update the logic to calculate the screen scale on Android
| * | Update the logic to calculate the screen scale on AndroidFredia Huya-Kouadio2023-01-224-4/+16
| | | | | | | | | | | | Takes into account the ratio between the screen size and the default window dimensions.
* | | Cleanup and unify keyboard input.bruvzg2023-01-239-67/+26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes. - Unify IME behaviour, add inline composition string display on Windows and X11. - Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events. - Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS. - Add support for media key handling on macOS. Co-authored-by: Raul Santos <raulsntos@gmail.com>
* | | Convert en_GB spelling to en_US with codespellRémi Verschelde2023-01-232-2/+2
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* | Merge pull request #71646 from Vilcrow/android-export-genname-checkRémi Verschelde2023-01-202-5/+33
|\ \ | |/ |/| | | [Android export] Added validation of the project name when using $genname in the 'Unique Name' field.