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* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-102-2/+4
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Style: Add missing copyright headersRémi Verschelde2020-05-101-2/+2
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* clang-format: Add JavaImportGroups for Java codeRémi Verschelde2020-05-0636-45/+109
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* Address `OS.request_permissions()` bug when non-platform permission(s) is ↵Fredia Huya-Kouadio2020-05-051-4/+7
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* Rename InputFilter back to InputRémi Verschelde2020-04-283-26/+26
| | | | | | | | | | | | | | | | It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
* Merge pull request #37193 from madmiraal/fix-android-export-unicode-errorsRémi Verschelde2020-04-281-5/+23
|\ | | | | Fix Android export throwing Unicode errors.
| * Fix Android export throwing Unicode errors.Marcel Admiraal2020-03-201-5/+23
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* | Fix detection logic for the Android sdk pathFredia Huya-Kouadio2020-04-241-1/+1
| | | | | | | | The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)
* | Fix Android templates size regressionFredia Huya-Kouadio2020-04-232-2/+6
| | | | | | | | | | The issue was caused by PR #36906 which changes prevented the generated shared libraries from being stripped. Since the change is only needed for development (debugging) purposes, it's commented out by default.
* | Migrate legacy apache dependency to the GodotPayment pluginfhuya2020-04-156-7/+8
| | | | | | | | This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.
* | Android: Bump build tools to 29.0.3Rémi Verschelde2020-04-141-1/+1
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* | Delete unused drawable resources.fhuya2020-04-134-0/+0
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* | Validate supported architectures when exporting to AndroidSkyJJ2020-04-131-0/+9
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* | Add signal support to Godot Android plugin:fhuya2020-04-108-188/+480
| | | | | | | | Supports registering and emitting signal from a Godot Android plugin
* | Merge pull request #37256 from m4gr3d/add_custom_build_gradle_settingsRémi Verschelde2020-04-102-0/+7
|\ \ | | | | | | Update Android custom template build configuration
| * | Update Android custom template build configuration.fhuya2020-04-072-0/+7
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* | | Fix extra warnings in Android buildPouleyKetchoupp2020-04-101-8/+0
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* | | Display Server supportPouleyKetchoupp2020-04-0810-740/+935
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* | | Vulkan rendering for AndroidPouleyKetchoupp2020-04-0324-181/+484
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* | | Android: Downgrade gradle plugin to 3.5.3Rémi Verschelde2020-04-021-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | With the NDK installed locally, gradle plugin 3.6.0 seems to enforce a specific older NDK version, and will fail building if you don't have it installed with: ``` No version of NDK matched the requested version 20.0.5594570. Versions available locally: 21.0.6113669 ``` Upstream issue: https://github.com/gradle/gradle/issues/12440
* | | Replace NULL with nullptrlupoDharkael2020-04-0217-115/+115
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* | | SCons: Format buildsystem files with psf/blackRémi Verschelde2020-03-302-137/+180
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
* | | Fix copyright headers for recently added filesRémi Verschelde2020-03-282-4/+4
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* | | Renaming of servers for coherency.Juan Linietsky2020-03-272-8/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* | | Refactored input, goes all via windows now.Juan Linietsky2020-03-263-5/+7
| | | | | | | | | | | | Also renamed Input to InputFilter because all it does is filter events.
* | | Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-262-3/+2
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* | Merge pull request #37219 from RajatGoswami/missing-include-guardsRémi Verschelde2020-03-232-0/+10
|\ \ | | | | | | Adding missing include guards to header files identified by LGTM
| * | Adding missing include guards to header files identified by LGTM.Rajat Goswami2020-03-232-0/+10
| |/ | | | | | | This addresses the issue godotengine/godot#37143
* / Make file formatting comply with POSIX and Unix standardsAaron Franke2020-03-211-1/+1
|/ | | | UTF-8, LF, no BOM, and newlines at the end of files
* Update the naming scheme for the GodotPlugin's methods in preparate of the ↵fhuya2020-03-195-24/+40
| | | | vulkan integration.
* Removed unused code in android detect.py and SCsubunknown2020-03-182-8/+0
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* Complete the implementation of the GodotPayment plugin.fhuya2020-03-1711-175/+39
| | | | Move the remaining plugin components within the plugin source code.
* Merge pull request #36906 from m4gr3d/enable_android_studio_debuggingRémi Verschelde2020-03-173-4/+6
|\ | | | | Enable Android Studio debugging
| * Enable Android studio debugger.fhuya2020-03-083-4/+6
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* | Merge pull request #37106 from akien-mga/clang-format-cpp11Rémi Verschelde2020-03-173-4/+4
|\ \ | | | | | | Style: Set clang-format Standard to Cpp11
| * | Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-173-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* | | Fix text_entered signal when max_length is used in LineEdit on AndroidPouleyKetchoupp2020-03-131-3/+13
|/ / | | | | | | Fixes #35954
* / Fix initialization of the GodotPayment pluginfhuya2020-03-091-1/+0
|/ | | | The `onGLRegisterPluginWithGodotNative()` method is supposed to be invoked only by `Godot`.
* Trim the whitespace around the plugins names.fhuya2020-03-062-3/+6
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* Re-architecture of the Godot Android plugin.fhuya2020-03-0525-622/+1073
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* Provides a base implementation of the Vulkan surface view (VkSurfaceView.kt) ↵fhuya2020-03-0510-3/+580
| | | | | | and its accompanying components. The implementation is meant to be extended and updated in order to integrate it with the existing Godot java and native codebase.
* Miscellaneous cleanup for the Android codebase:fhuya2020-03-0411-994/+1133
| | | | | | | | - update gradle plugins versions - add formatting rules for AndroidManifest and gradle build files - cleanup java_godot_lib_jni Note: logic was mostly moved around and no new logic/functionality was added.
* Merge pull request #36682 from nekomatata/android-compilation-fixRémi Verschelde2020-03-044-32/+35
|\ | | | | Compilation fixes on Android
| * Compilation fixes on AndroidPouleyKetchoupp2020-03-044-32/+35
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* | Improve UX of drive lettersPedro J. Estébanez2020-03-032-2/+2
| | | | | | | | | | | | | | | | | | | | Namely, move the drive dropdown to just the left of the path text box and don't include the former in the latter. This improves the UX on Windows. In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its dropdown is kept at the original location.
* | Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-016-20/+23
|\ \ | |/ |/| Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-256-20/+23
| | | | | | | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* | Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez2020-02-265-38/+21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
* | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-253-20/+27
|/ | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* Fix suspicious | and + operatorsRafał Mikrut2020-02-231-1/+1
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