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2020-03-05Re-architecture of the Godot Android plugin.fhuya
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
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 - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-23Fix suspicious | and + operatorsRafał Mikrut
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-14Remove incomplete battery status/power APIRémi Verschelde
It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-05Remove per-file progress reporting when exporting to AndroidHugo Locurcio
Calling `step()` on EditorProgress too often will slow down the rest of the editor, so it's best avoided. This is also more consistent with other exporters, as most of them don't report per-file progress either. Exporting a 2D project with ~1,100 files to Android now takes about 10 seconds from a debug editor build instead of 65 seconds. This closes #30850.
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-27Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi"Rémi Verschelde
2020-01-26Check if can export before exporting; show error message if can't export.Mark Wynn Garcia
2020-01-17Android: Improve name of icon export propertiesRémi Verschelde
This seems more readable and still includes the required dimensions.
2020-01-14Add support for Android adaptive icons.Bruno Lourenço
2020-01-10Add support for generating a Oculus Mobile VR apk with hand tracking support.fhuya
2020-01-09Fix Android exporter manifest creation.Bruno Lourenço
2020-01-07Export: Improve usability of command line interfaceRémi Verschelde
I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-30Replace the android.defaultConfig.applicationId in build.gradle with the ↵fhuya
package/unique_name.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-11-28Merge pull request #32854 from cooperra/fix-wireless-adb-debuggingRémi Verschelde
Fix Android deploy with Remote Debug or Network FS over Wi-Fi
2019-10-23Improve EditorExportPlatform interface.Fabio Alessandrelli
Convert all get_device* methods to get_option* and normalize their usage as icon, label, tooltip.
2019-10-15Add connection information and serial number to device descriptionRobbie Cooper
The description appears when hovering over the one-click-deploy button (top-right). This information helps the user distinguish between their devices if multiple are connected or if the same device is connected by both usb and tcpip (two entries in the list for the same device).
2019-10-15Detect adb connection type and debug over Wi-Fi if neededRobbie Cooper
Avoid using adb reverse if deploying with adb tcpip. This still can fail if the user is attempting to debug over usb and has connected their device over BOTH usb and tcpip. I'm not sure how we would detect that problem in advance though.
2019-10-11Cleanup fix for the meta-data parsing crashing bug.fhuya
2019-10-11Android: Work around crash in _fix_manifestRémi Verschelde
Works around #32553, not fixing the underlying cause but preventing the crash.
2019-10-03Merge pull request #32514 from akien-mga/android-one-click-dont-uninstallRémi Verschelde
Android one-click deploy: Don't clear by default
2019-10-03Android: Fix manifest parsing and APK names in export codeRémi Verschelde
A better fix would be to make Godot's export code properly parse the tag over multiple lines (and maybe even use XMLParser instead of doing it ad-hoc?). As for the APK names, we could alternatively pick the first .apk found in the `debug` and `release` folders without expecting a specific name. Fixes #32414.
2019-10-03Android one-click deploy: Don't clear by defaultRémi Verschelde
This makes iteration faster as you don't need to monitor your phone to allow the installation each time. Fixes #32183.
2019-09-25Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde
Added some obvious errors explanations
2019-09-25Added some obvious errors explanationsqarmin
2019-09-23Merge pull request #32055 from qarmin/some_code_fixesRémi Verschelde
Changed some code found by Clang Tidy and Coverity
2019-09-22Changed some code found by Clang Tidy and Coverityqarmin
2019-09-22Fix starting intent problemCagdas
2019-09-20Distinguish editor-originating messages in the editor logHugo Locurcio
This fades out messages originating from the editor to make messages printed by the project stand out more. This also tweaks wording in some editor messages for consistency.
2019-09-04Split the Android platform java logic into an Android library module (`lib`) ↵fhuya
and an application module (`app`). The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
2019-08-29Android: Improve dialogs about custom build templateRémi Verschelde
The language didn't make it clear that it's installing a *source* template to the project folder, for later use when compiling custom APKs. Fixes #28736.
2019-08-12Export: Remove temp files from cache after exportRémi Verschelde
So far we left most temporary files lying around, so this attempts to fix that. I added a helper method to DirAccess to factor out the boilerplate of creating a DirAccess, checking if the file exists, remove it or print an error on failure.
2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner
"modules/gdnative", "modules/gdscript" directories.
2019-08-07Add feature tag for hmd devices based on DOFCameron Reikes
- Necessary according to https://developers.google.com/vr/develop/android/3dof-to-6dof
2019-07-02Make the meta-data name attribute settable. This will facilitate reuse for ↵fhuya
ARCore integration.
2019-07-02Merge pull request #29824 from m4gr3d/add_ovr_exportRémi Verschelde
Add XR mode selection to the Android export process.
2019-07-02Add XR mode selection to the Android export process.fhuya
2019-07-01Merge pull request #29815 from NilsIrl/plus_file_1Rémi Verschelde
Replace ` + "/" + ` with `String::file_add()`
2019-06-23Replace ` + "/" + ` with `String::file_add()`Nils ANDRÉ-CHANG
2019-06-20Merge pull request #29910 from m4gr3d/dev_deprecate_armv6Rémi Verschelde
Deprecate support for Android armv6 architecture
2019-06-19Deprecate armv6 support for Androidfhuya
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-05-18Allow project export to be canceledGeorge Marques
2019-05-01Merge pull request #27676 from qarmin/small_fixes_2Rémi Verschelde
Small fixes to static analyzer bugs