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2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-22Update gradle build files to automatically perform signing and zipalign ↵Fredia Huya-Kouadio
tasks for custom builds.
2020-10-29Add a separate `nativeSrcsConfigs` module to handle Android Studio ↵Fredia Huya-Kouadio
constraints for native code editor support.
2020-10-28Update the gradle pluginsFredia Huya-Kouadio
2020-10-27Implement OS.get_window_safe_area() for AndroidMark Riedesel
2020-08-19Fix splash screen loading on AndroidFredia Huya-Kouadio
2020-08-05Add 'Export App Bundle' to Android Export OptionsAman Jain
2020-07-24Write an AndroidManifest.xml file to be merged with app module's manifest.Aman Jain
2020-07-15Create strings.xml files in the gradle project to handle localizationAman Jain
2020-06-27Fix the logic to enable focus awarenessFredia Huya-Kouadio
2020-06-25Enable the ability to use Godot as a subview within an Android appFredia Huya-Kouadio
2020-06-04Add support for focus awarenessFredia Huya-Kouadio
2020-05-27Validate that `Use Custom Build` is enabled when `Plugins` are selectedFredia Huya-Kouadio
Remove `GodotPayment` from the default build template
2020-05-25Stop ignoring hidden files and directories in the `assets` directoryFredia Huya-Kouadio
2020-05-17Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio
2020-05-10Android: Migrate deprecated support library to AndroidXthebestnom
2020-04-23Fix Android templates size regressionFredia Huya-Kouadio
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.
2020-04-14Android: Bump build tools to 29.0.3Rémi Verschelde
2020-04-10Merge pull request #37256 from m4gr3d/add_custom_build_gradle_settingsRémi Verschelde
Update Android custom template build configuration
2020-04-07Update Android custom template build configuration.fhuya
2020-04-02Android: Downgrade gradle plugin to 3.5.3Rémi Verschelde
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
2020-03-08Enable Android studio debugger.fhuya
2020-03-06Trim the whitespace around the plugins names.fhuya
2020-03-05Re-architecture of the Godot Android plugin.fhuya
2020-03-05Provides a base implementation of the Vulkan surface view (VkSurfaceView.kt) ↵fhuya
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.
2020-03-04Miscellaneous cleanup for the Android codebase:fhuya
- 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.
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!
2020-01-27Address crash caused by missing dependency.fhuya
2020-01-27Address crash caused by missing dependency.fhuya
2020-01-14Add support for Android adaptive icons.Bruno Lourenço
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.
2019-10-03Android: 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.
2019-09-24Fix copyright headers and style issuesRémi Verschelde
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').