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2021-03-17Fix onMainRequestPermissionsResult callback for Android plugins.Fredia Huya-Kouadio
2021-03-16Enable `doNotStrip` when doing development/debugging within Android StudioFredia Huya-Kouadio
2021-03-16Leverage java annotations to simplify the logic used to register the Godot ↵Fredia Huya-Kouadio
plugin methods.
2021-02-26Update the logic to load Godot Android plugins packaged into the binary.Fredia Huya-Kouadio
The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
2021-02-24Merge pull request #46381 from m4gr3d/update_godot_fragment_lifecycle_masterRémi Verschelde
Update the initialization timeline for the Godot fragment
2021-02-24Update the initialization timeline for the Godot fragment to be more ↵Fredia Huya-Kouadio
consistent with the previous activity based timeline.
2021-02-24Add logic to record the version of the Godot engine for the Android platform.Fredia Huya-Kouadio
2021-02-17Add missing `ndkVersion` to the library gradle build config.Fredia Huya-Kouadio
2021-02-15Expose GodotPlugin's utility methods used for registration and signal emitting.Fredia Huya-Kouadio
This enables creation and use of a plugin like class by composition rather than inheritance.
2021-02-09Fix joystick axis mapping issues with NVIDIA shield. Probably others.Michael Conrad
Issues addressed: a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV. The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV. b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id. If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine. c) Unnecessary events were being sent to the Godot engine. A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed. A similar check was added for "HATs". See #45712
2021-01-30add search extensions for scons' pathzaevi
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
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 🎆
2020-12-08Android: Allow Mouse Capture thebestnom
2020-12-03fix android wrong multi-touch pointeridalan-w-255
Fixes #43519.
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-16Merge pull request #43248 from HEAVYPOLY/masterRémi Verschelde
Change android orientations from sensor to user
2020-11-14Update the logic to query for the 'scons' command executable path.Fredia Huya-Kouadio
2020-10-31Change android orientations from sensor to userVaughan Ling
# Conflicts: # platform/android/java/lib/src/org/godotengine/godot/GodotIO.java
2020-10-30Merge pull request #37158 from thebestnom/android-click-supportRémi Verschelde
Support mouse events on Android
2020-10-29Add a separate `nativeSrcsConfigs` module to handle Android Studio ↵Fredia Huya-Kouadio
constraints for native code editor support.
2020-10-27Implement OS.get_window_safe_area() for AndroidMark Riedesel
2020-10-09Android: Mouse Implementationthebestnom
Implement mouse Move touch to inputManager Change to use android/input.h
2020-09-18Add overridable init method for the Godot fragment instance.Fredia Huya-Kouadio
2020-08-30Fix issue causing the textedit to move upwardFredia Huya-Kouadio
2020-08-27Merge pull request #41550 from ↵Rémi Verschelde
godotengine/revert-40671-virtual-keyboard-height-fix Revert "Fix virtual keyboard height regression"
2020-08-26Merge pull request #41549 from ↵Rémi Verschelde
godotengine/revert-40484-android-virtual-keyboard-adjustment Revert "Disable virtual keyboard focus adjustment on Android"
2020-08-26Revert "Fix virtual keyboard height regression"Fredia Huya-Kouadio
2020-08-26Revert "Disable virtual keyboard focus adjustment on Android"Fredia Huya-Kouadio
2020-08-26Revert "Move PopupWindow logic to GodotEditText on Android"Fredia Huya-Kouadio
2020-07-28Move PopupWindow logic to GodotEditText on AndroidPouleyKetchoupp
2020-07-27Merge pull request #40706 from akien-mga/style-fix-file_format-macosRémi Verschelde
Fix code format scripts compat with non-GNU Unices
2020-07-27Style: Fix code format scripts compat with non-GNU UnicesRémi Verschelde
It's too hard to get compatibility between GNU and BSD sed, so let's just use perl oneliners. And improve it to also remove trailing tabs, not just spaces.
2020-07-27Merge pull request #40671 from nekomatata/virtual-keyboard-height-fixRémi Verschelde
Fix virtual keyboard height regression
2020-07-26Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp
Depending on the device implementation, editor actions could be received with different action ids or not at all for multi-line. Added a parameter to virtual keyboards to properly handle single-line and multi-line cases in all situations. Single-line: Input type set to text without multiline to make sure actions are sent. IME options are set to DONE action to force action id consistency. Multi-line: Input type set to text and multiline to make sure enter triggers new lines. Actions are disabled by the multiline flag, so '\n' characters are handled in text changed callbacks.
2020-07-24Fix virtual keyboard height regressionPouleyKetchoupp
Disabling virtual keyboard focus adjustement caused get_keyboard_height to always return 0 because it was calculated when the view is resized. In order to fix it, a PopupWindow is now created on top of the main view and is set for focus adjustments so the keyboard size can be calculated based on this popup without affecting the main view.
2020-07-21Android: Keyboard modifier and arrow key supportthebestnom
2020-07-20Merge pull request #40422 from amanj120/forward_port_bundle_pr_resourcesRémi Verschelde
Create strings.xml files in the Gradle project to handle localization
2020-07-20Disable virtual keyboard focus adjustment on AndroidPouleyKetchoupp
Fixes #37190 The default adjustment setting was causing the view to pan down in order to adjust the focus on the text content. We don't need any focus adjustment since we're using a fixed size window for our application. Documentation: https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING
2020-07-15Create strings.xml files in the gradle project to handle localizationAman Jain
2020-07-13Commit other files changed by file_format.shAaron Franke
2020-06-25Enable the ability to use Godot as a subview within an Android appFredia Huya-Kouadio
2020-06-16Clean up the `GodotPlugin` public API.Fredia Huya-Kouadio
2020-05-27Provide the ability for clients of the Godot library to add their own ↵Fredia Huya-Kouadio
command line arguments
2020-05-24Merge pull request #39004 from nekomatata/android-reset-surfaceRémi Verschelde
Proper surface reset when resuming app on Android
2020-05-24Proper surface reset when resuming app on AndroidPouleyKetchoupp
Just re-creating the window instead of restarting the app entirely.
2020-05-24Use long instead of int for object id in Android java wrapperPouleyKetchoupp
Using int for 64-bit values might cause issues with objects not found in ObjectDB when the id is truncated.
2020-05-20Merge pull request #38309 from SkyLucilfer/AndroidLineEditRémi Verschelde
Fix Android LineEdit editing bugs
2020-05-17Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio
2020-05-16Fix Android LineEdit editing bugsSkyJJ