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2017-01-11Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-11-28Add alert window on Androidvolzhs
2016-11-09Fix Directory.dir_exist/get_current_dir for 'res://' on Androidvolzhs
Fix #7014
2016-08-08Android: Rename values-zh to values-zh-rCN (#6063)Skyfrit
2016-08-08Android: Add support for Traditional Chinese (HK) (#6061)Skyfrit
2016-08-08Android: Add support for Traditional Chinese (TW) (#6061)Skyfrit
2016-07-24Merge pull request #5415 from volzhs/improve-android-paymentJuan Linietsky
Improve android payment
2016-07-20Implement get_screen_dpi() on AndroidMario Schlack
2016-07-18Add querying details of IAP items for androidvolzhs
2016-07-18Fix can't get all info if user purchases many items and not consumedvolzhs
2016-07-16Added gyroscope support to Godot and AndroidJamil Halabi
2016-06-27Make Android build smarter (SCons + Gradle)Pedro J. Estébanez
Upgrade Gradle and Android plugin for Gradle Disable all signing and zip-aligning for the export templates Give correct names to generated APKs Put .so files built by SCons right where Gradle has to pick them according to arch & build type Downgrade NDK platform to 14 to match minSdkVersion
2016-06-24Fix Android sensors polling rate on resumeGeorge Marques
Fix #5306
2016-06-25Remove duplicated aidl for androidvolzhs
Tested IAP function on device.
2016-06-22Fixed iCCp chunk in pngsJ08nY
neccesary for libpng 1.6.27 to work silently
2016-06-22Merge pull request #5357 from volzhs/fix-locale-androidRémi Verschelde
fix android resource locale
2016-06-22fix android resource localevolzhs
2016-06-21correct current Intent for androidvolzhs
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-06-07Merge pull request #4729 from volzhs/android-23Rémi Verschelde
Supporting Android API 23 (Android 6.0)
2016-05-30Icon: Remove more grey capsules behind official logoRémi Verschelde
2016-05-27Add magnetometer sensor support for Androidfluffrabbit
2016-05-25Add comments for NotificationCompat to support API < 16volzhs
2016-05-24fix compatibility for Android API 14 with supporting API 23volzhs
using ``NotificationCompat`` in ``support-v4`` library will increase APK filesize a little bit, but it guarantees to run OK with API 4+ tested with API 19 and 23 devices
2016-05-20Supporting Android API 23 (Android 6.0)volzhs
If we update build gradle to use ``compileSdkVersion 23``, ``org.apache.http`` package causes error. (issue #4711) We need to use ``useLibrary 'org.apache.http.legacy'`` to solve this problem. To use ``useLibrary``, we need to use latest gradle also. And now, we faced another problem with ``APK Expansion`` java sources. ``` /platform/android/java/src/com/google/android/vending/expansion/downloader/impl/DownloadNotification.java 137 : mCurrentNotification.setLatestEventInfo(mContext, mCurrentTitle, mCurrentText, mContentIntent); // causes error ``` So, some of APK Expansion java sources are updated by referencing commits from https://github.com/danikula/Google-Play-Expansion-File And dropped V3CustomNotification.java which was for android 3.0, since godot supports android 14 (4.0) above officially. Unfortunately, another problem, The 'MissingTranslation' error was occurred. So, build.gradle is updated to use ``disable 'MissingTranslation'`` Additionally, I updated ``buildToolsVersion``, ``targetSdkVersion`` to latest version. I tested APK Expansion funtionality on Android 6.0 (Nexus 9, Nexus 6p) and Android 4.4 (Galaxy Note 2) with Google Developer console.
2016-04-19remove unused resources and add korean locale for androidvolzhs
- remove unused resources in platform/android/java/res/values/strings.xml - add korean language resource for apk expansion download screen
2016-01-24support gamepad remapping on androidhondres
2016-01-16Add ability to set "keep screen on" for androidvolzhs
2016-01-11Update copyright in remaining files + prints in the UIRémi Verschelde
2016-01-08Renamed godot domain from com.android.godot (which was incorrect) to ↵Juan Linietsky
org.godotengine.godot
2016-01-08-Removed ANT build system for Android, as it was deprecated by GoogleJuan Linietsky
-Added new Gradle build system, as it is the required build system
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-02-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵Juan Linietsky
FBOs so all 2D shader effects should now work in every single Android device.
2015-11-21tegra 3 fixmikica1986vee
2015-11-19Merge pull request #2518 from masoudbh3/godot-iconsJuan Linietsky
Add icon to exe file in windows export
2015-11-18Merge pull request #2814 from masoudbh3/android-fa-localeJuan Linietsky
Android add FA(persian) locale strings
2015-11-19Android add FA(persian) locale stringsmasoud bh
2015-11-09Add icon to exe file in windows exportmasoud bh
add version_info and icon sections in "export to windows platform". add version_info and icon to godot exe file (editor & template exe). fix an problem in image class. change all default icons to android export icon (a little more rounded). create an python script for convert file to cpp byte array for use in 'splash.h'.
2015-10-28improve android paymentsvolzhs
GodotPaymentV3 currently consumes purchased item right after purchasing. But, some in-app item should not consume like "remove ads permanently" So, I added "setAutoConsume(boolean)", "requestPurchased()", "consume(sku_string)". AutoConsume is true by default as before. usage: func _ready(): var payment = Globals.get_singleton("GodotPayments") payment.setPurchaseCallbackId(get_instance_ID()) payment.setAutoConsume(false) # default : true payment.requestPurchased() # callback : has_purchased payment.purchase("item_name") # callback : purchase_success, purchase_fail, purchase_cancel, purchase_owned payment.consume("item_name") # callback : consume_success func purchase_success(receipt, signature, sku): print("purchase_success : ", sku) func purchase_fail(): print("purchase_fail") func purchase_cancel(): print("purchase_cancel") func purchase_owned(sku): print("purchase_owned : ", sku) func consume_success(receipt, signature, sku): print("consume_success : ", sku) func has_purchased(receipt, signature, sku): if sku == "": print("has_purchased : nothing") else: print("has_purchased : ", sku)
2015-10-17Merge pull request #2203 from volzhs/fix_android_paymentsJuan Linietsky
Fix android payments
2015-09-03merged some stuff for okamJuan Linietsky
2015-06-29fix crash by payments when run on android 5.1.1 device.volzhs
(http://stackoverflow.com/questions/24480069/google-in-app-billing-illegalargumentexception-service-intent-must-be-explicit)
2015-05-31Additional Fix for Multi-touch release problemKyle Luce
- Was duplicating the functionality of event.getActionIndex() but was missing the bitmask. - Switched back to getActionIndex() but kept the corrected getPointerId() from change #1980 https://github.com/okamstudio/godot/pull/1908
2015-05-15fix multitouch release problemvipsbpig
2015-05-01-fixed godot icon for androidJuan Linietsky
-added a genname option to generate the name of android app
2015-04-28fixes in handling of DirAccess for resource path on Android, fixes #1447Juan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-17-Added android immersive mode, fixes #303Juan Linietsky
2015-04-04Fixes the accelerometerMartho42
Resolves the issue of the accelerometer behaving differently across devices with landscape as default and devices with portrait as default.