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2020-05-16Merge pull request #37924 from thebestnom/migrate-to-androidXRémi Verschelde
Android: Migrate deprecated support library to AndroidX
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-10Android: Migrate deprecated support library to AndroidXthebestnom
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
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.
2020-05-10Style: Add missing copyright headersRémi Verschelde
2020-05-06clang-format: Add JavaImportGroups for Java codeRémi Verschelde
2020-05-05Address `OS.request_permissions()` bug when non-platform permission(s) is ↵Fredia Huya-Kouadio
included
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.
2020-04-15Migrate legacy apache dependency to the GodotPayment pluginfhuya
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.
2020-04-14Android: Bump build tools to 29.0.3Rémi Verschelde
2020-04-13Delete unused drawable resources.fhuya
2020-04-10Add signal support to Godot Android plugin:fhuya
Supports registering and emitting signal from a Godot Android plugin
2020-04-10Merge pull request #37256 from m4gr3d/add_custom_build_gradle_settingsRémi Verschelde
Update Android custom template build configuration
2020-04-08Display Server supportPouleyKetchoupp
2020-04-07Update Android custom template build configuration.fhuya
2020-04-03Vulkan rendering for AndroidPouleyKetchoupp
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
2020-03-28Fix copyright headers for recently added filesRémi Verschelde
2020-03-21Make file formatting comply with POSIX and Unix standardsAaron Franke
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-19Update the naming scheme for the GodotPlugin's methods in preparate of the ↵fhuya
vulkan integration.
2020-03-17Complete the implementation of the GodotPayment plugin.fhuya
Move the remaining plugin components within the plugin source code.
2020-03-17Merge pull request #36906 from m4gr3d/enable_android_studio_debuggingRémi Verschelde
Enable Android Studio debugging
2020-03-13Fix text_entered signal when max_length is used in LineEdit on AndroidPouleyKetchoupp
Fixes #35954
2020-03-09Fix initialization of the GodotPayment pluginfhuya
The `onGLRegisterPluginWithGodotNative()` method is supposed to be invoked only by `Godot`.
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.
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
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!
2020-01-31Fixed LineEdit virtual keyboard inputs on AndroidPouleyKetchoupp
Changed the condition to add a length filter to make it consistent with the documentation (0 means no character limit). Otherwise the default value in LineEdit causes the virtual keyboard to be non-fonctional on Android.
2020-01-27Address crash caused by missing dependency.fhuya
2020-01-27Address crash caused by missing dependency.fhuya
2020-01-23Android virtual keyboard respecting LineEdit max length.Bruno Lourenço
2020-01-14Add support for Android adaptive icons.Bruno Lourenço
2020-01-13fixes android double tap regressionAlexander Holland
2020-01-10Fixes Android FileDialogAlexander Holland
- Go up was not working, simplify was used one time too much - Added GestureHandler - Added doubleTap to recognize open dir - Fixed scroll where sometimes the scroll jumped between start and end when pointer was outside or on the edge of the scroll area
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.
2019-12-22i18n: Sync translations with Weblate + update templateRémi Verschelde
Also fix a few stray clang-format formatting errors that passed through CI unnoticed.
2019-12-17Fix crash on Android with no manifest permissions.Fabio Alessandrelli
API allows for null array of permissions. It is now normalized with an empty array.
2019-12-14Add GodotNetUtils Java class for Android.Fabio Alessandrelli
Provides access to a MulticastLock. As specified by the Android API, broadcast/multicast packets may be filtered on some phones unless the application explicitly acquires a "MulticastLock".
2019-11-22Style: Add missing copyright headersRémi Verschelde
2019-10-22Add request permission automatically at androidCagdas
2019-10-22Merge pull request #32858 from m4gr3d/expand_singleton_base_apiRémi Verschelde
Add `View SingletonBase#onMainCreateView(Activity activity)` api
2019-10-18Add `View onMainCreateView(Activity activity)` api to the ↵Fredia Huya-Kouadio
`Godot.SingletonBase` class. The new api allows plugins to define and provide their views for inclusion in the Godot Android view hierarchy.
2019-10-12Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio
2019-10-04Adds Pen support for AndroidAlexander Holland
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.