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path: root/platform/android/java_godot_wrapper.cpp
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2021-03-18Fixes on android:Bastiaan Olij
- creating Vulkan context instead of OpenGL - checking for validity of ENV in wrapper classes - fix for access to JavaVM from threads
2021-03-16Leverage java annotations to simplify the logic used to register the Godot ↵Fredia Huya-Kouadio
plugin methods.
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
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 🎆
2020-12-23Fix invalid invocation of `get_class_loader`.Fredia Huya-Kouadio
The call was made on a `Godot` instance instead of an `Activity` instance.
2020-12-08Android: Allow Mouse Capture thebestnom
2020-06-25Enable the ability to use Godot as a subview within an Android appFredia Huya-Kouadio
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-19Update the naming scheme for the GodotPlugin's methods in preparate of the ↵fhuya
vulkan integration.
2020-03-05Re-architecture of the Godot Android plugin.fhuya
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!
2020-01-01Update 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.
2019-10-22Add request permission automatically at androidCagdas
2019-08-26Update the fallback input mapping for the Oculus mobile devices.fhuya
2019-08-21Support vibration for Android and iOSvolzhs
2019-05-30Setup Godot to support the Oculus Mobile SDK.fhuya
2019-05-28Android: Include Joysticks/Gamepads which are available on app start.wombatstampede
2019-04-05Restructuring glue code to make it easier to extendBastiaan Olij