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path: root/platform/android/os_android.cpp
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2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-02Remove obsolete ANDROID_NATIVE_ACTIVITYBastiaan Olij
2018-11-01Fix init of VisualServerRasterRémi Verschelde
Contrarily to what #23434 assumed, this is not a memory leak, the VisualServerRaster instance is passed as a parameter to VisualServerWrapMT's constructor. Fixes #23437.
2018-11-01Fix initialization of visual server in all platformsGeorge Marques
Avoid leaking an extra instance when using threads. Also fix threaded loading issues on Android and iOS.
2018-10-25Repaired mistyped of 'its' on several files.M. Huri
2018-10-03Fix warnings in Android platformRémi Verschelde
Fixes the following Clang 7 warnings: ``` platform/android/os_android.h:240:16: warning: 'OS_Android::native_video_play' hides overloaded virtual function [-Woverloaded-virtual] platform/android/os_android.h:241:15: warning: 'OS_Android::native_video_is_playing' hides overloaded virtual function [-Woverloaded-virtual] platform/android/audio_driver_opensl.cpp:104:3: warning: suggest braces around initialization of subobject [-Wmissing-braces] platform/android/audio_driver_opensl.cpp:129:10: warning: unused variable 'numOutputs' [-Wunused-variable] platform/android/audio_driver_opensl.cpp:130:11: warning: unused variable 'deviceID' [-Wunused-variable] platform/android/java_glue.cpp:795:10: warning: unused variable 'clsio' [-Wunused-variable] platform/android/java_glue.cpp:890:12: warning: unused variable 'gob' [-Wunused-variable] platform/android/java_glue.cpp:592:13: warning: unused variable 'resized' [-Wunused-variable] platform/android/java_glue.cpp:593:13: warning: unused variable 'resized_reload' [-Wunused-variable] modules/mobile_vr/mobile_vr_interface.cpp:401:8: warning: unused variable 'aspect_ratio' [-Wunused-variable] drivers/unix/dir_access_unix.cpp:394:2: warning: THIS IS BROKEN [-W#warnings] ```
2018-09-05Add clipboard operation for android OSXavier Sellier
2018-08-26Fall back to GLES2 if GLES3 is not workingHein-Pieter van Braam
This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-20Fix build issues and typos after c69de2ba4Rémi Verschelde
2018-07-19-Project/Editor settings now use new inspectorJuan Linietsky
-Project/Editor settings now show tooltips properly -Settings thar require restart now will show a restart warning -Video driver is now visible all the time, can be changed easily -Added function to request current video driver
2018-06-26Implement OpenGL ES rasterizer selection logic for Android.geequlim
2018-04-30Implement universal translation of touch to mousePedro J. Estébanez
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*) The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers. Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse. *: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest. On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction. Plus: Improve/fix tracking of current mouse position. ** Summary of changes to settings: ** - `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse` - New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-03-04Clean and expose get_audio/video_driver_* funcs on OS classMarcelo Fernandez
2018-01-13Fix open_dynamic_library for AndroidRuslan Mustakov
2018-01-07Fix Android multi touchvolzhs
Fix #11798
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-04Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond
2018-01-03Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde
Custom hardware-accelerated mouse cursor
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-17Add implementation for custom hardware cursorGuilherme Silva
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-11-21Allow configuring iOS exportRuslan Mustakov
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
2017-11-17Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde
Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
2017-11-14Move singleton management from ProjectSettings to EngineLeon Krause
2017-11-11Align sensors and implement gravity sensor for AndroidBastiaan Olij
2017-11-09Make video mode initialization more intuitive, fixes #12022Juan Linietsky
2017-11-03Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky
Physics server plug
2017-11-04Implemented physics plugAndreaCatania
Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
2017-10-29Disable logging until the logs location is sorted outRémi Verschelde
Temporary workaround for #12277.
2017-10-04Allow to obtain virtual keyboard heightRuslan Mustakov
On mobile platforms virtual keyboards take up significant amount of screen space and UI containing a text box may need to be adjusted after the keyboard appears to keep the text box visible to user. This commit adds a way to obtain virtual keyabord height so that controls are aware of how much they need to move.
2017-09-25Extract logging logicRuslan Mustakov
Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
2017-09-13Fix crash when no audio driver is availableMarcelo Fernandez
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-08removed calls to cursor_set_visible on all platforms fixes #10167toger5
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-06Fix input event related android build issuesChris Serino
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-26Input: Remove usage of platform dependent event IDs.Andreas Haas
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
2017-03-21Export template management dialog.Juan Linietsky
Missing download (need to discuss this!)
2017-03-15Update mouse position on touch and release events (Android)denis
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-04Add API to access battery power stateJulian Murgia
Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..