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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.
2021-03-14Merge pull request #46810 from W4RH4WK/file-access-get-buffer-parameter-checksRémi Verschelde
Add parameter checks to FileAccess get_buffer functions
2021-03-13Merge pull request #46900 from Ev1lbl0w/bugfix-malloc_callsRémi Verschelde
Replace malloc's with Godot's memalloc macro
2021-03-13Replace malloc's with Godot's memalloc macroEv1lbl0w
2021-03-12Non functional to non-functionalMrBrain295
2021-03-09Add parameter checkes to FileAccess get_buffer functionsAlex Hirsch
fix #46540
2021-02-27Merge pull request #46457 from m4gr3d/fix_invalid_missing_templates_error_masterRémi Verschelde
Fix invalid missing template error when the Android build template is not installed
2021-02-26Fix invalid missing template error when the Android build template is not ↵Fredia Huya-Kouadio
installed.
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.
2021-02-24Update the filtering logic to properly handle directories with `.gdignore` ↵Fredia Huya-Kouadio
files.
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
2021-02-18Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde
Modernize atomics (and fix `volatile`)
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-18Disable engine splash logic on Android; this is now handled by the Android ↵Fredia Huya-Kouadio
theme api. In addition, add support for scaling and applying filter to the splash screen on Android. One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-17Override `ANDROID_NDK_ROOT` based on the project ndk version.Fredia Huya-Kouadio
This helps resolve issues where the project ndk version differs from the one pointed by the `ANDROID_NDK_ROOT` environment variable (if it exists).
2021-02-17Add missing `ndkVersion` to the library gradle build config.Fredia Huya-Kouadio
2021-02-17Revert AGP to version 4.0.1 as a workaround to ↵Fredia Huya-Kouadio
https://issuetracker.google.com/issues/171235570 in version 4.1.x
2021-02-18Android: Bump NDK version to 21.4.7075529Rémi Verschelde
This is what GitHub Actions now provide and they removed the previous 21.3.6528147. A bit annoying to have our hand forced this way but it's still 21.x so should be good to upgrade.
2021-02-17Add verbose logging to help with troubleshooting the Android build/export ↵Fredia Huya-Kouadio
process.
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
2021-02-05Merge pull request #44949 from m4gr3d/specify_project_ndk_versionRémi Verschelde
Improve the logic to compile for Android
2021-02-01Merge pull request #45579 from zaevi/add_scons_extRémi Verschelde
add search extensions for Scons' path
2021-01-30add search extensions for scons' pathzaevi
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)
2021-01-15[Plugins] Rename 'PluginConfig' struct to platform specific nameSergey Minakov
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
2021-01-05Improve the logic to compile for Android by automatically detecting and ↵Fredia Huya-Kouadio
setting up the Android NDK if needed.
2021-01-01Merge pull request #44645 from m4gr3d/update_apk_signing_logicRémi Verschelde
Update the logic to sign prebuilt Godot Android apks
2021-01-01Update the logic to sign prebuilt Godot Android apks.Fredia Huya-Kouadio
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK. The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary. Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
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 🎆
2020-12-30Merge pull request #44638 from m4gr3d/export_format_util_methodRémi Verschelde
Hardcode the export format for the editor 'run' feature
2020-12-29Add utility method to export the project using a preset format and sign ↵Fredia Huya-Kouadio
parameter.
2020-12-28Merge pull request #44593 from madmiraal/rename-mainloop-methodsRémi Verschelde
Rename MainLoop methods to match Node methods
2020-12-28Rename empty() to is_empty()Marcel Admiraal
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.
2020-12-22Rename MainLoop methods to match Node methodsMarcel Admiraal
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-17Add override keywords to core/os.h derived classes.Marcel Admiraal
2020-12-12Don't handle BaseException in build scriptsMarcel Admiraal
2020-12-09Remove unused FileAccessJAndroid.Fabio Alessandrelli
2020-12-09Merge pull request #44161 from Faless/fix/fa_buffered_removeRémi Verschelde
Remove unused FileAccessBuffered
2020-12-08Android: fix mouse capture relative wrongthebestnom
2020-12-08Android: Allow Mouse Capture thebestnom