Age | Commit message (Collapse) | Author |
|
Fix Android keyboard crash with left cursor
|
|
Fixes #32168.
Previously we were returning all key up and key down messages as unhandled to the OS. This was resulting in crashes on certain keypresses (left cursor), for undetermined reason.
This PR defaults all key up and keydown messages to be returned as handled by Godot, except those explicitly coded as exceptions (currently volume keys only).
|
|
Changed some code found by Clang Tidy and Coverity
|
|
|
|
|
|
Notify for app pause and resume events on Android
|
|
This fades out messages originating from the editor to make messages
printed by the project stand out more.
This also tweaks wording in some editor messages for consistency.
|
|
resumed on Android devices.
|
|
and an application module (`app`).
The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
|
|
The language didn't make it clear that it's installing a *source* template
to the project folder, for later use when compiling custom APKs.
Fixes #28736.
|
|
This is now needed after #27781, as this android_source.zip template
is used for custom Android builds from the editor.
|
|
Android: Fix another regression with Secure.ANDROID_ID, and fix formatting and documentation of thirdparty code
|
|
Suppress MissingPermission warning for Android vibration
|
|
Synced with https://github.com/googlesamples/android-play-billing/commit/7a94c6905a9c125518354c216b5c3094fde47ce1.
|
|
It does check its permission every `vibrate_handheld()` calls.
Vibrate permission is added by checking it on export settings.
And there are some changes for deprecated method.
|
|
I don't know why they're needed, but readding for now to keep things
working as they were.
|
|
Synced with https://github.com/google/play-apk-expansion/commit/9ecf54e5ce7c5a74a2eeedcec4d940ea52b16f0e.
|
|
But document them better this time.
|
|
It had been synced with style changes (spaces -> tabs), not sure why
I accepted to merge it this way back then...
Synced with https://github.com/google/play-licensing/commit/eb57657f666363914085cdde49d875cf49f5ab06,
same as before.
Custom-changes will be reapplied in the next commit, if relevant.
|
|
Regression from #24145, which was missed in #28146.
|
|
|
|
Matching changes made in #31521 and #31547 but only in the Jetbrains
IDE config.
|
|
|
|
Support vibration for Android and iOS
|
|
|
|
|
|
IAmActuallyCthulhu/pr/remove-redundant-author-comments
Remove redundant author doc comments
|
|
So far we left most temporary files lying around, so this attempts to
fix that.
I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
|
|
|
|
"modules/gdnative", "modules/gdscript" directories.
|
|
- Necessary according to https://developers.google.com/vr/develop/android/3dof-to-6dof
|
|
Exposes capture methods to AudioServer + documentation
|
|
As of 3.1 and later, we have too many thirdparty C++ dependencies
and some internal uses of `new` and `delete` too for it to make
sense to build without the STL on Android.
The option has been broken since 3.0, and the "System STL" that we
relied on for basic support of `new` and `delete` is likely to be
dropped from the NDK:
https://android.googlesource.com/platform/ndk/+/ndk-release-r20/docs/BuildSystemMaintainers.md#System-STL
|
|
NDK r15c was released over two years ago (July 2017), and we
cannot build against r14b anyway as it seems to fail with our
setup to link the STL.
|
|
|
|
added documentation.
|
|
Fixes minor issues found by static analyzer
|
|
|
|
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
|
|
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
|
|
ARCore integration.
|
|
Add XR mode selection to the Android export process.
|
|
|
|
Replace ` + "/" + ` with `String::file_add()`
|
|
|
|
Fixes #17004
Currently the keydown and keyup messages are handled with method like this:
if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK
|| (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD
|| (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
// joystick input
}
else
{
// keyboard input
}
The constant for SOURCE_DPAD is 513
10 0000 0001
and the constant for SOURCE_KEYBOARD is 257
1 0000 0001
However, rather confusingly, for many keyboards the source sent by android is 769
11 0000 0001
Thus the keyboard is passing the check as being a DPAD and being processed as a joystick rather than keyboard. This PR handles the specific case of 769, allowing input from physical keyboards.
|
|
Deprecate support for Android armv6 architecture
|
|
|
|
|
|
Setup Godot to support the Oculus Mobile SDK.
|