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2023-05-12Fix double tap & drag on AndroidOmar Shehata
(cherry picked from commit 0c94750642978df5b5a100692c7b8be8522fd668)
2023-04-26Fix issue with resizing the display on Android when using the compatibility ↵Fredia Huya-Kouadio
renderer. (cherry picked from commit b438b4a490f81e06c4d850ddd19884b554307018)
2023-04-26Downgrade android gradle plugin to version 7.2.1.Fredia Huya-Kouadio
Version 7.3.0 changes the build layout which causes updates to the generated shared libraries to not be picked up. (cherry picked from commit 4507d3a38c4820fb456532d3a0715139f12985e4)
2023-04-24Fix potential null in android text entry system.Jason Knight
(cherry picked from commit f8699d93f6abe01a85319c06f7c94911e75498aa)
2023-04-24Windows TTS: Use HashMap instead of RBMap for idsRémi Verschelde
And fixup includes in other implementations. (cherry picked from commit 92b9806dcc98bc5ffbee6a7ca11090a926df0b3a)
2023-03-30Bump the target SDK version to 33 (Android 13)Fredia Huya-Kouadio
(cherry picked from commit 845ca33c7608a8df7e7aaf87f38c1dfaf724fad2)
2023-03-30Add "filesRoot" path to Android provider paths xmllewiji
(cherry picked from commit ac04ff7becfa31388c8bcfe725d71f0c7ec65c94)
2023-03-30Configure maven central snapshot versions for the Godot Android libraryFredia Huya-Kouadio
A snapshot version is a version that has not yet been released which allows us to deploy the same transient version incrementally, without requiring projects to upgrade the artifact version they're consuming. Those projects can use the same version to get an updated snapshot version. (cherry picked from commit a5fdc955158502d99fca4865aa2dffa4d832312d)
2023-03-27Fix directory access when the running app has the `All files access` permissionFredia Huya-Kouadio
(cherry picked from commit f02e4e4091ccabe05e3eb114b888c2ede86ab189)
2023-03-27Use the new API for virtual keyboard height detection on Android, bugfixnecrashter
(cherry picked from commit 61549edef0c4e8cadf3bf1847c29328b598a25ff)
2023-03-13Fix null-pointer dereference on Android systems when using gl_compatibility ↵Malcolm Nixon
renderer. (cherry picked from commit d186b7438f8ced5e79a7081a29e720d1683cd267)
2023-02-22Merge pull request #73694 from m4gr3d/update_touchscreen_editor_settings_mainRémi Verschelde
Enable granular control of touchscreen related settings
2023-02-22Enable granular control of touchscreen related settingsFredia Huya-Kouadio
2023-02-21Merge pull request #72817 from m4gr3d/include_htc_xr_category_metadataRémi Verschelde
Add HTC Vive focus XR manifest metadata
2023-02-17Fix crash with bogus shape index to DisplayServer.cursor_set_custom_image()Rémi Verschelde
Fixes #66605.
2023-02-16Restore FileAccess.close method.bruvzg
2023-02-15Android: Default Min SDK to 24 for Vulkan mobileRémi Verschelde
Users can still go down to 21 when using GL Compatibility. This makes the default behavior match the default renderer, and thus avoids a warning in the out of the box experience. Also mark texture compression settings as basic, since out of the box users who want to export to Android will need to enable ETC2/ASTC manually.
2023-02-14[InputEventKey] Avoid setting both key and modifier to the same value.bruvzg
2023-02-12Fix the issue causing long-press on a selected node on the scene tree to ↵Fredia Huya-Kouadio
trigger both the context menu and the rename functionality
2023-02-09Further refactoring to AudioDriver implementations after #69120.Emmanouil Papadeas
- Rename all instances of `capture_start()` and `capture_end()` to their new names. Fixes #72892. - More internal renames to match what was started in #69120. - Use `override` consistently so that such refactoring bugs can be caught. - Harmonize the order of definition of the overridden virtual methods in each audio driver. - Harmonize prototype for `set_output_device` and `set_input_device`. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-02-07Downgrade the vulkan abort logic to a warningFredia Huya-Kouadio
This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
2023-02-06Add HTC Vive focus XR manifest metadataFredia Huya-Kouadio
2023-02-06Merge pull request #72552 from m4gr3d/cleanup_custom_build_mainRémi Verschelde
Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process
2023-02-06Improve logic to detect whether vulkan is used for renderingFredia Huya-Kouadio
2023-02-05Improve vulkan capability detection on AndroidFredia Huya-Kouadio
- Add runtime check and abort when the device doesn't meet the requirements for vulkan support - Add filters to the AndroidManifest when exporting with a vulkan renderer
2023-02-02Rename Godot's 'custom build' to 'gradle build' to better reflect the ↵Fredia Huya-Kouadio
underlying build process.
2023-02-01Clean up the XR export logicFredia Huya-Kouadio
Remove the XR export logic from the legacy build system: - On Android, Godot 4 export requires the use of Android plugins which are not supported by the legacy build system - Provides added flexibility for configuring the Android manifest for XR specific capabilities.
2023-02-01More codespell fixes, do more changes from previous ignore listRémi Verschelde
2023-02-01Implement file provider capabilitiesFredia Huya-Kouadio
The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher.
2023-01-30Refactor high quality texture importJuan Linietsky
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-27Update the XR manifest configsFredia Huya-Kouadio
Remove the ones provided automatically by the loaders, and the ones enabled by the default on the platform. Fixes https://github.com/GodotVR/godot_openxr_loaders/issues/19
2023-01-27Merge pull request #72168 from RandomShaper/sensible_lock_returnRémi Verschelde
Booleanize various sync primitives' wait & locking methods
2023-01-27Booleanize various sync primitives' wait & locking methodsPedro J. Estébanez
2023-01-26[Android] Fix virtual keyboard special keys.bruvzg
2023-01-26Merge pull request #72106 from ↵Rémi Verschelde
m4gr3d/fix_godot_android_editor_4_crash_after_running_game Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
2023-01-26Fix the issue causing the Godot Android Editor to crash when returning from ↵Fredia Huya-Kouadio
the launched and running game The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash. This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
2023-01-25Address kotlin build warningsFredia Huya-Kouadio
2023-01-24Merge pull request #71917 from m4gr3d/update_godot_android_editor_labelRémi Verschelde
Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot Editor 4`
2023-01-23Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot ↵Fredia Huya-Kouadio
Editor v4`
2023-01-23Merge pull request #71836 from m4gr3d/fix_godot_editor_cropping_mainRémi Verschelde
Update the logic to calculate the screen scale on Android
2023-01-23Cleanup and unify keyboard input.bruvzg
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes. - Unify IME behaviour, add inline composition string display on Windows and X11. - Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events. - Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS. - Add support for media key handling on macOS. Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-23Convert en_GB spelling to en_US with codespellRémi Verschelde
2023-01-22Update the logic to calculate the screen scale on AndroidFredia Huya-Kouadio
Takes into account the ratio between the screen size and the default window dimensions.
2023-01-20Merge pull request #71646 from Vilcrow/android-export-genname-checkRémi Verschelde
[Android export] Added validation of the project name when using $genname in the 'Unique Name' field.
2023-01-20[Android export] Added validation of the project name when using $genname in ↵S.V.I. Vilcrow
the 'Unique Name' field.
2023-01-19[GDExtension] Expose some low level functions and String operators.bruvzg
2023-01-17Improve DisplayServer message for video card drivers failureRémi Verschelde
And remove leftover duplicated message on Android.
2023-01-14Update all outdated online documentation linksYuri Sizov
2023-01-13Merge pull request #63312 from bruvzg/one_clickRémi Verschelde
[Export] Add one-click deploy over SSH for the desktop exports.
2023-01-11Fix writing value for hand-tracking V2.0 to AndroidManifest.xmlTom Beckmann