Commit Graph

1459 Commits

Author SHA1 Message Date
Rémi Verschelde eb7c3e1ad3
Android: Fix parsing `keep_screen_on` setting
Boolean stringification changed in Godot 4.0.

Fixes #67034.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-11-17 14:32:42 +01:00
Fredia Huya-Kouadio 5212d37040 Fix 'save & restart' logic for the Android Editor 2022-11-16 03:35:53 -08:00
Rémi Verschelde 80dbcfd995
Merge pull request #68657 from Sauermann/fix-redundant-initialization
Remove redundant non-trivial Variant types initializations
2022-11-14 23:23:54 +01:00
Hugo Locurcio efe3220b2e
Fix periods in editor strings and messages
- Ensure all strings with ellipsis end with 3 periods instead of 2.
- Fix extraneous period in "Error calling from signal '...' to callable"
  messages.
2022-11-14 19:36:36 +01:00
Markus Sauermann 3b14f0334c Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
Fredia Huya-Kouadio 151233b702 Upgrade Android gradle plugin to version 7.2.1 2022-11-10 16:35:50 -08:00
David Snopek 23603e409c Add support for OpenGL to OpenXR 2022-11-08 18:47:11 -06:00
TechnoPorg df4597c9ab Improve support for 64-bit types on Android.
This update mappings in the JNI functions to better support 64-bit integers, and adds support for 64-bit float arrays.
The code is mostly reused from 32-bit types.
2022-11-08 07:27:45 -07:00
Rémi Verschelde 70bde0d762
Merge pull request #68362 from bruvzg/android_gde
[Android] Fix GDExtension export and loading.
2022-11-08 10:50:30 +01:00
bruvzg 6033668bed
[Android] Fix GDExtension export and loading. 2022-11-08 09:42:16 +02:00
Fredia Huya-Kouadio 5f4a3e57de Small set of fixes to the input logic 2022-11-07 08:57:08 -08:00
HolonProduction a3f0dc5a83 Fix wrong android key mapping.
Fixes the wrong mapping of `Key::HOME`. Androids `KEYCODE_HOME` is in fact the hardware home button the right mapping is `KEYCODE_MOVE_HOME`.

Also adds mappings to keys that were not present before.
2022-11-05 13:54:44 +01:00
Rémi Verschelde 9188bc7341
Merge pull request #67879 from bruvzg/fix_no_vlk
Fix build with Vulkan disabled and no Vulkan headers installed.
2022-10-31 14:29:05 +01:00
Rémi Verschelde 5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Rémi Verschelde 638dfe2528
Merge pull request #67581 from aaronfranke/android-float
Use proper types for converting Java float/double arrays in Android code
2022-10-31 10:36:11 +01:00
Clay John 04ac91f786
Merge pull request #67790 from kdada/fix-flash-window
Make creating window do not flicker when specify custom position
2022-10-28 13:02:58 -07:00
bruvzg 4dd8f68120
Fix build with Vulkan disabled and no Vulkan headers installed. 2022-10-26 08:55:05 +03:00
Wei Guo d7e39e313b Make window creation with custom position do not flash 2022-10-24 13:50:25 +08:00
Fredia Huya-Kouadio 13e4770b97 Add double_tap attribute to InputEventScreenTouch
This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
2022-10-22 07:30:46 -07:00
nikitalita 34a60e2c62 improve get_apksigner_path() robustness 2022-10-20 04:20:34 -07:00
Fredia Huya-Kouadio 20d1c882cd Delete Android godot-lib with the old naming scheme
Update the `clean` task configuration: running `gradlew clean` will now properly delete the generated build artifacts
2022-10-18 20:36:40 -07:00
kobewi e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Aaron Franke 01bec83cb6
Use proper types for converting Java float/double arrays in Android code 2022-10-18 08:26:04 -05:00
Fredia Huya-Kouadio 64e8d8cd1f
Merge pull request #67259 from lucasnlm/optimiza-android-export
Optimize Android export process
2022-10-17 08:22:37 -07:00
kobewi 072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
Lucas Lima 975c588cf9 Revert change 2022-10-11 11:39:22 -03:00
Lucas Lima 166696659e Optimize Android export process 2022-10-11 11:35:39 -03:00
Micky fe56c1ff75 Use `JSON::stringify` where possible 2022-10-11 00:27:23 +02:00
Rémi Verschelde 8017827144 SCons: Re-enable treating `#warning` as error with `werror`
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.

We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10 16:12:26 +02:00
Pedro J. Estébanez e821e9d2a2 Harmonize return values of window_create() in rendering drivers 2022-10-07 11:31:54 +02:00
Fredia Huya-Kouadio ea9bb98f26
Merge pull request #66946 from m4gr3d/cursor_shape_logic_cleanup_main
Cleanup of the Android cursor shape logic
2022-10-05 13:07:34 -07:00
Fredia Huya-Kouadio ffe0e3970f Cleanup of the Android cursor shape logic 2022-10-05 11:57:57 -07:00
Fredia Huya-Kouadio 38113acf0d
Merge pull request #66941 from winterpixelgames/bugfix-android-null-input-event
Fix null in android keyboard handling.
2022-10-05 10:51:58 -07:00
Jason Knight 88df3e8d53 Fix null in android keyboard handling. 2022-10-05 11:17:02 -06:00
Fredia Huya-Kouadio 3178b042b3 Fix the gradle build configuration for the Android platform following https://github.com/godotengine/godot/pull/66242 2022-10-05 08:41:48 -07:00
Rémi Verschelde 33f4c5282f Merge pull request #64819 from RandomShaper/enhance_thread_funcs
Enhance portability of threading
2022-10-05 11:42:35 +02:00
Pedro J. Estébanez 958ecf55fe Enhance portability of threading 2022-10-04 11:43:28 +02:00
Rémi Verschelde 9928cdc2e7 Merge pull request #66807 from akien-mga/core-unix-remove-NO_FCNTL-and-NO_STATVFS
Unix: Remove now unnecessary I/O defines, cleanup
2022-10-04 10:22:29 +02:00
Rémi Verschelde f501e4f665 Unix: Remove now unnecessary I/O defines, cleanup
- `LIBC_FILEIO_ENABLED` wasn't defined anywhere, even in _other platforms_.
- `NO_NETWORK` is also never defined. It probably isn't enough anyway to
  disable network APIs in the current codebase.
- `UNIX_SOCKET_UNAVAILABLE` is never defined in this code but used by some
  other platforms, clarify that.
- `NO_STATVFS` can be removed as Android supports it since API level 19,
  which is our current min SDK level. It's also only used for
  `DirAccessUnix::get_space_left()` which is anyway overridden by
  `DirAccessJAndroid::get_space_left()` so it shouldn't make a difference.
  * Fixed documentation for `DirAccess.get_space_left()`.
- `NO_FCNTL` is likely also a remnant of early Android days, in current NDK
  r23 it seems to be available. Also cleaned up unused `fcntl.h` includes.
- `NO_ALLOCA` is never defined, and we use alloca in many places now.
2022-10-03 12:33:41 +02:00
Rémi Verschelde 82b87d7a17 Remove unsupported `NO_SAFE_CAST`/`-fno-rtti` from Android build
Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.

There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
2022-10-03 11:18:31 +02:00
Jiri Suchan c5bd2f9dce ci: add Python static analysis check via mypy 2022-09-30 19:03:17 +07:00
Rémi Verschelde 39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Rémi Verschelde 49fcf4ffad Style: Cleanup header guards for consistency
Fix file names for {Static,Lightmap}RaycasterEmbree.
2022-09-26 13:51:17 +02:00
Rémi Verschelde 26e9145c26 SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
  Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
  outside thirdparty code, which we usually don't intend to debug, so it
  seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
  and `release_debug` targets. This used to be set for `release` for all
  platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
  code, which was only implemented for Unix anyway, should have been
  `DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
  target as we don't want OIDN and Embree asserting all over the place.
2022-09-23 15:21:26 +02:00
Rémi Verschelde c5c3d13dc0 SCons: Remove redundant `-fomit-frame-pointer` and `-ftree-vectorize`
- `-fomit-frame-pointer` is included automatically by both GCC and
  Clang in `-O1` and above.
- `-ftree-vectorize` is included automatically by GCC in `-O2` and
  beyond, and seems always enabled by Clang.

Closes #66296. See that issue for a detailed investigation.
2022-09-23 13:56:16 +02:00
Rémi Verschelde aa553f4030 Merge pull request #65745 from akien-mga/scons-production-lto-earlier
Refactor handling of `production` flag and per-platform LTO defaults
2022-09-20 09:45:33 +02:00
Rémi Verschelde 7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Rémi Verschelde 35a15e6191 SCons: Refactor handling of `production` flag and per-platform LTO defaults
Fixup to #63288.
See #65583 for the bug report.

Co-authored-by: Cyberrebell <chainsaw75@web.de>
2022-09-19 18:11:29 +02:00
kobewi 9f2dc68279 Replace File/Directory with FileAccess/DirAccess 2022-09-19 11:03:31 +02:00
MJacred ac9786c525 Add get_distribution_name() and get_version() to OS
supports: LinuxBSD, Windows, macOS, iOS, Android, UWP

Co-authored-by: bruvzg
2022-09-16 11:17:36 +02:00
Fredia Huya-Kouadio 9d5e48f873 Disable menus and functionality that are not relevant on the Android Editor port 2022-09-13 20:48:33 -07:00
Rémi Verschelde ff824b6f9d Merge pull request #65509 from gotnospirit/master-os-get_datetime
get_datetime_* functions can return wrong values
2022-09-13 11:01:12 +02:00
Fredia Huya-Kouadio 1efafa9dfe Exclude small screens from the set of supported devices. 2022-09-12 09:47:34 -07:00
Fredia Huya-Kouadio 67b38d0ac2 Update the versioning logic for the Godot Android Editor
This is necessary to separate subsequent uploads to the Google Play store as each upload needs to increment the version code.
2022-09-12 09:47:07 -07:00
James 0aecfc9254 Fixes #65377: get_datetime_* functions can return wrong values 2022-09-10 07:58:38 +08:00
Rémi Verschelde c2c659db32 SCons: Refactor LTO options with `lto=<none|thin|full>`
Adds support for LTO on macOS and Android. We don't have much experience
with LTO on these platforms so for now we keep it disabled by default
even when `production=yes` is set.

Similarly for iOS where we ship object files for the user to link in
Xcode so LTO makes builds extremely slow to link.

`production=yes` defaults to full LTO.
ThinLTO is much faster for LLVM-based compilers but seems to produce
bigger binaries (at least for the Web platform).
2022-09-08 10:00:02 +02:00
Rémi Verschelde df5a356e6c Merge pull request #65501 from m4gr3d/fix_invalid_project_manager_path_main
Fix issue causing the project manager to crash because of missing path argument
2022-09-08 09:19:25 +02:00
Fredia Huya-Kouadio cd544fd86b Fix issue causing the project manager to crash because of missing path argument
In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
2022-09-07 14:21:34 -07:00
Fredia Huya-Kouadio c3c0bea615 Enable long press, pan and scale gestures for the Godot Android Editor
Fix the bug causing the editor to crash when running the project.
2022-09-07 13:30:10 -07:00
Fredia Huya-Kouadio 1b3511ad49 Cleanup the Android input logic implementation 2022-09-07 13:30:10 -07:00
Fredia Huya-Kouadio f916dff26d Additional fixes to the Android `get_current_dir()` implementation. 2022-08-30 10:04:12 -07:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
Rémi Verschelde 1b8f2e20bf
Merge pull request #64912 from m4gr3d/fix_android_arch_mapping_main
Revert the architecture values update made to the Android export logic
2022-08-26 07:45:02 +02:00
Fredia Huya-Kouadio ba9e2cf512 Revert the architecture values update made to the Android export logic 2022-08-25 20:06:48 -07:00
Hugo Locurcio ce56743aa1
Improve platform-specific READMEs to add useful links
This also adds READMEs for all platforms.
2022-08-25 17:50:53 +02:00
Aaron Franke 27b0f18275 Unify bits, arch, and android_arch into env["arch"]
Fully removes the `bits` option and adapts the code that relied on it.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-25 11:19:20 +02:00
Rémi Verschelde 9085409492
Merge pull request #64414 from m4gr3d/fix_get_current_dir_main 2022-08-23 16:15:02 +02:00
kobewi 8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
Fredia Huya-Kouadio a356e49803 Fix issue with `get_current_dir()` returning the wrong path on Android 2022-08-19 20:08:19 -07:00
Fredia Huya-Kouadio 44dc24ec38 Disable threads used to check on plugins to load
The functionality is unavailable on Android (requires export capability) and unnecessarily consumes resources
2022-08-15 02:30:43 -07:00
Fredia Huya-Kouadio b3117b6369 Fix issue preventing the Android Editor from displaying the project content
The issue was causing by a bug within the logic for `FileAccessFilesystemJAndroid#eof_reached()` causing that value to remain false after the eof was reached.
This in turn caused an infinite loop in the file scanner preventing the project's content from showing up.
2022-08-15 02:22:10 -07:00
Fredia Huya-Kouadio 45c7377556 Refactor the export checking logic to improve separation of concerns 2022-08-14 09:12:04 -07:00
Rémi Verschelde 557c16bb88
Merge pull request #62885 from madmiraal/fix-59931 2022-08-08 15:53:48 +02:00
Brian Semrau 103c0fa6e6 Add support for multiple virtual keyboard types 2022-08-04 10:41:33 -04:00
Marcel Admiraal cafb19e608 Add override keywords to FileAccess derived classes 2022-08-02 16:35:15 +01:00
Rémi Verschelde 1418f97c70 File: Re-add support to skip CR (`\r`) in `File::get_as_text`
This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.

For performance this is done directly in `String::parse_utf8`.

Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.

Supersedes #63717.
2022-08-01 00:40:35 +02:00
Rémi Verschelde 3e5ad8213f
Merge pull request #63563 from aaronfranke/export-arch 2022-07-30 11:22:25 +02:00
Aaron Franke 17c4cd6412
Update export dialog to handle many architectures 2022-07-29 10:24:58 -05:00
Aaron Franke a0072ba39f
Make some editor export methods const 2022-07-29 10:24:13 -05:00
Juan Linietsky d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Rémi Verschelde f3fbb157ca
Merge pull request #63121 from aaronfranke/editor-export-split 2022-07-27 11:19:40 +02:00
Fredia Huya-Kouadio 9679c67904 Address remaining scoped storage regressions
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
2022-07-26 07:44:08 -07:00
Aaron Franke e53ae13178
Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Marcel Admiraal 6661141c21 Fix incorrect Android scancodes 2022-07-13 16:24:01 +01:00
kobewi d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
bruvzg e873778561 Use clang as assembler to ensure preprocessing is done, and add assembler "target" flag. 2022-07-07 14:15:12 +03:00
Fredia Huya-Kouadio f9c19298ce Add full support for Android scoped storage.
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
2022-07-05 03:00:37 -07:00
Rémi Verschelde e79cb76146
Merge pull request #62611 from akien-mga/android-preset-refactor-custom-build 2022-07-03 18:38:39 +02:00
Rémi Verschelde ef4a5cd10b Android: Refactor Custom Build options in export preset
Instead of reusing the custom_template/ prefix which is actually only
used for the prebuilt APK workflow, we add a new custom_build/ prefix.

This is a slight compat breakage (users will have to redo their config)
but enables us to group the Min SDK and Target SDK options where they make
sense, and avoid reusing the previously hardcoded Target SDK 30 from
Godot 3.4.

Those two options are now strings instead of integers so that we can keep
them empty by default, and show their default value using a placeholder.
So some validation has been added to make sure they are proper ints.
The upper bound on Target SDK was also removed as it's a common use case
to use it to try to target newer released SDKs. But we warn the user that
this wasn't validated by us.

The export info dialog is now exclusive so that when it doesn't auto-close,
i.e. when it errors, you don't close it by mistake by clicking outside.

Fixes #62465.
2022-07-03 17:05:28 +02:00
Jan Haller d38d76d039 Fix exit code of --help and --version, and test them in CI
Corrects prior regression which caused ERROR output and exit code of 1.
2022-07-02 01:17:35 +02:00
Rémi Verschelde 898e09e2e6
Merge pull request #61691 from madmiraal/android-ndk-23
Upgrade Android NDK to r23 LTS
2022-06-26 21:23:23 +02:00
Fredia Huya-Kouadio 6a7471b204
Merge pull request #62289 from madmiraal/fix-61816
Remove broken scroll gesture on Android
2022-06-25 18:48:14 -07:00
Marcel Admiraal 48efd563e4 Upgrade Android NDK to r23 LTS 2022-06-25 14:58:30 +01:00
Gustavo Maciel ec6d5d6cba Update android:targetSdkVersion from 30 to 31
Starting in August 2022, new apps will need to target API level 31 (Android 12) or higher and adjust for behavioral changes.

Read more here: https://developer.android.com/google/play/requirements/target-sdk
2022-06-23 15:17:15 +02:00
Marcel Admiraal 076638f13b Remove broken scroll gesture on Android 2022-06-21 17:14:20 +01:00
Marcel Admiraal 806e7d18d1 Ensure joystick has been added or not already removed when processing input 2022-06-16 18:15:25 +01:00
Fredia Huya-Kouadio 6b9a81900e Migrate the Godot Editor java source file to Kotlin. 2022-06-09 13:26:24 -07:00
bruvzg e00571b194
Add readable export errors. 2022-06-08 17:55:46 +03:00
Rémi Verschelde cd7871867f
Merge pull request #61579 from madmiraal/android-kotlin-java-version
Ensure Android Java and Kotlin compile to the same version
2022-06-01 18:31:09 +02:00
Marcel Admiraal b19bbadcf0 Ensure Android Java and Kotlin compile to the same version 2022-06-01 16:23:44 +01:00
Fredia Huya-Kouadio 6f7ec7f723 Misc editor tweaks and polishes:
- Using a bucketized approach to select the editor scale in order to avoid too high values
- Add default app dimensions: used on Android devices with free floating app windows to set the default app frame
- Add ability to launch the Game window in an adjacent frame when in multi window mode
2022-05-31 23:49:40 -07:00
Rémi Verschelde b777454097
Merge pull request #61573 from madmiraal/android-cleanup
Cleanup Android C++ code
2022-05-31 23:48:16 +02:00
Marcel Admiraal 2afef001e7 Cleanup Android C++ code 2022-05-31 17:11:05 +01:00
Marcel Admiraal d0cb299f04 Only use Android fullscreen theme for splash screen 2022-05-27 16:54:44 +02:00
Rémi Verschelde 3bee0689bc
Merge pull request #61333 from m4gr3d/fix_restart_logic_main 2022-05-23 23:11:53 +02:00
Fredia Huya-Kouadio d38ffda2c3 Fix the logic to restart the Godot application 2022-05-23 13:15:48 -07:00
Marcel Admiraal cf0f967e6d Remove duplicate Android sensor listener registrations 2022-05-23 20:33:13 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Haoyu Qiu fc3b845c07 Add dedicated macros for property name extraction
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-19 14:08:47 +08:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Hugo Locurcio 78b4ec2d4d
Increase compiler optimization when using `target=release` on iOS/Android 2022-05-13 01:12:20 +02:00
bruvzg d36c5514d3
Fix ZipIO crash when reused (and possible leaks). 2022-05-11 16:08:17 +03:00
Rémi Verschelde 3894b08d0d
Merge pull request #60553 from madmiraal/separate-display_safe_area 2022-05-03 11:20:46 +02:00
Rémi Verschelde c9ce4069a3
Merge pull request #60601 from touilleMan/gdextension_get_library_path
Add GDNativeInterface::get_library_path to GDExtension
2022-05-03 08:13:34 +02:00
Rémi Verschelde d56462d82a
Merge pull request #60638 from m4gr3d/support_hand_tracking_v2_main 2022-05-02 09:51:21 +02:00
Marcel Admiraal 97e87a2daf Fix screen_get_usable_rect returning display safe area 2022-05-02 09:31:32 +02:00
Rémi Verschelde bc7ccc909b
Merge pull request #60551 from madmiraal/implement-3466
Add a method for obtaining display cutouts on Android
2022-05-02 07:56:41 +02:00
Emmanuel Leblond 80f61352fb
Add GDNativeInterface::get_library_path to GDExtension 2022-04-29 00:51:04 +02:00
Rémi Verschelde cbdc33bcf7
Merge pull request #60563 from madmiraal/fix-60562 2022-04-29 00:30:30 +02:00
bruvzg 6ab672d1ef Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and Windows.
Implement TextServer word break method.
2022-04-28 14:35:41 +03:00
Fredy Huya-Kouadio c63ca6c72b Update Meta hand tracking version
https://developer.oculus.com/blog/presence-platforms-hand-tracking-api-gets-an-upgrade/
2022-04-27 20:56:24 -07:00
Marcel Admiraal 5924e2b90e Check for null when retrieving clip data item text on Android 2022-04-27 16:12:33 +02:00
Rémi Verschelde 8dfa12cae7
Merge pull request #59979 from bruvzg/cpp_check2 2022-04-27 10:08:26 +02:00
Marcel Admiraal 71ce5857ec Add a method for obtaining display cutouts on Android 2022-04-26 13:51:21 +02:00
Rémi Verschelde d9f7da2230
Merge pull request #60433 from madmiraal/remove-superfluous-null-check
Remove superfluous null check
2022-04-25 16:02:40 +02:00
Rémi Verschelde b4a1a76bce
Merge pull request #60457 from madmiraal/replace-index-iterators
Replace index iterators with for each loops.
2022-04-25 16:02:28 +02:00
Rémi Verschelde 5e599d7c22
Merge pull request #60441 from madmiraal/remove-superfluous-inputmanager
Remove superfluous Android InputManager interface and implementation
2022-04-25 15:41:55 +02:00
Rémi Verschelde d167583517
Merge pull request #60434 from madmiraal/remove-superfluous-version-check
Remove superfluous check for minimum Android SDK.
2022-04-25 15:40:33 +02:00
Fredy Huya-Kouadio 3b1e62bc7c Fix the issue causing the screen to be black after resuming when in low processor mode.
This is done by forcing a redraw and buffers swap when resuming the app.
2022-04-25 00:25:17 -07:00
Marcel Admiraal 334ebd7eb7 Replace index iterators with for each loops. 2022-04-23 09:45:44 +02:00
Marcel Admiraal 2f225bf2c5 Remove superfluous check for minimum Android SDK. 2022-04-22 18:55:45 +02:00
Marcel Admiraal 22ca5b2eba Remove superfluous Android InputManager interface and implementation 2022-04-22 18:52:06 +02:00
Marcel Admiraal 988432b8bb Remove superfluous null check 2022-04-22 17:33:27 +02:00
bruvzg de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
bruvzg d2ebac3a30
Remove or make private `FileAccess` `close()` methods. 2022-04-12 14:50:14 +03:00
bruvzg 9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
bruvzg f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Rémi Verschelde 53317bbe14
Merge pull request #59866 from m4gr3d/update_default_display_scale_main 2022-04-04 19:31:37 +02:00
Fredia Huya-Kouadio 8eabf77f54 Update the editor display scale based on the device's scaled density 2022-04-04 09:23:43 -07:00
Fredia Huya-Kouadio f1a7caf9bb Remove duplicate `resizable` settings 2022-04-04 09:18:07 -07:00
Fredia Huya-Kouadio 3f299e9255 Update `resize` settings:
- Unlock resizing for the Godot Editor
- Add an option to specify whether a game is resizeable for the Godot template
2022-04-04 01:02:10 -07:00
Fredia Huya-Kouadio b176b31f5d Fix flickering issues with low processor mode on Android 2022-03-29 12:17:09 -07:00
Fredy Huya-Kouadio 5711037bf6 Android port of the Godot Editor
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.

Co-authored-by: thebestnom <shoval.arad@gmail.com>
2022-03-28 14:04:51 -07:00
Rémi Verschelde 5c7971d856
Merge pull request #59146 from m4gr3d/setup_mavencentral_publishing 2022-03-16 17:24:22 +01:00
bruvzg 98d0af7d5c
Implement GDExtension export plugin. 2022-03-16 11:16:19 +02:00
Fredia Huya-Kouadio a2bf47de2b Setup logic to publish the Godot Android library to MavenCentral 2022-03-14 14:53:39 -07:00
Rémi Verschelde 015fdfc28d
Merge pull request #58986 from akien-mga/diraccessref 2022-03-11 12:51:22 +01:00
Rémi Verschelde 952b71a425
Merge pull request #58751 from bruvzg/loc_str_props 2022-03-11 10:45:02 +01:00
Rémi Verschelde 768f9422bc Convert uses of `DirAccess *` to `DirAccessRef` to prevent memleaks
`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2022-03-11 09:13:11 +01:00
reduz 21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Rémi Verschelde 9b05f29894 Remove unused GDNative code
This has been superseded by GDExtension so this code is no longer useful
nor usable.

There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
2022-03-09 13:59:03 +01:00
reduz ccd4cdfd8b Rename StreamTexture* to CompressedTexture*
* Its not and will not be used for streaming.
* Streaming will be implemented in 4.1 and it will work different.
* It makes more sense to be called CompressedTexture since it imports and compresses texture files.
2022-03-05 16:43:38 +01:00
bruvzg 12cb6386f6
Improve app name and system permission message localization.
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
2022-03-04 18:11:31 +02:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Rémi Verschelde 11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00
Hendrik Brucker b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Rémi Verschelde 1bdb82c64e
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
Rémi Verschelde 2e320dcf87
Merge pull request #57617 from bruvzg/char_cleanup 2022-02-04 13:06:38 +01:00
Rémi Verschelde d235c1bb19
Merge pull request #57335 from jordigcs/display-refresh-rate 2022-02-04 11:51:07 +01:00
bruvzg 244db37508
Cleanup and move char functions to the `char_utils.h` header. 2022-02-04 11:35:01 +02:00
jordi 54dec44dba Add screen_get_refresh_rate to DisplayServer 2022-02-03 21:50:32 -06:00
Rémi Verschelde 4b36b6e92a
Merge pull request #56785 from bruvzg/nat_handles_4 2022-01-27 12:12:34 +01:00
Fredia Huya-Kouadio 6a4614ef48 Include the `godot_plugin_jni.cpp` file into the `platform/android/SCsub` file
This should resolve https://github.com/godotengine/godot/issues/57209
2022-01-26 14:50:56 -08:00
Fredia Huya-Kouadio b284dd92d3 Fix XR Android manifest metadata
- Adds the parameters for supported Meta devices, which is required to access some device specific capabilities
- Remove the 'com.samsung.android.vr.application.mode' metadata
2022-01-26 09:05:47 -08:00
Haoyu Qiu 314f309035 Add `DisplayServer.clipboard_has()` to check clipboard content 2022-01-19 23:44:20 +08:00
Rémi Verschelde 7c771ea310
Merge pull request #47522 from madmiraal/rename-test_width-test_height 2022-01-18 13:39:57 +01:00
Rémi Verschelde 8bdef23f7f
Merge pull request #56012 from bruvzg/wt🤎4 2022-01-17 13:26:15 +01:00
Marcel Admiraal f41c72c538 Fix Actions mapped to triggers not using the full range 2022-01-14 15:36:20 +00:00
bruvzg 89f37d4105
Add support for getting native display, window, and view handles. 2022-01-14 13:36:32 +02:00
Rémi Verschelde cd93bb9130
Merge pull request #56673 from winterpixelgames/bugfix-android-keystore-paths 2022-01-12 16:45:44 +01:00
Rémi Verschelde 585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings 2022-01-12 15:24:17 +01:00
Jason Knight 3e288f65bb Android export plugin passes absolute file paths to gradle for keystores. 2022-01-10 14:34:00 -06:00
bruvzg d2573c1636
Fix decoding UTF-8 filenames on unzipping. 2022-01-05 14:31:20 +02:00
Rémi Verschelde ba2bdc478b
Style: Remove inconsistently used `@author` docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Marcel Admiraal f107139979 Rename Project Window width and height settings to match their function 2022-01-04 13:59:16 +00:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
ne0fhyk 1345e66935 Fix Android Studio builds. 2021-12-21 07:41:12 -08:00
bruvzg ea5bb8b47d
[Windows] Improve console handling and execute/create_process.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
Bastiaan Olij d08b28aeb0 Fix initialising of gl_manager and checking gl_manager and context_vulkan preventing crash issues. 2021-12-18 12:21:16 +11:00
Marcel Admiraal 6e38fc4b80 Only rotate Android sensor values for sensors that need them rotated 2021-12-15 18:15:08 +00:00
Aaron Franke 368c0bc0ac
Misc build system fixes 2021-12-10 12:14:27 -06:00
Rémi Verschelde bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Rémi Verschelde 89b8de71c0
Merge pull request #55767 from m4gr3d/config_hand_tracking_frequency_master 2021-12-09 23:04:41 +01:00
Rémi Verschelde e3b0282080
Merge pull request #55759 from m4gr3d/enable_exclude_from_recents_master 2021-12-09 23:03:10 +01:00
ne0fhyk 862c0d06fb Add support for configuring the xr hand tracking frequency mode 2021-12-09 12:25:48 -08:00
Fredia Huya-Kouadio cfa81ff32a Enable configuration of the `android:excludeFromRecents` activity attribute. 2021-12-09 08:50:47 -08:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Fredia Huya-Kouadio 2e7e6502dd Add configs to specify the min and target sdk versions. 2021-12-08 09:13:07 -08:00
Lightning_A e078f970db Rename `remove()` to `remove_at()` when removing by index 2021-11-23 18:58:57 -07:00
Rémi Verschelde c038768379
Merge pull request #55159 from m4gr3d/add_oculus_openxr_config_master 2021-11-22 10:28:06 +01:00
Marcel Admiraal 2fa4c6498a Fix Android `get_screen_orientation()` not returning valid values 2021-11-21 12:05:25 +00:00
Fredia Huya-Kouadio 882ec0d611 Add support for OpenXR export configurations. 2021-11-20 06:10:44 -08:00
Rémi Verschelde 6715bc7754
Merge pull request #54992 from RandomShaper/drop_android_db_setting 2021-11-15 17:54:23 +01:00
Pedro J. Estébanez cab870e9d3 Drop pointless Android depth buffer setting 2021-11-15 11:02:01 +01:00
Aaron Franke 3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
Rémi Verschelde 8a15e404b2
Merge pull request #54463 from RandomShaper/fix_gl3_32bits 2021-11-09 11:55:26 +01:00
Fredia Huya-Kouadio bd3d99ca8a Add default `minSdkVersion` and `targetSdkVersion` in the AndroidManifest.xml file 2021-11-03 21:54:19 -07:00
Hugo Locurcio 665d29c16d
Fix new projects always being created with OpenGL
Only Vulkan is fully implemented for now, so OpenGL isn't available
in the project manager yet.

This also makes the rendering driver checks use lowercase names
everywhere for consistency.
2021-11-01 22:04:36 +01:00
Pedro J. Estébanez 07adf1193d Drop broken Android 32-bit framebuffer setting for a reliable one for depth buffer 2021-11-01 14:04:24 +01:00
Clay John 8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Hugo Locurcio ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
lawnjelly e3491a3744
Add GLES2 2D renderer + Linux display manager
First implementation with Linux display manager.

- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).

Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-30 02:05:48 +02:00
Rémi Verschelde 0ae65472e7
clang-format: Enable `BreakBeforeTernaryOperators`
clang-format keeps breaking the way it handles break *after* ternary operators,
so I give up and go with the only style they seem to actually test.
2021-10-28 15:57:41 +02:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Rémi Verschelde 9204a3a50e
Android: Properly validate `godot_project_name_string` for Android special chars
Fixes #52659.
2021-10-26 10:01:09 +02:00
Marcel Admiraal f80cb4dffa Fix Gradle builds not excluding excluded tasks 2021-10-23 14:13:36 +01:00
Marcel Admiraal 87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Rémi Verschelde cd21cc683a
SCons: Set `DEBUG_ENABLED` and `DEV_ENABLED` in SConstruct
They're the same for all platforms so they don't need to be repeated in all
platform definitions.
2021-10-15 10:26:58 +02:00
Marcel Admiraal 95b1275197 Upgrade Android Gradle to version 7.2 2021-10-14 16:19:00 +01:00
Rémi Verschelde e2dfb656f4
SCons: Add `DEV_ENABLED` defines for `target=debug` builds
This will allow adding developer checks which will be fully compiled out in
user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and
the editor builds.

This define is not used yet, but we'll soon add code that uses it, and change
some existing `DEBUG_ENABLED` checks to be performed only in dev builds.

Related to godotengine/godot-proposals#3371.
2021-10-14 12:01:28 +02:00
Hugo Locurcio b1b14e5fd7
Build for 64-bit ARM by default when compiling or exporting for Android
All Android devices that support Vulkan support 64-bit ARM.

This also removes NEON opt-out code for ARMv7 as pretty much all
ARMv7 devices also support NEON.
2021-10-12 16:35:49 +02:00
ne0fhyk 431ccdb057 Pass the correct `export_format` argument to locate the assets directory when exporting. 2021-10-11 08:24:21 -07:00
Pedro J. Estébanez 007cb5ccfb Implement get_cache_path() for iOS, and improve it for Android and Windows 2021-10-09 11:13:26 +02:00
ne0fhyk 5bbfe0b5a8 Add support for Play Asset Delivery.
This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.
2021-09-15 06:06:11 -07:00
Hugo Locurcio 1513aa9b26
Add logo attribution for Android, HTML5 and Linux platform icons
- Tweak the Android platform logo to remove the Android wordmark,
  as it can't be used without explicit permission.
2021-09-11 19:34:10 +02:00
Marcel Admiraal 23311a6ed3 Use current androidx Fragment library instead of legacy libraries 2021-09-08 10:17:26 +01:00
Juan Linietsky 58388f8cec
Merge pull request #47391 from Calinou/platform-feature-tags-lowercase
Make platform feature tag names lowercase
2021-09-07 16:30:50 -03:00
Fredia Huya-Kouadio ebac430445
Merge pull request #52159 from m4gr3d/addoculus_openxr_
Update the AndroidManifest to enable access to Oculus OpenXR runtime
2021-09-01 21:09:28 -07:00
PouleyKetchoupp 0b681d5834 Add support for adding plugin views behind the main view on Android
Doesn't change the default behavior, but allows plugins to add their
view behind the main view, which gives more control over what happens
with inputs and can be useful along with transparent rendering.
2021-09-01 10:01:55 -07:00
Hugo Locurcio 2daaf0fdc3
Make platform feature tag names lowercase
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.

- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
2021-08-31 20:34:44 +02:00
Wilson E. Alvarez d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
ne0fhyk 9f4aa1f5ad Update the AndroidManifest to enable access to Oculus OpenXR runtime. 2021-08-27 11:12:25 -07:00
Aaron Franke ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Michael Alexsander b4cea10771
Merge pull request #49756 from Calinou/android-export-move-clear-previous-install-setting
Move the Android "clear previous install" setting to Editor Settings
2021-08-22 23:30:13 +00:00
Marcus Brummer 47f338fc12 Check if vibration duration is > 0 on Android 2021-08-21 17:33:25 +02:00
Fredia Huya-Kouadio f4222733ca Delegate handling and implementation of the restart functionality to the Godot host. 2021-08-18 10:24:42 -07:00
Rémi Verschelde be80d381d2
Merge pull request #50360 from m4gr3d/address_external_dir_access_master
Add support for Android scoped storage
2021-08-17 13:33:28 +02:00
ne0fhyk 3a00ff1cce Add partial support for Android scoped storage.
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-16 23:11:56 -07:00
ModProg d9e24b72f7 [android] Fixed wrong button mask for right click 2021-08-16 18:49:12 +02:00
Hugo Locurcio 2cdace1749
Move the Android "clear previous install" setting to Editor Settings
This means the setting now applies to every project deployed from
the editor, rather than being per-export preset.
2021-08-16 05:59:48 +02:00
Pedro J. Estébanez e745088f1f Switch to input buffering on Android
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.

As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less.

`AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate).

Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
2021-08-13 11:45:50 +02:00
Pedro J. Estébanez dc187324be Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-13 11:19:19 +02:00
Pedro J. Estébanez 7c864d41c9 Improve input event accumulation
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
2021-08-13 11:19:19 +02:00
Rémi Verschelde af70288ee0
Merge pull request #51586 from m4gr3d/investigate_godot_resume_stalls_master
Resolve issue where the Godot app remains stuck when resuming.
2021-08-13 08:43:59 +02:00
Rémi Verschelde 4c53669d8a
Merge pull request #51524 from RandomShaper/faster_vma
Upgrade Vulkan Memory Allocator, use Volk on Android
2021-08-13 08:42:58 +02:00
Fredia Huya-Kouadio e73e336e3b Add support for prompting the user to retain app data on uninstall.
Supported on Android 10 and higher.
2021-08-12 22:16:14 -07:00
Fredia Huya-Kouadio 28a99e4cf6 Resolve issue where the Godot app remains stuck when resuming.
This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed.
The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew.
The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated.
2021-08-12 21:05:18 -07:00
Pedro J. Estébanez 7b7e17a626 Upgrade Vulkan memory allocator 2021-08-13 00:05:41 +02:00
Rémi Verschelde 554312a3b2
Android: Use volk instead of NDK Vulkan headers
We no longer build the Vulkan loader, and volk lets us load it dynamically.
Roblox uses volk on Android so it should work well for us too.
2021-08-12 23:39:30 +02:00
Rémi Verschelde 6f043f7a19
Merge pull request #50771 from naithar/feature/platform-export-refactoring-4.0 2021-08-12 17:22:43 +02:00
Sergey Minakov ed49e038ec Split android platform export template into multiple files 2021-08-12 17:15:02 +03:00
Marcus Brummer 20b3e2cc94 Properly finishes Godot's Android activity when destroyed by the system 2021-08-12 15:33:51 +02:00
bruvzg d7957a2a20 Use "volk" instead of statically linked Vulkan loader. 2021-08-12 14:25:15 +03:00
Aaron Franke fa3a32a2d6
Use Key enum instead of plain integers 2021-08-10 16:26:55 -05:00
Haoyu Qiu 1d5332069b Make progress and errors translatable when exporting to Android 2021-08-01 17:16:16 +08:00
Fredia Huya-Kouadio ace6df6947 Fix custom build export 2021-07-27 09:15:45 -07:00