Commit Graph

472 Commits

Author SHA1 Message Date
scgm0 05bc070f7c C#: Fix exporting for Android 2023-08-12 09:22:49 +08:00
Hugo Locurcio ad4480bf2e
Add a "version" project setting and use it in new export presets
This makes it easy to retrieve the project version at runtime
for display purposes, while simplifying the export preset configuration.
You can now leave the version empty unless you need to override it on a per-preset
basis.

Since export presets save the values of default values to the `export_presets.cfg`
file, this change only affects export presets created after this commit was merged.
2023-08-04 10:29:33 +02:00
Yuri Sizov 63411859db Merge pull request #79351 from Repiteo/dotnet-handle-warnings
C#: Fix MSVC dotnet builds failing if running `dev_mode`
2023-07-26 18:40:06 +02:00
Fredia Huya-Kouadio b52e1be2c2 Clean up the XR features parameters from core
Following on the previous commit, the XR features logic have now be moved to the Godot OpenXR loader plugin.

See https://github.com/GodotVR/godot_openxr_loaders/pull/38
2023-07-18 19:14:53 +02:00
Fredia Huya-Kouadio d17811c814 Re-architect how Android plugins are packaged and handled at export time
The previous packaging format for Godot Android plugins consisted of the plugin's `gdap` config file accompanied by binaries defined in the `gdap` file.
This format is now deprecated (starting with Godot 4.2), and instead Godot Android plugins are now packaged as `EditorExportPlugin` plugins.

The `EditorExportPlugin` class has been updated with the following methods to provide the necessary set of functionality:
- `_supports_platform`: returns true if the plugin supports the given platform
- `_get_android_dependencies`: retrieve the set of android dependencies (e.g: `org.godot.example:my-plugin:0.0.0`) provided by the plugin
- `_get_android_dependencies_maven_repos`: retrieve the urls of the maven repos for the provided android dependencies
- `_get_android_libraries`: retrieve the local paths of the android libraries (AAR files) provided by the plugin
- `_get_android_manifest_activity_element_contents`: update the contents of the `<activity>` element in the generated Android manifest
- `_get_android_manifest_application_element_contents`: update the contents of the `<application>` element in the generated Android manifest
- `_get_android_manifest_element_contents`: update the contents of the `<manifest>` element in the generated Android manifest
2023-07-18 19:14:53 +02:00
Thaddeus Crews 897334a366
Allow MSVC dev_mode builds to succeed with dotnet
• Added #else section to mono #ifdef checks in relevant export_plugin scripts
2023-07-17 11:35:38 -05:00
Hendrik Brucker 7e21eb7e00 Extract and reorganize texture resource classes 2023-07-14 20:04:21 +02:00
Yuri Sizov 70b5330b46 Merge pull request #78164 from 0xafbf/allow-export-tv-and-launcher
Add options to show icon in Android TV and run app as Android launcher
2023-07-14 18:48:54 +02:00
Yuri Sizov 6960a1d0e8 Merge pull request #78248 from felaugmar/load-svg-adjustable-scale
Added `Image::load_svg_from_(buffer|string)`
2023-07-12 15:09:03 +02:00
Hugo Locurcio 0b19ec3498
Display a message about missing C# support on Android/iOS/Web platforms
When trying to export a C# project, this displays an error message after
creating a export preset for an unsupported platform.

Support for these platforms is planned for a future release.
2023-06-24 00:09:06 +02:00
Felipe Augusto Marques 26eb3db234 Added Image's `load_svg_from_(buffer|string)`
No core dependency to the svg module.
2023-06-23 00:43:43 -03:00
Rémi Verschelde 90446fe9f3
SCons: Move platform logo/run icon to `export` folder
Follow-up to #75932.
Since these icons are only used by the export plugin, it makes sense to
move them and generate the headers there.

The whole `detect.is_active()` logic seems to be a leftover from before
times, as far back as 1.0-stable it already wasn't used for anything.

So I'm removing it and moving the export icon generation to
`platform_methods`, where it makes more sense.
2023-06-20 13:16:37 +02:00
Michael Alexsander 41a75cfa4f
Allow exporting release Android builds without a debug keystore 2023-06-19 01:00:13 -03:00
Andrés Botero e01a2693d5 Add options to show icon in Android TV and run app as Android launcher 2023-06-12 22:02:48 -05:00
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00
Michael Alexsander 71d8882a02
Enhance icon fallback and their docs for exporters 2023-06-03 19:28:50 -03:00
Andreas Raddau fab160ce70 Store sensitive export options in dedicated credentials file 2023-05-10 11:40:17 +02:00
Juan Linietsky 273a6eeb66 Redo how the remote filesystem works
Instead of reading files over the network, the new version uses a local file cache and only updates files when it changes.

The original remote filesystem was created 14 years ago, when ethernet was faster than hard drives or even flash. Also, mobile devices have a very small amount of storage.
Nowadays, this is no longer the case so the approach is changed to using a persistent cache in the target device.

Co-authored-by: m4gr3d
2023-05-08 11:57:54 +02:00
Juan Linietsky a37c30dfc9 Fix thread IDs.
On Linux, thread IDs were not properly assigned with the current approach.
The line:
`std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);`
does not work because the thread ID is not assigned until the thread starts.

This PR changes the behavior to use manually generated thread IDs. Additionally, if a thread is (or may have been created) outside Godot, the method `Thread::attach_external_thread` was added.
2023-04-24 15:13:58 +02:00
bruvzg 0088981c40
[Export] Add readable descriptions and validation warnings to the export options. 2023-04-19 08:35:59 +03:00
Fredia Huya-Kouadio 845ca33c76 Bump the target SDK version to 33 (Android 13) 2023-03-21 19:24:09 -07:00
Fredia Huya-Kouadio f67d7fa137 Make vulkan level 1 an optional requirement 2023-03-19 08:54:12 -07:00
Fredia Huya-Kouadio 306a2ad386 Add feature check to require min Vulkan api version 1.0 on Android 2023-02-28 11:20:34 -08:00
Rémi Verschelde e13fae1414
Merge pull request #72817 from m4gr3d/include_htc_xr_category_metadata
Add HTC Vive focus XR manifest metadata
2023-02-21 23:52:21 +01:00
Rémi Verschelde 5b6c9c66a4
Android: Default Min SDK to 24 for Vulkan mobile
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.
2023-02-15 14:32:54 +01:00
Fredia Huya-Kouadio 2735ff7b68 Add HTC Vive focus XR manifest metadata 2023-02-06 17:20:45 -08:00
Rémi Verschelde 09b2c5fd05
Merge pull request #72552 from m4gr3d/cleanup_custom_build_main
Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process
2023-02-06 22:50:22 +01:00
Fredia Huya-Kouadio 21e18c1c41 Improve logic to detect whether vulkan is used for rendering 2023-02-06 10:13:02 -08:00
Fredia Huya-Kouadio 034fd15b8a Improve vulkan capability detection on Android
- 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
2023-02-05 18:47:38 -08:00
Fredia Huya-Kouadio ca593f2f89 Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process. 2023-02-02 07:17:31 -08:00
Fredia Huya-Kouadio a715a00d76 Clean up the XR export logic
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.
2023-02-01 14:42:40 -08:00
Fredia Huya-Kouadio bdbeb0772f Implement file provider capabilities
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.
2023-02-01 01:03:50 -08:00
Juan Linietsky 28f51ba547 Refactor high quality texture import
* 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.
2023-01-30 15:53:23 +01:00
Fredia Huya-Kouadio 179646e593 Update the XR manifest configs
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
2023-01-27 17:59:28 -08:00
S.V.I. Vilcrow b8bc306fa1 [Android export] Added validation of the project name when using $genname in the 'Unique Name' field. 2023-01-20 20:54:56 +03:00
Rémi Verschelde 3dffe0b967
Merge pull request #63312 from bruvzg/one_click
[Export] Add one-click deploy over SSH for the desktop exports.
2023-01-13 18:00:18 +01:00
Tom Beckmann 0116d50fdd Fix writing value for hand-tracking V2.0 to AndroidManifest.xml 2023-01-11 17:26:42 +01:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Rémi Verschelde 6dc9629b45
Merge pull request #63483 from qianjunakasumi/qianjunakasumi/master
Introduce `appCategory` attribute of android to set category
2023-01-03 12:38:54 +01:00
千橘 雫霞 467b5f23a0
Introduce `appCategory` attribute of android to set category 2023-01-01 10:19:22 +08:00
bruvzg cebefc9f5d
[Export] Add one-click deploy over SSH for the desktop exports.
Add one-click deploy over SSH for the desktop exports.
Add ZIP export option for Linux and Windows.
Change export plugin icons to SVG format.
2022-12-29 09:42:00 +02:00
Rémi Verschelde f7cf9fb148
Merge pull request #67668 from nikitalita/apk-signer
Improve get_apksigner_path() robustness
2022-12-23 23:44:56 +01:00
Gilles Roudière be1c9d677d Rename all gdnative occurences to gdextension
Non-exhaustive list of case-sensitive renames:

GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
2022-12-12 11:04:57 +01:00
bruvzg ecec415988
Use system fonts as fallback and improve system font handling.
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
2022-12-04 18:44:20 +02:00
Fredia Huya-Kouadio 2aba13e8fb Updating the minimum Android target api for proper Vulkan support 2022-11-30 11:16:59 -08:00
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
bruvzg 6033668bed
[Android] Fix GDExtension export and loading. 2022-11-08 09:42:16 +02:00
nikitalita 34a60e2c62 improve get_apksigner_path() robustness 2022-10-20 04:20:34 -07:00
kobewi e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
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
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
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
James 0aecfc9254 Fixes #65377: get_datetime_* functions can return wrong values 2022-09-10 07:58:38 +08:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
Fredia Huya-Kouadio ba9e2cf512 Revert the architecture values update made to the Android export logic 2022-08-25 20:06:48 -07:00
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
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 45c7377556 Refactor the export checking logic to improve separation of concerns 2022-08-14 09:12:04 -07:00
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
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
kobewi d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
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 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
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
bruvzg e00571b194
Add readable export errors. 2022-06-08 17:55:46 +03:00
Marcel Admiraal 2afef001e7 Cleanup Android C++ code 2022-05-31 17:11:05 +01:00
Fredia Huya-Kouadio d38ffda2c3 Fix the logic to restart the Godot application 2022-05-23 13:15:48 -07:00
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
bruvzg d36c5514d3
Fix ZipIO crash when reused (and possible leaks). 2022-05-11 16:08:17 +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
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
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
bruvzg 98d0af7d5c
Implement GDExtension export plugin. 2022-03-16 11:16:19 +02:00
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 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 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
bruvzg 244db37508
Cleanup and move char functions to the `char_utils.h` header. 2022-02-04 11:35:01 +02:00
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
Rémi Verschelde 7c771ea310
Merge pull request #47522 from madmiraal/rename-test_width-test_height 2022-01-18 13:39:57 +01:00
Rémi Verschelde cd93bb9130
Merge pull request #56673 from winterpixelgames/bugfix-android-keystore-paths 2022-01-12 16:45:44 +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
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
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