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.
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.
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.
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.
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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