Commit Graph

1424 Commits

Author SHA1 Message Date
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
luz paz 3564c16cb8
Fix various typos with codespell
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`
2021-07-25 11:21:51 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
bruvzg 618eb27e8b Move `alert` function from `DisplayServer` to `OS`. 2021-07-22 21:50:35 +03:00
ne0fhyk fa587778d8 Disable resource optimizations for release builds as it breaks the legacy build system. 2021-07-20 16:44:04 -07:00
Rémi Verschelde b4baec08cf
Merge pull request #50206 from groud/undoredo_increase_args_count
Increase the number of arguments accepted by UndoRedo methods
2021-07-20 09:50:01 +02:00
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Hendrik Brucker 38578a8095 Modernize Display server to use override keyword 2021-07-16 21:39:13 +02:00
reduz 6639cc9853 Addes ability to load build sources from file.
* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.

This makes Android development easier.
2021-07-15 10:14:08 -03:00
reduz 5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
Hugo Locurcio a2d5f191d8
Merge pull request #48622 from Geometror/reimplement-disableable-vsync 2021-07-10 01:02:23 +02:00
Rémi Verschelde 5d7c23dcc6
Merge pull request #50220 from madmiraal/fix-50125
Queue the calls to GodotLib.key when Android virtual done is pressed
2021-07-06 23:46:21 +02:00
Gilles Roudière 2f9a0268dd Increase the number of arguments accepted by UndoRedo methods 2021-07-06 18:52:28 +02:00
Marcel Admiraal 57317ce7b8 Remove Android onKeyMultiple override 2021-07-06 17:39:42 +01:00
Marcel Admiraal 1856f16378 Queue the calls to GodotLib.key when Android virtual done is pressed 2021-07-06 17:32:09 +01:00
Rémi Verschelde c47b6f4b5c
Merge pull request #50107 from madmiraal/android-use-lambdas
Replace single method anonymous classes with lambdas in Godot Java code
2021-07-06 18:10:38 +02:00
Hendrik Brucker 043ae91560 Restructure and reimplement vsync options
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
Marcel Admiraal 23e152040b Use static inner classes in Godot Java code 2021-07-03 05:50:04 +01:00
Marcel Admiraal a7825ca12a Replace single method anonymous classes with lambdas in Godot Java code 2021-07-03 05:13:31 +01:00
Rémi Verschelde f2229bb1ea
Merge pull request #50085 from madmiraal/android-replace-stringbuffer
Use StringBuilder instead StringBuffer in Godot Java code
2021-07-02 22:09:50 +02:00
Rémi Verschelde aee59c3547
Merge pull request #50083 from madmiraal/android-fix-raw-use
Fix raw use of parameterized Class
2021-07-02 22:09:39 +02:00
Marcel Admiraal 3f95bbed73 Remove redundant explicit types in Godot Java code 2021-07-02 17:45:30 +01:00
Marcel Admiraal 61ee51d2bf Use StringBuilder instead StringBuffer in Godot Java code 2021-07-02 16:57:12 +01:00
Rémi Verschelde 710effdaad
Merge pull request #50078 from madmiraal/android-remove-unused-imports 2021-07-02 17:45:29 +02:00
Marcel Admiraal d237f7d33d Fix raw use of parameterized Class 2021-07-02 16:35:52 +01:00
thebestnom e200195564 Android: Initialize mouse mode 2021-07-02 18:00:33 +03:00
Marcel Admiraal a38fd4a4c2 Remove unused imports from Android Java code 2021-07-02 12:57:55 +01:00
Rémi Verschelde 6ef0b8fcd3
Merge pull request #50074 from madmiraal/android-replace-c-array
Use Java array declarations not C-style declarations in Android Java code
2021-07-02 13:44:22 +02:00
Rémi Verschelde 42184dd6d5
Merge pull request #50072 from madmiraal/android-remove-interface-modifiers
Remove redundant interface modifiers from Android Java code
2021-07-02 12:35:14 +02:00
Marcel Admiraal 721b3d56c5 Use Java array declarations not C-style declarations in Android Java code 2021-07-02 11:09:09 +01:00
Marcel Admiraal a74e803a4f Remove redundant interface modifiers from Android Java code 2021-07-02 09:37:45 +01:00
Marcel Admiraal 360447001d Remove unnecessary semicolons from Android Java code 2021-07-02 08:54:09 +01:00
Rémi Verschelde 40a594c6ea
Android: Add `isGame` application attribute, default to true
It can be turned off in the export preset with `package/classify_as_game`.

Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame

> `android:isGame`
>
> Whether or not the application is a game. The system may group together
> applications classifed as games or display them separately from other
> applications.

Also fixes replacing `android:allowBackup` in custom builds.
2021-07-01 11:00:23 +02:00
Marcel Admiraal 8270e101a7 Fix unchecked call to put() warning in GodotInputHandler.java 2021-06-30 12:13:05 +01:00
Marcel Admiraal 7b63f0a22d Add GDNative libraries to Android custom Gradle builds 2021-06-29 09:26:28 +01:00
ne0fhyk d1a9363c4c Update config versions and deprecate the use of the jcenter maven repo. 2021-06-24 08:58:56 -07:00
ne0fhyk 532b0e3462 Add support for custom debug keystore. 2021-06-22 10:05:55 -07:00
Aaron Franke 0ce49800ac
Use mouse and joypad enums instead of plain integers
Also MIDIMessage
2021-06-20 11:54:24 -04:00
Aaron Franke e919d894f8
Move many input enums to their own file 2021-06-20 11:53:01 -04:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Marcel Admiraal de2acbd495 Add adb output to error message when install fails 2021-06-19 17:46:57 +01:00
Rémi Verschelde ac73059b56
Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Rémi Verschelde 8d4046929c
Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-io
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11 16:51:10 +02:00
Rémi Verschelde 6b0183ec89
Merge pull request #49279 from Calinou/rename-string-is-abs-path-method
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11 15:58:16 +02:00
Aaron Franke f64fea1b23
Add Time singleton 2021-06-11 09:32:39 -04:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde bc1fcb9c65
Merge pull request #49435 from madmiraal/add-android-external-dir
Add OS.get_external_data_dir() to get Android external directory
2021-06-10 22:11:02 +02:00
Marcel Admiraal b3a962945e Add OS.get_external_data_dir() to get Android external directory 2021-06-10 16:48:17 +01:00
Marcel Admiraal 4ba2ed332e Remove unused AudioDriverAndroid from Android 2021-06-10 08:32:56 +01:00
Rémi Verschelde d567abd714
Merge pull request #49382 from akien-mga/misc-cleanup
Style: Cleanup uses of double spaces between words
2021-06-07 11:57:47 +02:00
Rémi Verschelde c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Marcel Admiraal 78e791045c Update Gradle archiveName and destinationDir properties 2021-06-07 06:41:10 +01:00
Hugo Locurcio 5ea1c75d63
Rename `String.is_abs_path()` to `String.is_absolute_path()`
This is more consistent with `NodePath.is_absolute()`.
2021-06-03 16:00:06 +02:00
Rémi Verschelde af3ee1c860
Merge pull request #48963 from HaywardMorihara/export-android-keystore-debug-warnings
Exporting -> Android: Keystore Warnings
2021-06-01 15:22:05 +02:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Rémi Verschelde ae5735af60
Merge pull request #49069 from RandomShaper/android_data_backup
Allow basic user data backup on Android
2021-05-25 18:06:46 +02:00
Rémi Verschelde 72a7ddaddc
Merge pull request #48422 from szymonm-google/android_orientation_fix
Fixed changing screen orientation on Android
2021-05-25 18:06:00 +02:00
Pedro J. Estébanez 1179421068 Allow basic user data backup on Android 2021-05-25 17:47:32 +02:00
Marcel Admiraal da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
Szymon Majewski 5634093703 Fixed screen orientation on Android 2021-05-24 16:58:35 -07:00
Nathaniel Morihara 2cf19293ba Exporting: Android Debug Keystore Warnings 2021-05-24 19:48:29 -04:00
Rémi Verschelde af03e9c830
Merge pull request #48939 from Calinou/screen-orientation-use-enum
Use an enum to represent screen orientation in the Project Settings
2021-05-24 19:53:19 +02:00
Hugo Locurcio 660952a857
Use an enum to represent screen orientation in the Project Settings
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
  is disabled.
- Remove redundant orientation setting in the iOS export preset.
  The project setting is now used (like on Android).

Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
2021-05-24 18:53:10 +02:00
bruvzg 139a9d6370
Add symlink API to the DirAccess (on macOS and Linux). 2021-05-22 17:33:34 +03:00
thebestnom f5b5e00a01 Android: Add support for cursor icons 2021-05-19 22:01:51 +03:00
Rémi Verschelde 23f7c75126
Android: Remove `-fno-integrated-as`, it can break arm64v8 build
We found that this flag causes this error on PR #48812 which does not add any
fancy inline assembly:
```
/tmp/tile_set-ce236a.s: Assembler messages:
/tmp/tile_set-ce236a.s:34676: Error: selected processor does not support `bfc x0,#32,#32'
clang++: error: assembler command failed with exit code 1 (use -v to see invocation)
```

That flag is mentioned in various errors related to assembler failures on
arm64v8 with Clang from the Android NDK.

It was added in Godot in #6958 when migrating from GCC to Clang, and is indeed
referenced in the NDK's Clang migration guide:
https://android.googlesource.com/platform/ndk/+/master/docs/ClangMigration.md

> Especially for ARM and ARM64, Clang is much stricter about assembler rules
> than GCC/GAS. Use `-fno-integrated-as` if Clang reports errors in inline
> assembly or assembly files that you don't wish to modernize.

We don't get those errors nowadays so it seems the flag is no longer needed.
2021-05-19 18:55:43 +02:00
Rémi Verschelde 6c367f8e0d
Merge pull request #48168 from LightningAA/control-to-ctrl-4.0 2021-05-17 17:38:02 +02:00
Pedro J. Estébanez 469fa47e06
Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-17 15:06:19 +02:00
Lightning_A 97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Rémi Verschelde 35ec0e9be7
OS: Remove native video API only implemented on iOS
See discussion in #43811, it was only implemented on iOS and even that
implementation was fairly limited. This would best be provided as plugins
for Android and iOS without cluttering the shared OS API.
2021-05-07 20:40:24 +02:00
Hugo Locurcio 3f078c99f6
Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscores 2021-05-06 02:52:01 +02:00
Aaron Franke 0de9a7d803
Rename `doubleclick` to `double_click` 2021-05-04 04:38:08 -04:00
thebestnom 47bf216af9 [Android] fix generateDevTemplate 2021-04-28 21:59:42 +03:00
Rémi Verschelde 305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Rémi Verschelde b999fbc4bd
Merge pull request #48228 from akien-mga/android-build-tools-30.0.3
Android: Upgrade buildTools from 30.0.1 to 30.0.3
2021-04-27 18:42:23 +02:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Fredia Huya-Kouadio abb21844d8 Remove deprecated xr features properties. These properties are now provided directly by the plugin. 2021-04-26 13:20:12 -07:00
Rémi Verschelde d88e1f04df
Android: Upgrade buildTools from 30.0.1 to 30.0.3
It seems 30.0.1 had issues with compatibility with JDK 8 and 11,
which appear to be solved in 30.0.3 as per godotengine/godot-docs#4796.
2021-04-26 17:22:53 +02:00
Rémi Verschelde a09f3833bd
Android: Fix get_buffer false positive on empty dest buffer
Follow-up to #46810, this was missed in #47079 when fixing the issue
for other platforms.

Fixes #48135.
2021-04-23 21:33:13 +02:00
Rémi Verschelde 38b25617fe
Merge pull request #48053 from bruvzg/icu_no_except
Re-add "no-exceptions" for export templates builds with ICU.
2021-04-20 22:35:39 +02:00
Rémi Verschelde c395b9c4ac
Merge pull request #47552 from szymonm-google/validation_layers_android
Validation layers on Android
2021-04-20 20:53:34 +02:00
bruvzg 7e557bbec6
[JS, Android] Re-add "no-exceptions" for export templates builds with ICU. 2021-04-20 21:50:48 +03:00
Fredia Huya-Kouadio 3a033c44b6 Fix issue causing export to fail with "Could not unzip temporary unaligned APK" error and improve command output logging. 2021-04-15 13:33:37 -07:00
thebestnom e598acff3a Allow to build dev template with symbols 2021-04-14 00:14:57 +03:00
Rémi Verschelde a9c29fdc1f
Merge pull request #47844 from m4gr3d/update_activity_result_callback
Add support for forwarding callbacks from Godot's parent activity
2021-04-13 10:10:29 +02:00
Fredia Huya-Kouadio 1f16ba2696 Add support for forwarding callbacks from Godot's parent activity. 2021-04-12 16:48:35 -07:00
Fredia Huya-Kouadio b51dc2dc44 Fix custom boot splash image scaling. 2021-04-12 16:38:41 -07:00
Szymon Majewski 0a29322991 Validation layers on Android 2021-04-12 10:09:06 -07:00
Fredia Huya-Kouadio a21457155b Fix issue causing the response callback to be invoked with the invalid `requestCode` and deprecate support for forwarding callbacks from Godot's parent activity. 2021-04-09 13:42:49 -07:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements` 2021-04-05 14:09:59 +02:00
Rémi Verschelde 9bbe51dc27
Style: Apply clang-tidy's `modernize-use-nullptr` 2021-04-05 14:05:07 +02:00
Aaron Franke a5324787c8
Rename some more global enums (Key, Joy, MIDI) 2021-03-23 07:13:23 -04:00
Aaron Franke 10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Rémi Verschelde fcddd8c53a
Merge pull request #46966 from qarmin/faster_release
Allow to not optimize release build
2021-03-20 22:44:47 +01:00
Bastiaan Olij b3a43430aa Fixes on android:
- creating Vulkan context instead of OpenGL
- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads
2021-03-18 10:41:54 +11:00
Fredia Huya-Kouadio 8f285d93e8 Fix onMainRequestPermissionsResult callback for Android plugins. 2021-03-17 09:23:58 -07:00
Fredia Huya-Kouadio 4380004176 Enable `doNotStrip` when doing development/debugging within Android Studio 2021-03-16 17:21:00 -07:00
Fredia Huya-Kouadio 2d574bcc85 Leverage java annotations to simplify the logic used to register the Godot plugin methods. 2021-03-16 01:16:08 -07:00
Rafał Mikrut 0b298d201e Allow to not optimize release build 2021-03-14 15:51:05 +01:00
Rémi Verschelde 8051307efe
Merge pull request #46810 from W4RH4WK/file-access-get-buffer-parameter-checks
Add parameter checks to FileAccess get_buffer functions
2021-03-14 01:11:55 +01:00
Rémi Verschelde 7015027cbf
Merge pull request #46900 from Ev1lbl0w/bugfix-malloc_calls
Replace malloc's with Godot's memalloc macro
2021-03-13 21:55:52 +01:00
Ev1lbl0w 838e7d0a8d
Replace malloc's with Godot's memalloc macro 2021-03-13 11:51:45 +00:00
MrBrain295 b849873da5
Non functional to non-functional 2021-03-12 10:37:53 -06:00
Alex Hirsch cdf3099c68 Add parameter checkes to FileAccess get_buffer functions
fix #46540
2021-03-09 13:55:20 +01:00
Rémi Verschelde 0e8fae1038
Merge pull request #46457 from m4gr3d/fix_invalid_missing_templates_error_master
Fix invalid missing template error when the Android build template is not installed
2021-02-27 16:52:25 +01:00
Fredia Huya-Kouadio 6f0ca6c9f7 Fix invalid missing template error when the Android build template is not installed. 2021-02-26 12:31:12 -08:00
Fredia Huya-Kouadio 6fd881e43c Update the logic to load Godot Android plugins packaged into the binary.
The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
2021-02-26 08:38:39 -08:00
Fredia Huya-Kouadio eda18fcc1f Update the filtering logic to properly handle directories with `.gdignore` files. 2021-02-24 18:40:36 -08:00
Rémi Verschelde 7f8bfd6ed1
Merge pull request #46381 from m4gr3d/update_godot_fragment_lifecycle_master
Update the initialization timeline for the Godot fragment
2021-02-24 16:14:16 +01:00
Fredia Huya-Kouadio 3ce7678374 Update the initialization timeline for the Godot fragment to be more consistent with the previous activity based timeline. 2021-02-24 06:16:07 -08:00
Fredia Huya-Kouadio bc5120eb97 Add logic to record the version of the Godot engine for the Android platform. 2021-02-24 04:23:46 -08:00
Rémi Verschelde 310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Fredia Huya-Kouadio 526b99ee36 Disable engine splash logic on Android; this is now handled by the Android theme api.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-18 03:20:49 -08:00
Fredia Huya-Kouadio edeca16fb6 Override `ANDROID_NDK_ROOT` based on the project ndk version.
This helps resolve issues where the project ndk version differs from the one pointed by the `ANDROID_NDK_ROOT` environment variable (if it exists).
2021-02-17 19:11:05 -08:00
Fredia Huya-Kouadio 9418197081 Add missing `ndkVersion` to the library gradle build config. 2021-02-17 16:31:31 -08:00
Fredia Huya-Kouadio e5311f3523 Revert AGP to version 4.0.1 as a workaround to https://issuetracker.google.com/issues/171235570 in version 4.1.x 2021-02-17 15:39:53 -08:00
Rémi Verschelde c730da8b20
Android: Bump NDK version to 21.4.7075529
This is what GitHub Actions now provide and they removed the previous 21.3.6528147.
A bit annoying to have our hand forced this way but it's still 21.x so should be good
to upgrade.
2021-02-18 00:28:51 +01:00
Fredia Huya-Kouadio 9714abf8cb Add verbose logging to help with troubleshooting the Android build/export process. 2021-02-17 13:18:41 -08:00
Fredia Huya-Kouadio fe9f0758db Expose GodotPlugin's utility methods used for registration and signal emitting.
This enables creation and use of a plugin like class by composition rather than inheritance.
2021-02-15 15:55:59 -08:00
Michael Conrad cc2547a9e9 Fix joystick axis mapping issues with NVIDIA shield. Probably others.
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
2021-02-09 08:37:22 -05:00
Rémi Verschelde 54857d7e81
Merge pull request #44949 from m4gr3d/specify_project_ndk_version
Improve the logic to compile for Android
2021-02-05 13:27:37 +01:00
Rémi Verschelde 74091a1974
Merge pull request #45579 from zaevi/add_scons_ext
add search extensions for Scons' path
2021-02-01 20:41:25 +01:00
zaevi befbfecd4d add search extensions for scons' path 2021-01-30 20:13:01 +08:00
Pedro J. Estébanez 99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Sergey Minakov 7990c2c5e8 [Plugins] Rename 'PluginConfig' struct to platform specific name 2021-01-15 17:54:35 +03:00
Rémi Verschelde af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Marcel Admiraal 2a74b388d0 Split OS::execute into two methods
1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Fredia Huya-Kouadio eee213e01a Improve the logic to compile for Android by automatically detecting and setting up the Android NDK if needed. 2021-01-05 15:07:17 -08:00
Rémi Verschelde 3433780c49
Merge pull request #44645 from m4gr3d/update_apk_signing_logic
Update the logic to sign prebuilt Godot Android apks
2021-01-01 22:58:11 +01:00
Fredia Huya-Kouadio 49969de221 Update the logic to sign prebuilt Godot Android apks.
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK.
The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary.

Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
2021-01-01 13:36:27 -08:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde 72c13c2631
Merge pull request #44638 from m4gr3d/export_format_util_method
Hardcode the export format for the editor 'run' feature
2020-12-30 09:11:31 +01:00
Fredia Huya-Kouadio de64b783b4 Add utility method to export the project using a preset format and sign parameter. 2020-12-29 09:04:01 -08:00
Rémi Verschelde e4c0572385
Merge pull request #44593 from madmiraal/rename-mainloop-methods
Rename MainLoop methods to match Node methods
2020-12-28 14:44:28 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Fredia Huya-Kouadio 2d492ff8ba Fix invalid invocation of `get_class_loader`.
The call was made on a `Godot` instance instead of an `Activity` instance.
2020-12-23 02:08:27 -08:00
Marcel Admiraal d9e9eb8d04 Rename MainLoop methods to match Node methods 2020-12-22 12:34:57 +00:00
Rémi Verschelde c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
Marcel Admiraal fa435a550a Add override keywords to core/os.h derived classes. 2020-12-17 18:02:31 +00:00
Marcel Admiraal 8ef5e3201c Don't handle BaseException in build scripts 2020-12-12 10:05:42 +00:00
Fabio Alessandrelli 09a9712a6a Remove unused FileAccessJAndroid. 2020-12-09 10:58:36 +01:00
Rémi Verschelde e5e1277ecd
Merge pull request #44161 from Faless/fix/fa_buffered_remove
Remove unused FileAccessBuffered
2020-12-09 09:14:14 +01:00
thebestnom d543917c03 Android: fix mouse capture relative wrong 2020-12-08 23:51:45 +02:00
thebestnom e7f259c366 Android: Allow Mouse Capture 2020-12-08 22:14:08 +02:00
Rémi Verschelde 90bdba576a
Merge pull request #43742 from qarmin/editor_modules_default_values
Initialize class/struct variables with default values in platform/ and editor/
2020-12-08 15:53:42 +01:00
Fabio Alessandrelli 781efc26e0 Remove now unused FileAccessBuffered. 2020-12-06 19:37:11 +01:00
reduz 2787ad65be RenderingServer reorganization 2020-12-04 18:39:46 -03:00
alan-w-255 7fa803fa2c
fix android wrong multi-touch pointerid
Fixes #43519.
2020-12-03 13:34:04 +01:00
Rafał Mikrut e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
bruvzg 99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
bruvzg b9f441e81e
[Complex Text Layouts] Add third-party TextServer dependencies (ICU, HarfBuzz, Graphite). 2020-11-26 13:55:27 +02:00
Fredia Huya-Kouadio 918b218b55 Update gradle build files to automatically perform signing and zipalign tasks for custom builds. 2020-11-22 18:11:54 -08:00
Rémi Verschelde 504efc5f9b
Export: Reorder options for consistency across platforms 2020-11-20 11:17:50 +01:00
Fredia Huya-Kouadio c4f2d87747 Fix zipalign command name on Windows machines. 2020-11-18 23:30:45 -08:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Rémi Verschelde 484c3d5e27
Merge pull request #43248 from HEAVYPOLY/master
Change android orientations from sensor to user
2020-11-16 22:12:53 +01:00
Fredia Huya-Kouadio 46cc3233d8 Update the logic to query for the 'scons' command executable path. 2020-11-14 14:36:53 -08:00
Rémi Verschelde 9e7348f788
Merge pull request #43526 from m4gr3d/address_new_custom_build_logic_issues
Address new custom build logic issues
2020-11-14 22:58:16 +01:00
Fredia Huya-Kouadio 5f6a44f0bb Add missing zip alignment step for generated apks. 2020-11-14 13:10:38 -08:00
Fredia Huya-Kouadio 3de720c11d Fix issue causing `Export all` to fail. 2020-11-14 13:10:38 -08:00
Fredia Huya-Kouadio 3c1a1a760e Clear unneeded assets when generating an apk expansion.
Clean up export wording to account for the different export formats.
2020-11-14 13:07:32 -08:00
Marcus Brummer e1b9be4a6b Added the .jks file extension as valid preset for Android keystore files 2020-11-14 00:29:23 +01:00
Fredia Huya-Kouadio 597d9409f3 Remove duplicate Android `orientation` settings. 2020-11-13 12:20:06 -08:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Vaughan Ling d658063833 Change android orientations from sensor to user
# Conflicts:
#	platform/android/java/lib/src/org/godotengine/godot/GodotIO.java
2020-10-31 17:14:32 -07:00
Rémi Verschelde 41f66761fd
Merge pull request #37158 from thebestnom/android-click-support
Support mouse events on Android
2020-10-30 16:00:03 +01:00
Fredia Huya-Kouadio edf762fba6 Add a separate `nativeSrcsConfigs` module to handle Android Studio constraints for native code editor support. 2020-10-29 00:01:14 -07:00
Fredia Huya-Kouadio aff7cf4390 Update the gradle plugins 2020-10-28 23:59:33 -07:00
Rémi Verschelde 2eaedcf14e
Merge pull request #42361 from akien-mga/vulkan-layers-opt-in
Vulkan: Make validation layers optional
2020-10-28 21:43:22 +01:00
Rémi Verschelde 45da7d579a
Merge pull request #43153 from nekomatata/android-build-version-close
Release .build_version file handle in Android custom build export
2020-10-28 10:03:18 +01:00
PouleyKetchoupp b271315bac Release .build_version file handle in Android custom build export 2020-10-28 09:07:20 +01:00
Mark Riedesel 96e22bd9fb Implement OS.get_window_safe_area() for Android 2020-10-27 13:14:00 -04:00
Rémi Verschelde 54e6338c9b
Vulkan: Make validation layers optional
They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.

When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.

Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).

Also moved VulkanContext member initializations to header.

Fixes #37102.
2020-10-27 16:19:15 +01:00
Mark Riedesel 5fe902244a Fix android apk contents having mtime 1 month in future
minizip documentation describes tm_mon as expecting the number of months
since January - [0, 11], but the month returned by OS.get_date() is in
the range of [1, 12].
2020-10-23 15:05:48 -04:00
thebestnom 42513f2f47 Android: Mouse Implementation
Implement mouse
Move touch to inputManager
Change to use android/input.h
2020-10-09 04:14:56 +03:00
Rémi Verschelde 4e19e3603b
Merge pull request #41385 from m4gr3d/fix_splash_loading_master
Fix splash screen loading on Android
2020-09-28 20:45:53 +02:00
Fredia Huya-Kouadio 79c1cf600b Add overridable init method for the Godot fragment instance. 2020-09-18 16:59:09 -07:00
bruvzg f043eabdd8
Adds PCK encryption support (using script encryption key for export).
Change default encryption mode from ECB to CFB.
2020-09-05 14:53:39 +03:00
bruvzg 80b8eff6aa
[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Fredia Huya-Kouadio b8d5ced8cd Fix issue causing the textedit to move upward 2020-08-30 10:42:38 -07:00
Rémi Verschelde c59e9399e7
Merge pull request #41550 from godotengine/revert-40671-virtual-keyboard-height-fix
Revert "Fix virtual keyboard height regression"
2020-08-27 08:55:51 +02:00
Rémi Verschelde f98b32ff51
Merge pull request #41549 from godotengine/revert-40484-android-virtual-keyboard-adjustment
Revert "Disable virtual keyboard focus adjustment on Android"
2020-08-26 23:48:09 +02:00
Fredia Huya-Kouadio db35a008f6
Revert "Fix virtual keyboard height regression" 2020-08-26 14:38:02 -07:00
Fredia Huya-Kouadio ffd0bb1d02
Revert "Disable virtual keyboard focus adjustment on Android" 2020-08-26 13:27:25 -07:00
Fredia Huya-Kouadio 04b402b6f1
Revert "Move PopupWindow logic to GodotEditText on Android" 2020-08-26 13:24:18 -07:00
Fredia Huya-Kouadio 2717891141 Fix splash screen loading on Android 2020-08-19 16:16:37 -07:00
Rémi Verschelde 33b2070d2e Remove obsolete GLES2 backend code
This code currently isn't compiled (and cannot compile).

We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.

The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
2020-08-13 10:04:53 +02:00
Rémi Verschelde 7e19f217bd
Merge pull request #41000 from amanj120/forward_port_bundle_pr_export
Add 'Export App Bundle' to Android Export Options
2020-08-11 19:03:40 +02:00
Aman Jain 2b89944a3d Add 'Export App Bundle' to Android Export Options 2020-08-05 12:55:02 -04:00
Christopher Davis 41d8c0c818 platform: Update metadata for export platforms
Updates the logos of for macOS, Android, and iOS; Also
changes "Mac OSX" to "macOS"

Addresses https://github.com/godotengine/godot-proposals/issues/1161
2020-08-01 23:43:14 -07:00
PouleyKetchoupp cac7eb3a64 Move PopupWindow logic to GodotEditText on Android 2020-07-28 21:19:17 +02:00
Aman Jain e906ac4d3b refactor apk signing into it's own method 2020-07-27 14:24:57 -04:00
Rémi Verschelde bd9fc75768
Merge pull request #40706 from akien-mga/style-fix-file_format-macos
Fix code format scripts compat with non-GNU Unices
2020-07-27 13:27:56 +02:00
Rémi Verschelde c71e189efd Style: Fix code format scripts compat with non-GNU Unices
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.

And improve it to also remove trailing tabs, not just spaces.
2020-07-27 13:11:44 +02:00
Rémi Verschelde 6de86946ea
Merge pull request #40671 from nekomatata/virtual-keyboard-height-fix
Fix virtual keyboard height regression
2020-07-27 08:57:19 +02:00
Rémi Verschelde b19b896e06
Merge pull request #40487 from nekomatata/virtual-keyboard-enter-fixes
Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:25:53 +02:00
PouleyKetchoupp 8c05dadcff Fix Return key events in LineEdit & TextEdit on Android
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.

Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.

Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.

Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
2020-07-26 20:06:07 +02:00
Rémi Verschelde f940e5e000 CI: Install master version of psf/black
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.

Apply new style fixes done by latest black.
2020-07-26 19:48:25 +02:00
PouleyKetchoupp a2dd966301 Fix virtual keyboard height regression
Disabling virtual keyboard focus adjustement caused get_keyboard_height
to always return 0 because it was calculated when the view is resized.

In order to fix it, a PopupWindow is now created on top of the main view
and is set for focus adjustments so the keyboard size can be calculated
based on this popup without affecting the main view.
2020-07-24 19:54:06 +02:00
Aman Jain e53067c42e Write an AndroidManifest.xml file to be merged with app module's manifest. 2020-07-24 12:53:27 -04:00
Rémi Verschelde 1dc00ce7b9
Merge pull request #40348 from amanj120/forward_port_bundle_pr_icons
Copy project icons to Gradle project directory during Android Custom Build.
2020-07-23 18:03:08 +02:00
Aman Jain 4a5ddcbad2 Copy icons to Gradle project 2020-07-23 11:37:33 -04:00
Rémi Verschelde dcf902df85 SCons: Remove unused DEBUG_MEMORY_ENABLED define
Its last use was removed in Godot 3.0, so it no longer makes sense to define.

Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
2020-07-23 09:39:10 +02:00
thebestnom 166103c759 Android: Keyboard modifier and arrow key support 2020-07-21 22:13:24 +03:00
Rémi Verschelde b7aa474680
Merge pull request #40422 from amanj120/forward_port_bundle_pr_resources
Create strings.xml files in the Gradle project to handle localization
2020-07-20 22:26:44 +02:00
PouleyKetchoupp d7aaec8ffe Disable virtual keyboard focus adjustment on Android
Fixes #37190

The default adjustment setting was causing the view to pan down in order
to adjust the focus on the text content.

We don't need any focus adjustment since we're using a fixed size window
for our application.

Documentation:
https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING
2020-07-20 12:04:02 +02:00
Aman Jain 5ff6f7a86b Create strings.xml files in the gradle project to handle localization 2020-07-15 13:02:59 -04:00
thebestnom 4dc94e93bb Android: fix display server always alerting no Vulkan support 2020-07-14 19:37:36 +03:00
Rémi Verschelde 28e8347d6c
Merge pull request #40354 from bruvzg/add_vulkan_init_message
Display error popup instead of crashing if Vulkan init failed.
2020-07-14 09:03:25 +02:00
Aaron Franke 9986439352
Commit other files changed by file_format.sh 2020-07-13 14:14:11 -04:00
bruvzg 996910b627
Add error messages if Vulkan init failed, prevent Vulkan context freeing uninitialized device and instance. 2020-07-13 19:24:21 +03:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Rémi Verschelde dc856481ff
Merge pull request #40244 from amanj120/forward_port_bundle_pr_permissions
Refactor permissions and command line flags into separate methods
2020-07-10 13:19:37 +02:00
Aman Jain f579057748 Refactor permissions and command line flags into separate methods 2020-07-09 16:34:08 -04:00
Aman Jain 78e003951a Utility methods for writing files to Gradle project. 2020-07-09 13:57:15 -04:00
Stijn Hinlopen 929b98d24b Remove String::find_last (same as rfind) 2020-07-03 15:26:22 +02:00
Juan Linietsky 438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
Fredia Huya-Kouadio 2d53b8173e Fix the logic to enable focus awareness 2020-06-27 16:43:08 -07:00
Fredia Huya-Kouadio 175d43738a Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:52:40 -07:00
Fredia Huya-Kouadio 206cbd960b Follow up cleanup for the godotpayment project module 2020-06-22 12:53:25 -07:00
Timo Schwarzer 83a966f0d8
Remove GodotPayment android plugin
This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
2020-06-22 09:21:05 +02:00
Rémi Verschelde 35414f1dec
Merge pull request #39053 from timoschwarzer/static-assert-variant-arg-max
Add static_assert checks where code assumes VARIANT_ARG_MAX == 5
2020-06-19 23:51:22 +02:00
Fredia Huya-Kouadio 6daf9b78af Clean up the `GodotPlugin` public API. 2020-06-16 09:25:09 -07:00
Fredia Huya-Kouadio 2bf1f8e4b3 Add support for focus awareness 2020-06-04 15:49:55 -07:00
Marcus Brummer 21263a65a9 Check if the specified Android release keystore exists 2020-06-04 13:37:14 +02:00
PouleyKetchoupp be22a1f9bc Fix inconsistent error messages with Android custom export templates 2020-06-01 23:13:31 +02:00
volzhs c227733bd8 Add missing consumePurchase plugin method for GodotPayment 2020-05-28 22:48:48 +09:00
Fredia Huya-Kouadio c948d25b6e Validate that `Use Custom Build` is enabled when `Plugins` are selected
Remove `GodotPayment` from the default build template
2020-05-27 12:07:53 -07:00
Rémi Verschelde 7b7b872d94
Merge pull request #39080 from m4gr3d/fix_emit_signal
Use compile-time constant for the size of the signal parameters
2020-05-27 13:05:32 +02:00
Fredia Huya-Kouadio 63286ebba4 Use compile-time constant for the size of the signal parameters 2020-05-27 03:40:26 -07:00
Fredia Huya-Kouadio 75100e5644 Provide the ability for clients of the Godot library to add their own command line arguments 2020-05-27 02:13:52 -07:00
Rémi Verschelde 24ad4894cc
Merge pull request #39050 from timoschwarzer/google-play-billing-4.0
(4.0) Re-implement GodotPayment Android plugin using the Google Play Billing library
2020-05-26 15:34:06 +02:00
Timo Schwarzer 4b00bf8e83
Re-implement GodotPayment Android plugin using the Google Play Billing library 2020-05-25 22:24:17 +02:00
Rémi Verschelde 242b715144
Merge pull request #38996 from mbrlabs/android-plugin-fix
Perform a clean Gradle build if android plugins changed
2020-05-25 22:18:41 +02:00
Rémi Verschelde 072646f5dd
Merge pull request #39047 from m4gr3d/fix_emit_signal
Fix parameters passing when emitting signal
2020-05-25 22:13:49 +02:00
Timo Schwarzer 05b32fc01d
Add static_assert checks where code assumes VARIANT_ARG_MAX == 5 2020-05-25 21:55:03 +02:00
Fredia Huya-Kouadio bf76d2afcf Stop ignoring hidden files and directories in the `assets` directory 2020-05-25 12:03:35 -07:00
Fredia Huya-Kouadio e7e736c03b Fix parameters passing when emitting signal
The issue was caused because we were using variables local to the `for` loop block.
2020-05-25 11:50:36 -07:00
Marcus Brummer abd66c1bb0 Perform a clean Gradle build if android plugins changed
Fixes #38986
2020-05-25 19:18:02 +02:00
Rémi Verschelde 3ecdc27f49
Merge pull request #39004 from nekomatata/android-reset-surface
Proper surface reset when resuming app on Android
2020-05-24 22:31:03 +02:00
PouleyKetchoupp b987677cc0 Proper surface reset when resuming app on Android
Just re-creating the window instead of restarting the app entirely.
2020-05-24 20:42:21 +02:00
PouleyKetchoupp 39f59786fa Use long instead of int for object id in Android java wrapper
Using int for 64-bit values might cause issues with objects not found
in ObjectDB when the id is truncated.
2020-05-24 13:26:18 +02:00
Rémi Verschelde aec07538f4
Merge pull request #38309 from SkyLucilfer/AndroidLineEdit
Fix Android LineEdit editing bugs
2020-05-20 11:45:59 +02:00
Rémi Verschelde ca3192d18a Style: Fix unnecessary semicolons that confused clang-format 2020-05-19 11:24:58 +02:00
Fredia Huya-Kouadio 6e2988f26a Update the permission string for the Oculus hand tracking to match the latest api update 2020-05-18 15:28:18 -07:00
Fabio Alessandrelli 90c7102b51 Move mix_rate, ouput_latency to AudioDriverManager
Each driver used to define the (same) project settings values
`audio/mix_rate` and `audio/output_latency`, but the setting names are
not driver specific.
Overriding is still possible via platform tags.
2020-05-18 13:02:06 +02:00
Fredia Huya-Kouadio 14e6696c8e Implementation of the Godot Android Plugin configuration file 2020-05-17 11:11:26 -07:00
SkyJJ cc473b948f Fix Android LineEdit editing bugs 2020-05-16 17:55:27 +02:00
Rémi Verschelde d999071edf
Merge pull request #37924 from thebestnom/migrate-to-androidX
Android: Migrate deprecated support library to AndroidX
2020-05-16 09:03:17 +02:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
thebestnom d0ced7a481 Android: Migrate deprecated support library to AndroidX 2020-05-10 19:03:44 +03:00
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde 03b13e0c69 Style: Add missing copyright headers 2020-05-10 13:12:16 +02:00
Rémi Verschelde 6038325470 clang-format: Add JavaImportGroups for Java code 2020-05-06 23:26:43 +02:00
Fredia Huya-Kouadio ef62506e5c Address `OS.request_permissions()` bug when non-platform permission(s) is included 2020-05-05 10:33:46 +02:00
Rémi Verschelde fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
Rémi Verschelde e71b05d365
Merge pull request #37193 from madmiraal/fix-android-export-unicode-errors
Fix Android export throwing Unicode errors.
2020-04-28 14:27:56 +02:00
Fredia Huya-Kouadio 328354f878 Fix detection logic for the Android sdk path
The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)
2020-04-24 04:21:36 -07:00
Fredia Huya-Kouadio 2f38cfd9ab Fix Android templates size regression
The issue was caused by PR #36906 which changes prevented the generated shared libraries from being stripped.
Since the change is only needed for development (debugging) purposes, it's commented out by default.
2020-04-23 00:21:39 -07:00
fhuya c591cb8fda Migrate legacy apache dependency to the GodotPayment plugin
This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.
2020-04-15 22:36:58 -07:00
Rémi Verschelde ca896ddbf0 Android: Bump build tools to 29.0.3 2020-04-14 13:47:13 +02:00
fhuya 73d4e2eefb Delete unused drawable resources. 2020-04-13 16:15:37 -07:00
SkyJJ 7fcd13575e Validate supported architectures when exporting to Android 2020-04-13 12:16:08 +02:00
fhuya 948c3cbb88 Add signal support to Godot Android plugin:
Supports registering and emitting signal from a Godot Android plugin
2020-04-10 09:22:21 -07:00
Rémi Verschelde 35c8ec065c
Merge pull request #37256 from m4gr3d/add_custom_build_gradle_settings
Update Android custom template build configuration
2020-04-10 13:57:56 +02:00
PouleyKetchoupp 802bbe87ad Fix extra warnings in Android build 2020-04-10 11:06:11 +02:00
PouleyKetchoupp e167af3737 Display Server support 2020-04-08 01:47:09 +02:00
fhuya 9c11076a20 Update Android custom template build configuration. 2020-04-07 09:07:44 -07:00
PouleyKetchoupp af424b1c7c Vulkan rendering for Android 2020-04-03 11:18:59 +02:00
Rémi Verschelde ba2ec53a26 Android: Downgrade gradle plugin to 3.5.3
With the NDK installed locally, gradle plugin 3.6.0 seems to enforce
a specific older NDK version, and will fail building if you don't have
it installed with:

```
No version of NDK matched the requested version 20.0.5594570.
Versions available locally: 21.0.6113669
```

Upstream issue: https://github.com/gradle/gradle/issues/12440
2020-04-02 23:16:54 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Rémi Verschelde 60d486acc8 Fix copyright headers for recently added files 2020-03-28 13:29:29 +01:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky 8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky 4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rémi Verschelde cbbe0743a9
Merge pull request #37219 from RajatGoswami/missing-include-guards
Adding missing include guards to header files identified by LGTM
2020-03-23 11:17:24 +01:00
Rajat Goswami 2ecf928ae3 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143
2020-03-23 04:52:36 -04:00
Aaron Franke 7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Marcel Admiraal e74f8aaaf1 Fix Android export throwing Unicode errors. 2020-03-20 17:23:40 +00:00
fhuya d7b10beb1b Update the naming scheme for the GodotPlugin's methods in preparate of the vulkan integration. 2020-03-19 15:28:33 -07:00
unknown 90cdacd741 Removed unused code in android detect.py and SCsub 2020-03-18 18:12:50 +05:30
fhuya 99173c5fc4 Complete the implementation of the GodotPayment plugin.
Move the remaining plugin components within the plugin source code.
2020-03-17 17:43:09 -07:00
Rémi Verschelde 6c74f38f0b
Merge pull request #36906 from m4gr3d/enable_android_studio_debugging
Enable Android Studio debugging
2020-03-17 16:31:04 +01:00
Rémi Verschelde b8577ecce1
Merge pull request #37106 from akien-mga/clang-format-cpp11
Style: Set clang-format Standard to Cpp11
2020-03-17 08:42:39 +01:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
PouleyKetchoupp c169367e83 Fix text_entered signal when max_length is used in LineEdit on Android
Fixes #35954
2020-03-13 17:04:40 +01:00
fhuya 7aa1c3e490 Fix initialization of the GodotPayment plugin
The `onGLRegisterPluginWithGodotNative()` method is supposed to be invoked only by `Godot`.
2020-03-09 10:32:23 +01:00
fhuya 41dadb2b2b Enable Android studio debugger. 2020-03-08 12:37:46 +01:00
fhuya 7dea2ad1de Trim the whitespace around the plugins names. 2020-03-06 17:22:04 -08:00
fhuya f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00
fhuya c090caa58b Provides a base implementation of the Vulkan surface view (VkSurfaceView.kt) and its accompanying components.
The implementation is meant to be extended and updated in order to integrate it with the existing Godot java and native codebase.
2020-03-05 08:01:42 -08:00
fhuya b38283a6b7 Miscellaneous cleanup for the Android codebase:
- update gradle plugins versions
- add formatting rules for AndroidManifest and gradle build files
- cleanup java_godot_lib_jni

Note: logic was mostly moved around and no new logic/functionality was added.
2020-03-04 12:16:17 -08:00
Rémi Verschelde 080b5df625
Merge pull request #36682 from nekomatata/android-compilation-fix
Compilation fixes on Android
2020-03-04 16:22:16 +01:00
PouleyKetchoupp ed0655cdfb Compilation fixes on Android 2020-03-04 13:15:37 +01:00
Pedro J. Estébanez aee586553a Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-03 10:38:34 +01:00
Rémi Verschelde e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg 1af06d3d46
Rename `scancode` to `keycode`.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Rafał Mikrut d0621b954b Fix suspicious | and + operators 2020-02-23 09:28:54 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde 3dea5fd631 Remove incomplete battery status/power API
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.

Closes #8770.
2020-02-14 13:43:32 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Juan Linietsky 0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Rémi Verschelde 8e674ea70c
Merge pull request #35701 from AlexHolly/fix-double_tap-pressed-regression
Fix double tap pressed event regression
2020-02-09 13:12:16 +01:00
Hugo Locurcio 2dd3a01d11
Remove per-file progress reporting when exporting to Android
Calling `step()` on EditorProgress too often will slow down the
rest of the editor, so it's best avoided. This is also more consistent
with other exporters, as most of them don't report per-file progress
either.

Exporting a 2D project with ~1,100 files to Android now takes
about 10 seconds from a debug editor build instead of 65 seconds.

This closes #30850.
2020-02-05 22:24:39 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
PouleyKetchoupp 196860508a Fixed LineEdit virtual keyboard inputs on Android
Changed the condition to add a length filter to make it consistent with the documentation (0 means no character limit). Otherwise the default value in LineEdit causes the virtual keyboard to be non-fonctional on Android.
2020-01-31 16:24:09 +01:00
Alexander Holland d2a5b7367b Fix double tap pressed event regression 2020-01-29 16:24:40 +01:00
Rémi Verschelde 096bf873bc
Merge pull request #35632 from godotengine/revert-32854-fix-wireless-adb-debugging
Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi"
2020-01-27 21:13:37 +01:00
Rémi Verschelde c317ac89bf
Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi" 2020-01-27 19:59:24 +01:00
fhuya 9bd841b86d Address crash caused by missing dependency. 2020-01-27 10:45:25 -08:00
fhuya e41caac7db Address crash caused by missing dependency. 2020-01-27 10:26:01 -08:00
Mark Wynn Garcia 141230192c Check if can export before exporting; show error message if can't export. 2020-01-26 11:45:17 +08:00
Bruno Lourenço a3bcdbeb78 Android virtual keyboard respecting LineEdit max length. 2020-01-23 01:52:49 +00:00
Rémi Verschelde 837adb30fd Revert "Exposes capture methods to AudioServer + documentation" #30468
Reverts the following commits:

- c81ec6f26d40b70283958a4ef3e216fb32cbaf14:
  "Exposes capture methods to AudioServer, variable renames for
  consistency, added documentation."
- 47c558b98abf842910c780294314326662410cdf:
  "Expose audio callbacks as signals."
- dabaa11b3c451e9b8f2cca7e563bd9ec51edb169:
  "Fix to make sure the capture buffers are deallocated at shutdown.
  Silences warnings."

Some documentation improvements were kept for pre-existing methods.

See rationale for reverting these changes in #30468.
2020-01-20 13:18:01 +01:00
Rémi Verschelde adb6734b49 doc: Sync classref with current source 2020-01-19 23:19:29 +01:00
Ignacio Etcheverry a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
Rémi Verschelde 7c97bd87d5 Android: Improve name of icon export properties
This seems more readable and still includes the required dimensions.
2020-01-17 13:06:32 +01:00
Bruno Lourenço abe83a1c84 Add support for Android adaptive icons. 2020-01-14 16:11:07 +00:00
Alexander Holland dd2fd4e853 fixes android double tap regression 2020-01-13 12:46:33 +01:00
fhuya 5b9631563c Add support for generating a Oculus Mobile VR apk with hand tracking support. 2020-01-10 09:51:14 -08:00
Alexander Holland b1b308411a Fixes Android FileDialog
- Go up was not working, simplify was used one time too much
- Added GestureHandler
  - Added doubleTap to recognize open dir
  - Fixed scroll where sometimes the scroll jumped between start and end when pointer was outside or on the edge of the scroll area
2020-01-10 15:25:08 +01:00
Bruno Lourenço 90b49e8888 Fix Android exporter manifest creation. 2020-01-09 20:46:06 +00:00
Rémi Verschelde 5011afcb6a Export: Improve usability of command line interface
I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.

- Streamline `can_export()` templates check in all platforms, checking
  first for the presence of official templates, then of any defined
  custom template, and reporting on the absence of any.
  Shouldn't change the actual return value much which is still true if
  either release or debug is usable - we might want to change that
  eventually and better validate against the requested target.

- Fix discrepancy between platforms using `custom_package/debug` and
  `custom_template/debug` (resp. `release`).
  All now use `custom_template`, which will break compatibility for
  `export_presets.cfg` with earlier projects (but is easy to fix).

- Use `can_export()` when attempting a command line export and report
  the same errors that would be shown in the editor.

- Improve error reporting after a failed export attempt, handling
  missing template and invalid path more gracefully.

- Cleanup of unused stuff in EditorNode around the export workflow.

- Improve --export documentation in --help a bit.

Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
2020-01-07 14:25:56 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00