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
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
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
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
Fredia Huya-Kouadio
bf76d2afcf
Stop ignoring hidden files and directories in the `assets` directory
2020-05-25 12:03:35 -07:00
Rémi Verschelde
3ecdc27f49
Merge pull request #39004 from nekomatata/android-reset-surface
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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
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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
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
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Android: Migrate deprecated support library to AndroidX
2020-05-16 09:03:17 +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
thebestnom
d0ced7a481
Android: Migrate deprecated support library to AndroidX
2020-05-10 19:03:44 +03:00
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
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
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
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Update Android custom template build configuration
2020-04-10 13:57:56 +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
Rémi Verschelde
60d486acc8
Fix copyright headers for recently added files
2020-03-28 13:29:29 +01:00
Aaron Franke
7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
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UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
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
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
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Enable Android Studio debugging
2020-03-17 16:31:04 +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
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
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