Commit Graph

247 Commits

Author SHA1 Message Date
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
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 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 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
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
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
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