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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.
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.
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.
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
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 🎆
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.
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.
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.
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.
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.
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.
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
- 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.
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!
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.
- 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
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.
Provides access to a MulticastLock.
As specified by the Android API, broadcast/multicast packets may be
filtered on some phones unless the application explicitly acquires
a "MulticastLock".
A better fix would be to make Godot's export code properly parse the
tag over multiple lines (and maybe even use XMLParser instead of doing
it ad-hoc?).
As for the APK names, we could alternatively pick the first .apk found
in the `debug` and `release` folders without expecting a specific name.
Fixes#32414.
Example: To generate for the `release` build target and for the `armv7`, `arm64v8` and `x86` architectures, run the commands:
```
cd godot
scons -j4 platform=android target=release android_arch=armv7
scons -j4 platform=android target=release android_arch=arm64v8
scons -j4 platform=android target=release android_arch=x86
cd platform/android/java
./gradlew generateGodotTemplates
```
Notes:
- The generated build templates will be located in the `godot/bin` directory (i.e: `android_debug.apk`, `android_release.apk`, `android_source.zip`).
- The gradle command will only generate templates for the target(s) with available native shared libraries. For example, running the commands above will only generate the `android_release.apk` and `android_source.zip` files.
To delete the generated artifacts, the following commands can be used:
```
cd platform/android/java
./gradlew cleanGodotTemplates
```
Fixes#32168.
Previously we were returning all key up and key down messages as unhandled to the OS. This was resulting in crashes on certain keypresses (left cursor), for undetermined reason.
This PR defaults all key up and keydown messages to be returned as handled by Godot, except those explicitly coded as exceptions (currently volume keys only).
The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
It does check its permission every `vibrate_handheld()` calls.
Vibrate permission is added by checking it on export settings.
And there are some changes for deprecated method.
It had been synced with style changes (spaces -> tabs), not sure why
I accepted to merge it this way back then...
Synced with eb57657f66,
same as before.
Custom-changes will be reapplied in the next commit, if relevant.
Fixes#17004
Currently the keydown and keyup messages are handled with method like this:
if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK
|| (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD
|| (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
// joystick input
}
else
{
// keyboard input
}
The constant for SOURCE_DPAD is 513
10 0000 0001
and the constant for SOURCE_KEYBOARD is 257
1 0000 0001
However, rather confusingly, for many keyboards the source sent by android is 769
11 0000 0001
Thus the keyboard is passing the check as being a DPAD and being processed as a joystick rather than keyboard. This PR handles the specific case of 769, allowing input from physical keyboards.
text=auto works well in Git 2.10+ but it's broken in previous versions,
which are still used in production on e.g. Ubuntu 16.04 LTS.
Also fix a couple missed text files with CRLF terminators.
.bat files likely require it to be processed properly on Windows,
but core.autocrlf should take care of converting them on the fly
when checking out on Windows.
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
Input source types are not pure bit flags, they are combinations of
flags, so != 0 check was incorrect and resulted in crashes later, when
trying to obtain the device.
- Add a iap_connect and iap_disconnect events for android platform.
- Add isConnected() function returning true if its connected to android service, false otherwise
(cherry picked from commit 546b48813f)
Command line options were refactored for 3.0 to follow the common usage
of double-dashed long options, but `--main-pack` went through the cracks.
Fixes#16533.
As it turns out, onTextChanged supplies a mutable CharSequence, which
lead to crashes or unexpected behaviour when input was coming faster
than it was processed.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
Should fix issues some of us have with `misc/dist/uwp_template/AppxManifest.xml`
always showing up as modified.
Might cause issues on Windows due to the removal of BOMs or change of line endings
in some of the Mono, UWP or gradlew.bat files, we will test and adapt if need be.
On mobile platforms virtual keyboards take up significant amount of
screen space and UI containing a text box may need to be adjusted
after the keyboard appears to keep the text box visible to user. This
commit adds a way to obtain virtual keyabord height so that controls
are aware of how much they need to move.
- Dispatch input immediately as it comes, instead of delaying it to the
next step().
- Fix text box input handling when caret is at the middle of the text.
- Minimize queueEvent calls on Java side.
The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.
- .so libraries are exported to lib/ folder in .apk, instead of assets/,
because that's where Android expects them to be and it resolves the
library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
the current device. So we establish the convention that Android .so
files in the project must be located in the folder corresponding to
the ABI they were compiled for.
- Godot callbacks (event handlers) are now called from the same thread
from which Main::iteration is called. It is also what Godot now
considers to be the main thread, because Main::setup is also called
from there. This makes threading on Android more consistent with
other platforms, making the code that depends on Thread::get_main_id
more portable (GDNative has such code).
- Sizes of GDNative API types have been fixed to work on 32-bit
platforms.
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping
- Cleanup obsolete code here and there
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Cleanup obsolete code here and there
/godot_dev/platform/android/java/src/com/google/android/vending/expansion/downloader/impl/DownloaderService.java:575: Error: The WIFI_SERVICE must be looked up on the Application context or memory will leak on devices < Android N. Try changing to .getApplicationContext() [WifiManagerLeak]
mWifiManager = (WifiManager) getSystemService(Context.WIFI_SERVICE);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Explanation for issues of type "WifiManagerLeak":
On versions prior to Android N (24), initializing the WifiManager via
Context#getSystemService can cause a memory leak if the context is not the
application context. Change context.getSystemService(...) to
context.getApplicationContext().getSystemService(...).
1 errors, 0 warnings
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
Upgrade Gradle and Android plugin for Gradle
Disable all signing and zip-aligning for the export templates
Give correct names to generated APKs
Put .so files built by SCons right where Gradle has to pick them according to arch & build type
Downgrade NDK platform to 14 to match minSdkVersion
using ``NotificationCompat`` in ``support-v4`` library will increase APK filesize a little bit, but it guarantees to run OK with API 4+
tested with API 19 and 23 devices
If we update build gradle to use ``compileSdkVersion 23``,
``org.apache.http`` package causes error. (issue #4711)
We need to use ``useLibrary 'org.apache.http.legacy'`` to solve this problem.
To use ``useLibrary``, we need to use latest gradle also.
And now, we faced another problem with ``APK Expansion`` java sources.
```
/platform/android/java/src/com/google/android/vending/expansion/downloader/impl/DownloadNotification.java
137 : mCurrentNotification.setLatestEventInfo(mContext, mCurrentTitle, mCurrentText, mContentIntent); // causes error
```
So, some of APK Expansion java sources are updated by referencing commits from https://github.com/danikula/Google-Play-Expansion-File
And dropped V3CustomNotification.java which was for android 3.0, since godot supports android 14 (4.0) above officially.
Unfortunately, another problem, The 'MissingTranslation' error was occurred.
So, build.gradle is updated to use ``disable 'MissingTranslation'``
Additionally, I updated ``buildToolsVersion``, ``targetSdkVersion`` to latest version.
I tested APK Expansion funtionality on Android 6.0 (Nexus 9, Nexus 6p) and Android 4.4 (Galaxy Note 2) with Google Developer console.