Each driver used to define the (same) project settings value, but the
setting names are not driver specific. Ovverriding is still possible via
platform tags.
(cherry picked from commit 90c7102b51)
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)
(cherry picked from commit 328354f878)
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.
(cherry picked from commit 2f38cfd9ab)
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.
(cherry picked from commit c591cb8fda)
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
(cherry picked from commit ba2ec53a26)
On GCC and Clang, we use C11 and C++14 with GNU extensions (`std=gnu11`
and `std=gnu++14`). Those are the defaults for current GCC and Clang,
and also match the feature sets we want to use in Godot.
On MSVC, we require C++14 support explicitly with `/std:c++14`, and
make it strict with the use of `/permissive-` (so features of C++17 or
later can't be used).
Moves the definition before querying environment flags and platform
config so that it can be overridden when necessary.
(cherry picked from commit 342f127362)
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.
(cherry picked from commit 2dd3a01d11)
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.
(cherry picked from commit 196860508a)
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.
- `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).
- 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
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.
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".
The description appears when hovering over the one-click-deploy button (top-right). This information helps the user distinguish between their devices if multiple are connected or if the same device is connected by both usb and tcpip (two entries in the list for the same device).
Avoid using adb reverse if deploying with adb tcpip.
This still can fail if the user is attempting to debug over usb and has connected their device over BOTH usb and tcpip. I'm not sure how we would detect that problem in advance though.
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).
This fades out messages originating from the editor to make messages
printed by the project stand out more.
This also tweaks wording in some editor messages for consistency.
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').
The language didn't make it clear that it's installing a *source* template
to the project folder, for later use when compiling custom APKs.
Fixes#28736.
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.
So far we left most temporary files lying around, so this attempts to
fix that.
I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
As of 3.1 and later, we have too many thirdparty C++ dependencies
and some internal uses of `new` and `delete` too for it to make
sense to build without the STL on Android.
The option has been broken since 3.0, and the "System STL" that we
relied on for basic support of `new` and `delete` is likely to be
dropped from the NDK:
https://android.googlesource.com/platform/ndk/+/ndk-release-r20/docs/BuildSystemMaintainers.md#System-STL
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
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.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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.
Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.
Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.
Fixes#25262.