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`.
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.
(cherry picked from commit 0b681d5834)
Implements per-pixel transparency feature on Android.
Allows plugins to do specific rendering and render godot UI on top
(useful for camera support with drawing on top).
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.
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.
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.
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 `notification()` on the `MainLoop` at the most caller's convenience.
Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `InputDefault` to avoid the need of sync of mouse data tracked on the UI thread.
The `android:icon` attribute is expected to be the last one in the application
definition, as documented by the comment. cd64bcd missed that and caused some
arguments to be truncated.
Fixes#50224.
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.
(cherry picked from commit 40a594c6ea)
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.
(cherry picked from commit d88e1f04df)