Currently the render thread is started / stopped when the activity is respectively resumed / paused. However, according to the `GLSurfaceView` documentation, this should be done instead when the activity is started / stopped, so this change updates the start / stop logic for the render thread to match the documentation.
- Add contexts to give a better sense of benchmarked areas.
- Add missing benchmarks and adjust some begin/end points.
- Clean up names.
- Improve Android's internal benchmarks in a similar manner.
Co-authored-by: Fredia Huya-Kouadio <fhuya@meta.com>
The issue occurred because during the 'close' event, the logic was trying to terminate the native engine on the UI thread instead of doing on the render thread.
- Provide api to retrieve the running Godot instance from a GodotHost
- Provide api for the GodotHost to register runtime GodotPlugin instances
- Hide the GodotService class until it's completed
- Include project setting to enable long press for Android devices
- Include project setting to enable pan and scale gestures on Android devices
When a hardware keyboard is connected, all key events come through so we can route them directly to the engine.
This is not the case for soft keyboards, for which the current logic was designed as it requires extra processing.
Decouples the Godot java entry point from the Android Fragment component. This enables the Godot component to be more easily reused across different types of Android components including Activities and Services.
The follow options were added to the (new) `run/window_placement/android_window` editor setting:
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- `Auto`: choose how to run the project based on the device screen size
- Fix issues with using a touchpad to click, drag, interact with the navigation controls, etc..
- Fix issues with panning with 2+ fingers
- Fix issues with using double-tap to magnify on the spatial editor
Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
Adds a new OS::get_system_ca_certs method which can be implemented by
platforms to retrieve the list of trusted CA certificates using OS
specific APIs.
The function should return the certificates in PEM format, and is
currently implemented for Windows/macOS/LinuxBSD(*)/Android.
mbedTLS will fall back to bundled certificates when the OS returns no
certificates.
(*) LinuxBSD does not have a standardized certificates store location.
The current implementation will test for common locations and may
return an empty string on some distributions (falling back to the
bundled certificates).