Commit graph

80 commits

Author SHA1 Message Date
Rémi Verschelde
7c8cc037ad
Merge pull request #50221 from madmiraal/fix-50125-3.x
[3.x] Queue the calls to GodotLib.key when Android virtual done is pressed
2021-07-06 23:46:36 +02:00
Marcel Admiraal
2bd3cc0e16 Queue the calls to GodotLib.key when Android virtual done is pressed 2021-07-06 17:54:14 +01:00
Marcel Admiraal
d40f73e3a4 Remove Android onKeyMultiple override 2021-07-06 17:37:53 +01:00
Rémi Verschelde
009aa63a57
Merge pull request #50108 from madmiraal/android-use-lambdas-3.x
[3.x] Replace single method anonymous classes with lambdas in Godot Java code
2021-07-06 18:10:45 +02:00
Marcel Admiraal
4b03e05573
Use static inner classes in Godot Java code
(cherry picked from commit 23e152040b)
2021-07-06 11:20:42 +02:00
Marcel Admiraal
ab1162e918
Remove redundant explicit types in Godot Java code
(cherry picked from commit 3f95bbed73)
2021-07-06 11:10:46 +02:00
Marcel Admiraal
6a07253bb6
Use StringBuilder instead StringBuffer in Godot Java code
(cherry picked from commit 61ee51d2bf)
2021-07-06 11:10:46 +02:00
Marcel Admiraal
c1abbfb605
Fix raw use of parameterized Class
(cherry picked from commit d237f7d33d)
2021-07-06 11:10:46 +02:00
Marcel Admiraal
01ecec451c
Use Java array declarations not C-style declarations in Android Java code
(cherry picked from commit 721b3d56c5)
2021-07-06 11:10:46 +02:00
Marcel Admiraal
2b78d618f4
Remove unnecessary semicolons from Android Java code
(cherry picked from commit 360447001d)
2021-07-06 11:10:45 +02:00
Marcel Admiraal
76c1a0e91d
Fix unchecked call to put() warning in GodotInputHandler.java
(cherry picked from commit 8270e101a7)
2021-07-06 11:10:44 +02:00
Marcel Admiraal
4108dd0145 Replace single method anonymous classes with lambdas in Godot Java code 2021-07-03 05:13:08 +01:00
Marcel Admiraal
1ed89353b0 Remove unused imports from Android Java code 2021-07-02 14:41:57 +01:00
Marcel Admiraal
96e56af9b9 Remove redundant interface modifiers from Android Java code 2021-07-02 09:41:09 +01:00
Rémi Verschelde
c7c93355e3
Merge pull request #49436 from madmiraal/add-android-external-dir-3.x
[3.x] Add OS.get_external_data_dir() to get Android external directory
2021-06-10 18:24:21 +02:00
Marcel Admiraal
6d63ccba31 Add OS.get_external_data_dir() to get Android external directory 2021-06-10 16:48:37 +01:00
Marcel Admiraal
cdba79ca72 Remove unused AudioDriverAndroid from Android 2021-06-10 08:31:23 +01:00
Rémi Verschelde
e96f0ea1d7
Android: Remove non-functional native video OS methods
Those methods are only properly implemented for iOS.

Supersedes #43811.
2021-05-07 16:42:17 +02:00
bruvzg
dab4cf3ed6
Add physical_scancode (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2021-05-06 23:19:45 +03:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Fredia Huya-Kouadio
dedeada310 Fix issue causing the response callback to be invoked with the invalid requestCode. 2021-04-09 13:38:36 -07:00
Fredia Huya-Kouadio
14e7f6fa7c Fix onMainRequestPermissionsResult callback for Android plugins. 2021-03-17 09:30:19 -07:00
Fredia Huya-Kouadio
94df08aae1 Leverage java annotations to simplify the logic used to register the Godot plugin methods. 2021-03-16 01:20:43 -07:00
Fredia Huya-Kouadio
c5fb32d594 Update the logic to load Godot Android plugins packaged into the binary.
The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
2021-02-26 09:09:40 -08:00
Fredia Huya-Kouadio
65eb5fdf1e Update the initialization timeline for the Godot fragment to be more consistent with the previous activity based timeline.
(cherry picked from commit 3ce7678374)
2021-02-25 15:14:32 +01:00
Fredia Huya-Kouadio
64f5a7b8ca Expose GodotPlugin's utility methods used for registration and signal emitting.
This enables creation and use of a plugin like class by composition rather than inheritance.
2021-02-15 15:57:36 -08:00
Michael Conrad
8777282c40 Fix joystick axis mapping issues with NVIDIA shield. Probably others.
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
2021-02-09 08:33:42 -05:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
alan-w-255
cbda02991f fix android wrong multi-touch pointerid 2020-11-27 16:46:21 +08:00
Vaughan Ling
7a9660e8d2
Change android orientations from sensor to user
# Conflicts:
#	platform/android/java/lib/src/org/godotengine/godot/GodotIO.java

(cherry picked from commit d658063833)
2020-11-17 12:01:59 +01:00
Mark Riedesel
92ff6c5164 Implement OS.get_screen_orientation() for Android 2020-11-13 10:14:06 -05:00
thebestnom
8405f1225e [3.2] Android: Keyboard modifier and arrow key support 2020-11-13 15:10:17 +02:00
thebestnom
191c84f952 Android: Mouse Implementation
Implement mouse
Move touch to inputManager
Change to use android/input.h
2020-10-30 15:23:29 +02:00
Mark Riedesel
2bec10fd1c Implement OS.get_window_safe_area() for Android 2020-10-27 11:52:20 -04:00
Fredia Huya-Kouadio
8d9733f90c Add overridable init method for the Godot fragment instance. 2020-09-18 16:45:46 -07:00
Fredia Huya-Kouadio
e99dc65b64 Enable the ability to use Godot as a subview within an Android app
(cherry picked from commit 920639511d)
2020-09-18 16:45:40 -07:00
Fredia Huya-Kouadio
a8240f7351 Fix issue causing the textedit to move upward 2020-08-18 17:05:23 -07:00
Rémi Verschelde
5972495d99 Revert "Virtual keyboard size adjustment fixes"
Also reverts "[3.2] Move PopupWindow logic to GodotEditText on Android".

This reverts commits 69db38742f and.
ff0ada164b.
2020-08-14 00:32:04 +02:00
PouleyKetchoupp
ff0ada164b [3.2] Move PopupWindow logic to GodotEditText on Android 2020-07-28 21:03:55 +02:00
Rémi Verschelde
37bac7d75d
Merge pull request #40672 from nekomatata/virtual-keyboard-height-fix-3.2
[3.2] Virtual keyboard size adjustment fixes
2020-07-27 08:57:52 +02:00
Rémi Verschelde
a2edf04fd2
Merge pull request #40469 from nekomatata/virtual-keyboard-enter-fixes-3.2
[3.2] Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:26:02 +02:00
PouleyKetchoupp
69db38742f Virtual keyboard size adjustment fixes
1. Disable virtual keyboard focus adjustment on Android
The default adjustment setting was causing the view to pan down in order
to adjust the focus on the text content.
We don't need any focus adjustment since we're using a fixed size window
for our application.
Documentation:
https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING

2. Fix virtual keyboard height regression
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.
2020-07-24 18:26:20 +02:00
Rémi Verschelde
b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
PouleyKetchoupp
c0b394572f Fix Return key events in LineEdit & TextEdit on Android
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.
2020-07-17 18:25:40 +02:00
Rémi Verschelde
0246a1a276 Revert "Enable the ability to use Godot as a subview within an Android app"
This reverts commit 920639511d.

The changes are good, this revert is only done for release management reasons
as we want this feature to get more testing before making it in a stable build,
but a 3.2.3 release is imminent to handle some regressions in 3.2.2.

This will be re-committed in a 3.2-based feature branch, and we'll merge it
again once we're confident about it (probably for 3.2.4).
2020-07-10 08:51:21 +02:00
Fredia Huya-Kouadio
920639511d Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:57:03 -07:00
Fredia Huya-Kouadio
61aa477e1c Clean up the GodotPlugin public API. 2020-06-16 09:24:41 -07:00
Fredia Huya-Kouadio
06b7f611f8 Provide the ability for clients of the Godot library to add their own command line arguments 2020-05-27 02:12:54 -07:00