Commit graph

1051 commits

Author SHA1 Message Date
Rémi Verschelde
9204a3a50e
Android: Properly validate godot_project_name_string for Android special chars
Fixes #52659.
2021-10-26 10:01:09 +02:00
Marcel Admiraal
f80cb4dffa Fix Gradle builds not excluding excluded tasks 2021-10-23 14:13:36 +01:00
Marcel Admiraal
87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Rémi Verschelde
cd21cc683a
SCons: Set DEBUG_ENABLED and DEV_ENABLED in SConstruct
They're the same for all platforms so they don't need to be repeated in all
platform definitions.
2021-10-15 10:26:58 +02:00
Marcel Admiraal
95b1275197 Upgrade Android Gradle to version 7.2 2021-10-14 16:19:00 +01:00
Rémi Verschelde
e2dfb656f4
SCons: Add DEV_ENABLED defines for target=debug builds
This will allow adding developer checks which will be fully compiled out in
user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and
the editor builds.

This define is not used yet, but we'll soon add code that uses it, and change
some existing `DEBUG_ENABLED` checks to be performed only in dev builds.

Related to godotengine/godot-proposals#3371.
2021-10-14 12:01:28 +02:00
Hugo Locurcio
b1b14e5fd7
Build for 64-bit ARM by default when compiling or exporting for Android
All Android devices that support Vulkan support 64-bit ARM.

This also removes NEON opt-out code for ARMv7 as pretty much all
ARMv7 devices also support NEON.
2021-10-12 16:35:49 +02:00
ne0fhyk
431ccdb057 Pass the correct export_format argument to locate the assets directory when exporting. 2021-10-11 08:24:21 -07:00
Pedro J. Estébanez
007cb5ccfb Implement get_cache_path() for iOS, and improve it for Android and Windows 2021-10-09 11:13:26 +02:00
ne0fhyk
5bbfe0b5a8 Add support for Play Asset Delivery.
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.
2021-09-15 06:06:11 -07:00
Hugo Locurcio
1513aa9b26
Add logo attribution for Android, HTML5 and Linux platform icons
- Tweak the Android platform logo to remove the Android wordmark,
  as it can't be used without explicit permission.
2021-09-11 19:34:10 +02:00
Marcel Admiraal
23311a6ed3 Use current androidx Fragment library instead of legacy libraries 2021-09-08 10:17:26 +01:00
Juan Linietsky
58388f8cec
Merge pull request #47391 from Calinou/platform-feature-tags-lowercase
Make platform feature tag names lowercase
2021-09-07 16:30:50 -03:00
Fredia Huya-Kouadio
ebac430445
Merge pull request #52159 from m4gr3d/addoculus_openxr_
Update the AndroidManifest to enable access to Oculus OpenXR runtime
2021-09-01 21:09:28 -07:00
PouleyKetchoupp
0b681d5834 Add support for adding plugin views behind the main view on Android
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.
2021-09-01 10:01:55 -07:00
Hugo Locurcio
2daaf0fdc3
Make platform feature tag names lowercase
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.

- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
2021-08-31 20:34:44 +02:00
Wilson E. Alvarez
d11c1afc04
Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
ne0fhyk
9f4aa1f5ad Update the AndroidManifest to enable access to Oculus OpenXR runtime. 2021-08-27 11:12:25 -07:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Michael Alexsander
b4cea10771
Merge pull request #49756 from Calinou/android-export-move-clear-previous-install-setting
Move the Android "clear previous install" setting to Editor Settings
2021-08-22 23:30:13 +00:00
Marcus Brummer
47f338fc12 Check if vibration duration is > 0 on Android 2021-08-21 17:33:25 +02:00
Fredia Huya-Kouadio
f4222733ca Delegate handling and implementation of the restart functionality to the Godot host. 2021-08-18 10:24:42 -07:00
Rémi Verschelde
be80d381d2
Merge pull request #50360 from m4gr3d/address_external_dir_access_master
Add support for Android scoped storage
2021-08-17 13:33:28 +02:00
ne0fhyk
3a00ff1cce Add partial support for Android scoped storage.
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.
2021-08-16 23:11:56 -07:00
ModProg
d9e24b72f7 [android] Fixed wrong button mask for right click 2021-08-16 18:49:12 +02:00
Hugo Locurcio
2cdace1749
Move the Android "clear previous install" setting to Editor Settings
This means the setting now applies to every project deployed from
the editor, rather than being per-export preset.
2021-08-16 05:59:48 +02:00
Pedro J. Estébanez
e745088f1f Switch to input buffering on Android
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 `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate).

Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
2021-08-13 11:45:50 +02:00
Pedro J. Estébanez
dc187324be Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-13 11:19:19 +02:00
Pedro J. Estébanez
7c864d41c9 Improve input event accumulation
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
2021-08-13 11:19:19 +02:00
Rémi Verschelde
af70288ee0
Merge pull request #51586 from m4gr3d/investigate_godot_resume_stalls_master
Resolve issue where the Godot app remains stuck when resuming.
2021-08-13 08:43:59 +02:00
Rémi Verschelde
4c53669d8a
Merge pull request #51524 from RandomShaper/faster_vma
Upgrade Vulkan Memory Allocator, use Volk on Android
2021-08-13 08:42:58 +02:00
Fredia Huya-Kouadio
e73e336e3b Add support for prompting the user to retain app data on uninstall.
Supported on Android 10 and higher.
2021-08-12 22:16:14 -07:00
Fredia Huya-Kouadio
28a99e4cf6 Resolve issue where the Godot app remains stuck when resuming.
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.
2021-08-12 21:05:18 -07:00
Pedro J. Estébanez
7b7e17a626 Upgrade Vulkan memory allocator 2021-08-13 00:05:41 +02:00
Rémi Verschelde
554312a3b2
Android: Use volk instead of NDK Vulkan headers
We no longer build the Vulkan loader, and volk lets us load it dynamically.
Roblox uses volk on Android so it should work well for us too.
2021-08-12 23:39:30 +02:00
Rémi Verschelde
6f043f7a19
Merge pull request #50771 from naithar/feature/platform-export-refactoring-4.0 2021-08-12 17:22:43 +02:00
Sergey Minakov
ed49e038ec Split android platform export template into multiple files 2021-08-12 17:15:02 +03:00
Marcus Brummer
20b3e2cc94 Properly finishes Godot's Android activity when destroyed by the system 2021-08-12 15:33:51 +02:00
bruvzg
d7957a2a20 Use "volk" instead of statically linked Vulkan loader. 2021-08-12 14:25:15 +03:00
Aaron Franke
fa3a32a2d6
Use Key enum instead of plain integers 2021-08-10 16:26:55 -05:00
Haoyu Qiu
1d5332069b Make progress and errors translatable when exporting to Android 2021-08-01 17:16:16 +08:00
Fredia Huya-Kouadio
ace6df6947 Fix custom build export 2021-07-27 09:15:45 -07:00
luz paz
3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
bruvzg
618eb27e8b Move alert function from DisplayServer to OS. 2021-07-22 21:50:35 +03:00
ne0fhyk
fa587778d8 Disable resource optimizations for release builds as it breaks the legacy build system. 2021-07-20 16:44:04 -07:00
Rémi Verschelde
b4baec08cf
Merge pull request #50206 from groud/undoredo_increase_args_count
Increase the number of arguments accepted by UndoRedo methods
2021-07-20 09:50:01 +02:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Hendrik Brucker
38578a8095 Modernize Display server to use override keyword 2021-07-16 21:39:13 +02:00
reduz
6639cc9853 Addes ability to load build sources from file.
* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.

This makes Android development easier.
2021-07-15 10:14:08 -03:00