Commit graph

1611 commits

Author SHA1 Message Date
Fredia Huya-Kouadio
6b6428d779 Fix ANRs reported by the Google Play Console
- Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior)  which may cause the application to ANR.

- Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
2024-07-04 05:18:50 -07:00
Fredia Huya-Kouadio
c6a23a7a7d Fix crashes reported by the Google Play Console 2024-07-04 02:46:11 -07:00
Fredia Huya-Kouadio
637f4a10ed Fix the issue causing the logo to not show when using the compatibility renderer 2024-07-03 11:16:45 -07:00
Pedro J. Estébanez
32d9c93af3 Improve handling of rendering startup errors 2024-06-28 19:31:50 +02:00
Fredia Huya-Kouadio
9e9ffdd1bb Revert hiding of custom templates under the Advanced Options toggle 2024-06-24 06:14:27 -07:00
Thaddeus Crews
cc6dd8d02c
Style: Optimize .svg files with svgo 2024-06-23 08:15:19 -05:00
Rémi Verschelde
de8a05f447
Merge pull request #92965 from m4gr3d/fix_splash_screen
Update the Android splash screen logic
2024-06-13 17:19:27 +02:00
Tareq Anuar
d14bea4413
Move the most specific motion event guard to the top of the function. 2024-06-11 12:10:09 +08:00
Fredia Huya-Kouadio
f20e21a6d6 Update the splash screen logic for the Godot app template
Due to limitations to the splash screen introduced in Android 12, the splash screen logic is updated to the same logic as used on other platforms, i.e: the splash screen is rendered by the Godot engine instead of the Android runtime.
2024-06-10 00:59:36 -07:00
Fredia Huya-Kouadio
dd966f5680 Configure the splash screen for the Android editor 2024-06-10 00:34:00 -07:00
Rémi Verschelde
0b24f40c33
Merge pull request #92580 from hccloud/master
Remove the limit on the number of the SignalInfo creation function parameters
2024-06-07 23:29:40 +02:00
Yuzhao Wang
2e4d573c3c Remove the limit on the number of the SignalInfo function parameters
Update platform/android/api/jni_singleton.h

Co-authored-by: A Thousand Ships (she/her) <96648715+AThousandShips@users.noreply.github.com>
2024-06-05 09:21:30 +08:00
Rémi Verschelde
62b15238e5
Merge pull request #92704 from m4gr3d/update_android_editor_activity_layout
Consolidate the ProjectManager and Editor windows into a single Android Activity class
2024-06-04 10:10:08 +02:00
Fredia Huya-Kouadio
53279d2510 Fix invalid return value when multiple permission requests are dispatched 2024-06-02 17:22:51 -07:00
Fredia Huya-Kouadio
0795587f69 Consolidate the ProjectManager and Editor windows into a single Android Activity class. 2024-06-02 14:14:21 -07:00
Rémi Verschelde
37cf266b57
SCons: Process platform-specific flags earlier
Some of the logic in SCons depends on flags that get overridden in the
platform-specific `detect.py`, so it needs to be processed first.

For example the Android/iOS/Web platforms override the default `target`
to `template_debug`, but this was processed too late so e.g. the logic
that sets `env.editor_build` would set it to true due to the default
`target` value in the environment being `editor`.
2024-05-30 16:01:43 +02:00
Mauricio Narvaez
28f357733f Ensure that Godot's version of libc++_shared.so is always selected in case dependencies have their own 2024-05-29 14:43:35 -07:00
Rémi Verschelde
a6ef250f3e
Merge pull request #92133 from m4gr3d/fix_touch_input
Fix invalid detection of mouse input
2024-05-29 23:03:27 +02:00
Rémi Verschelde
7870b28ed3
Merge pull request #92252 from poiati/fix-wayland-window-class
Properly set window class in Wayland
2024-05-23 08:59:23 +02:00
Thaddeus Crews
896b003cc8
SCons: Convert platform get_flags to dictionary 2024-05-22 13:53:20 -05:00
Paulo Poiati
a3769c0edc Properly set window class in Wayland 2024-05-22 10:42:12 -03:00
Jakub Marcowski
d9f8ef68df
Update pre-commit hooks configuration to use ruff instead of black 2024-05-21 18:02:29 -05:00
Rémi Verschelde
0e39ac6ac6
Merge pull request #92176 from emrekultursay/master
Fix detecting when Gradle is invoked from Studio
2024-05-21 11:23:08 +02:00
Emre Kultursay
3b8d0bee4a Fix detecting when Gradle is invoked from Studio
The existing 'idea.platform.prefix' system-property approach
only worked because of a Android Studio bug that leaks the
system properties from Android Studio into Gradle build:
  - https://issuetracker.google.com/201075423

This bug was fixed in Android Studio 2023.3.1 (Jellyfish).

The correct way of identifying builds from Android Studio is to
use the following project property (not system property):
 - android.injected.invoked.from.ide
2024-05-20 17:02:36 -07:00
Alexander Hartmann
ab9e377fe6 Fix InputEventScreenDrag on Android 2024-05-21 01:04:23 +02:00
Fredia Huya-Kouadio
5a74e5812b Add logic to unregister the Godot plugins on engine termination 2024-05-19 19:27:04 -07:00
Fredia Huya-Kouadio
625b92e3cd Input logic cleanup:
- Fix invalid detection of mouse input. Prioritize using the event tool type to detect the type of the event, and only use the event source as fallback.

- Ensure that pressure and tilt information is passed for touch drag events

- Consolidate logic and remove redundant methods

- Improve the logic to detect when external hardware keyboards are connected to the device
2024-05-19 14:08:01 -07:00
Fredia Huya-Kouadio
ab4fbbcaa7 Switch to the WindowInsetsAnimationCompat api
Replace the use of WindowInsetsAnimation with WindowInsetsAnimationCompat; the former was only introdcued in api 30 and caused a crash on older versions of Android.

Fixes https://github.com/godotengine/godot/issues/91773
2024-05-13 00:59:03 -07:00
A Thousand Ships
a0dbdcc3ab
Replace find with contains/has where applicable
* Replaces `find(...) != -1` with `contains` for `String`
* Replaces `find(...) == -1` with `!contains` for `String`
* Replaces `find(...) != -1` with `has` for containers
* Replaces `find(...) == -1` with `!has` for containers
2024-05-08 12:37:42 +02:00
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
Found by apply the file_format checks again via #91597.
2024-05-08 10:12:46 +02:00
Rémi Verschelde
e63252b421
Merge pull request #90705 from AThousandShips/foreach_list
Reduce and prevent unnecessary random-access to `List`
2024-05-07 09:04:44 +02:00
Rob Blanckaert
3093ef49bc
Fix missing space in missing tools error message.
Currently prints as `ANDROID_HOME is correct and cmdline-toolsare installed, or install NDK version`
2024-05-04 20:51:21 -07:00
A Thousand Ships
955d5affa8
Reduce and prevent unnecessary random-access to List
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)

* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
2024-05-04 16:08:55 +02:00
Radiant
789c6ebdfd Implement amplitude to Input.vibrate_handheld
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
2024-05-02 19:09:42 +03:00
Rémi Verschelde
9824a9003f
Merge pull request #91339 from TCROC/windows-apk-build-fix
Fix for Android build on Windows
2024-05-01 09:55:15 +02:00
Travis Lange
cc0d5a43cc added fix for android build on windows 2024-04-29 20:32:41 -04:00
Rémi Verschelde
947f5a8741
Merge pull request #91247 from AThousandShips/callable_fix
Fix unsafe uses of `Callable.is_null()`
2024-04-29 10:10:32 +02:00
Thaddeus Crews
e0e8ce1fc0
SCons: Colorize warnings/errors during generation 2024-04-28 16:24:48 -05:00
A Thousand Ships
31e7ee63f2
Fix unsafe uses of Callable.is_null()
`Callable.is_null()` is not equivalent to `!Callable.is_valid()` and
doesn't guarantee the call is valid.
2024-04-27 16:22:57 +02:00
Fredia Huya-Kouadio
3a06b447cc Cleanup Android file errors
Follow up to https://github.com/godotengine/godot/pull/90403
2024-04-22 07:48:45 -07:00
Rémi Verschelde
6cf03a5bbb
Merge pull request #90802 from m4gr3d/fix_android_gradle_build_copy_rename_permissions_error
Fix issue causing the `copyAndRename*` task to fail on occasions on Windows machines
2024-04-22 12:52:56 +02:00
Rémi Verschelde
8c474ddd49
Merge pull request #90710 from m4gr3d/fix_jstring_leaks
Fix leakage of JNI object references
2024-04-22 12:52:16 +02:00
Rémi Verschelde
e500046e00
Merge pull request #90611 from m4gr3d/automatically_generate_debug_keystore
Automatically generate the Android debug keystore
2024-04-22 12:52:03 +02:00
Rémi Verschelde
504d01b61e
Merge pull request #90403 from bruvzg/file_resize
[FileAccess] Implement `resize` method.
2024-04-22 12:51:55 +02:00
Fredia Huya-Kouadio
764de7fe31 Collapse the gdextension arguments into the GDExtensionData struct
This is used to reduce the number of arguments to `OS::open_dynamic_library(...)`.
2024-04-19 07:56:02 -07:00
Fredia Huya-Kouadio
ede88cf59d Fix loading GDExtension dependencies on Android 2024-04-19 07:55:08 -07:00
Fredia Huya-Kouadio
1cc935fa6c Fix issue causing the copyAndRename* task to fail on occasions on Windows machines
Gradle automatically handles up-to-date checks for output files and directories. This behavior sometimes causes the `copyAndRename*` task to fail on Windows machines when gradle tries to check on existing files in the output directories it doesn't have access to.
To fix the issue, we disable this gradle behavior following the instructions in https://docs.gradle.org/8.2/userguide/incremental_build.html#sec:disable-state-tracking
2024-04-17 08:38:32 -07:00
Fredia Huya-Kouadio
f291a4ed3a Fix leakage of JNI object references
Fixes https://github.com/godotengine/godot/issues/87548
2024-04-15 10:30:18 -07:00
Fredia Huya-Kouadio
a8c9b59f3f Automatically generate the Android debug keystore
Automatically generate the Android debug keystore when the Java SDK path is specified.
2024-04-12 23:53:28 -07:00
Fredia Huya-Kouadio
6fd5238955 Fix issue with resolving the path for the Android keystore file
The previous logic passed the path to the Android keystore as-is to an external tool. This causes the tool to fail if the path is Godot-specific (e.g: 'res://<path_to_keystore>'
2024-04-12 17:00:09 -07:00