Commit Graph

41 Commits

Author SHA1 Message Date
Rémi Verschelde
b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Fabio Alessandrelli
09a9712a6a Remove unused FileAccessJAndroid. 2020-12-09 10:58:36 +01:00
thebestnom
e7f259c366 Android: Allow Mouse Capture 2020-12-08 22:14:08 +02:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
thebestnom
42513f2f47 Android: Mouse Implementation
Implement mouse
Move touch to inputManager
Change to use android/input.h
2020-10-09 04:14:56 +03:00
Juan Linietsky
438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
Fredia Huya-Kouadio
175d43738a Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:52:40 -07:00
Timo Schwarzer
05b32fc01d
Add static_assert checks where code assumes VARIANT_ARG_MAX == 5 2020-05-25 21:55:03 +02:00
Rémi Verschelde
3ecdc27f49
Merge pull request #39004 from nekomatata/android-reset-surface
Proper surface reset when resuming app on Android
2020-05-24 22:31:03 +02:00
PouleyKetchoupp
b987677cc0 Proper surface reset when resuming app on Android
Just re-creating the window instead of restarting the app entirely.
2020-05-24 20:42:21 +02:00
PouleyKetchoupp
39f59786fa Use long instead of int for object id in Android java wrapper
Using int for 64-bit values might cause issues with objects not found
in ObjectDB when the id is truncated.
2020-05-24 13:26:18 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
fhuya
948c3cbb88 Add signal support to Godot Android plugin:
Supports registering and emitting signal from a Godot Android plugin
2020-04-10 09:22:21 -07:00
PouleyKetchoupp
e167af3737 Display Server support 2020-04-08 01:47:09 +02:00
PouleyKetchoupp
af424b1c7c Vulkan rendering for Android 2020-04-03 11:18:59 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
fhuya
d7b10beb1b Update the naming scheme for the GodotPlugin's methods in preparate of the vulkan integration. 2020-03-19 15:28:33 -07:00
fhuya
f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00
fhuya
b38283a6b7 Miscellaneous cleanup for the Android codebase:
- update gradle plugins versions
- add formatting rules for AndroidManifest and gradle build files
- cleanup java_godot_lib_jni

Note: logic was mostly moved around and no new logic/functionality was added.
2020-03-04 12:16:17 -08:00
Rémi Verschelde
080b5df625
Merge pull request #36682 from nekomatata/android-compilation-fix
Compilation fixes on Android
2020-03-04 16:22:16 +01:00
PouleyKetchoupp
ed0655cdfb Compilation fixes on Android 2020-03-04 13:15:37 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg
1af06d3d46
Rename scancode to keycode.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Ignacio Etcheverry
a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
Alexander Holland
dd2fd4e853 fixes android double tap regression 2020-01-13 12:46:33 +01:00
Alexander Holland
b1b308411a Fixes Android FileDialog
- Go up was not working, simplify was used one time too much
- Added GestureHandler
  - Added doubleTap to recognize open dir
  - Fixed scroll where sometimes the scroll jumped between start and end when pointer was outside or on the edge of the scroll area
2020-01-10 15:25:08 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Fabio Alessandrelli
04c917899f Add Android NetSocket implementation.
Automatically acquire and release multicast lock when needed.
2019-12-14 18:10:36 +01:00
Cagdas
0088385556 Add request permission automatically at android 2019-10-22 22:52:13 +03:00
Alexander Holland
db582a2c8c Adds Pen support for Android 2019-10-04 23:57:01 +02:00
fhuya
a7712cc9e4 Add new events and accompanying logic to notify when the app is paused and resumed on Android devices. 2019-09-19 13:29:49 -07:00
fhuya
5eaaabceaf Update the fallback input mapping for the Oculus mobile devices. 2019-08-26 18:48:54 -07:00
Robin Hübner
6ab118c464 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories. 2019-08-09 11:13:24 +02:00
Ibrahn Sahir
4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
Bastiaan Olij
b2c0a687f1 Restructuring glue code to make it easier to extend 2019-04-05 21:44:06 +11:00