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Author SHA1 Message Date
Anish Mishra 6445b6cbdd Android: Fix immersive mode issue 2024-11-07 18:29:25 +05:30
Thaddeus Crews b00e1cbf74
Merge pull request #97631 from m4gr3d/prompt_apk_install_after_generation
[Android editor] Enable automatic install of exported apks for the Android editor
2024-11-04 21:52:08 -06:00
Thaddeus Crews 7d950c1567
Merge pull request #98712 from syntaxerror247/android_accent_color
[Android] Implement support for accent color retrieval
2024-11-04 21:52:04 -06:00
Thaddeus Crews 2b49543478
Merge pull request #98709 from darksylinc/matias-upsidedown-splash
Fix splash screen upside down on Android
2024-11-04 21:52:01 -06:00
Anish Mishra 7b866f302f [Android] Implement support for accent color retrieval 2024-11-01 16:19:09 +05:30
Matias N. Goldberg b9a2f108fc Fix splash screen upside down on Android
Fixes an issue introduced in #96439 (see
https://github.com/godotengine/godot/pull/96439#issuecomment-2447288702)

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
#96439) and now saves the preTransform value in the swapchain.
2024-10-31 16:52:26 -03:00
Fredia Huya-Kouadio d699d4b7d4 Update the `production` build argument for Android Studio debug builds
Swappy is required for `production` build which breaks the Android Studio debug builds as those turns on the `production` argument.
This commit updates the logic so that the `production` argument is only used by Android Studio for `release` builds.
2024-10-30 21:15:31 -07:00
Anish Mishra b2130efb31 [Android] Implement native file picker support 2024-10-30 14:53:02 +05:30
Thaddeus Crews 05a4620e88
Merge pull request #98615 from Summersay415/three-opengls-please
Fix fallbacks to OpenGL
2024-10-29 19:25:48 -05:00
Thaddeus Crews 08d8909a65
Merge pull request #98574 from syntaxerror247/android_input_dialog
[Android] Implement native input dialog support
2024-10-29 19:25:37 -05:00
Clay John 748f4079e3
Merge pull request #96439 from darksylinc/matias-TheForge-pr03-rebased
Add Swappy & Pre-Transformed Swapchain
2024-10-29 12:34:40 -07:00
Anish Mishra be5d7f757d [Android] Implement native input dialog support 2024-10-29 20:02:08 +05:30
Fredia Huya-Kouadio af2423ba4d Enable automatic install of export apks for the Android editor 2024-10-28 16:12:16 -07:00
Matias N. Goldberg aaa0e2fddf Add Swappy & Pre-Transformed Swapchain
- Adds Swappy for Android for stable frame pacing
- Implements pre-transformed Swapchain so that Godot's compositor is in
charge of rotating the screen instead of Android's compositor
(performance optimization for phones that don't have HW rotator)

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.

Changes from original PR:

- Removed "display/window/frame_pacing/android/target_frame_rate" option
to use Engine::get_max_fps instead.
- Target framerate can be changed at runtime using Engine::set_max_fps.
- Swappy is enabled by default.
- Added documentation.
- enable_auto_swap setting is replaced with swappy_mode.
2024-10-28 18:55:37 -03:00
Summersay415 6d14cd6ff9 Fix fallbacks to OpenGL 2024-10-28 22:57:19 +07:00
Andreas Raddau 90c35f3978 Fix Android app permissions for SDK levels earlier than 28 2024-10-16 12:47:18 +02:00
bruvzg 25f439c573
[DisplayServer] Implement has_hardware_keyboard method for Android and iOS. 2024-10-02 20:09:48 +03:00
Fredia Huya-Kouadio 5e0805a813 Provide access to the Android runtime to GDScript
Thanks for the fix of `JavaClassWrapper` in https://github.com/godotengine/godot/pull/96182 and the changes in the previous commit, this introduces an `AndroidRuntime` plugin which provides GDScript access to the Android runtime capabilities.

This allows developers to get access to various Android capabilities without the need of a plugin.
For example, the following logic can be used to check whether the device supports vibration:

```
var android_runtime = Engine.get_singleton("AndroidRuntime")
 if android_runtime:
 	print("Checking if the device supports vibration")
 	var vibrator_service = android_runtime.getApplicationContext().getSystemService("vibrator")
 	if vibrator_service:
 		if vibrator_service.hasVibrator():
 			print("Vibration is supported on device!")
 		else:
 			printerr("Vibration is not supported on device")
 	else:
 		printerr("Unable to retrieve the vibrator service")
 else:
 	printerr("Couldn't find AndroidRuntime singleton")
```
2024-09-29 14:32:10 -07:00
Anish Mishra dbcc7f3051
Add support for Android Themed Icons (monochrome) 2024-09-27 13:56:34 +02:00
Thaddeus Crews b37fc1014a
Style: Apply new `clang-format` changes 2024-09-20 08:09:48 -05:00
Fredia Huya-Kouadio 741efa632a Update the Android editor flavors to avoid vendor-specific references 2024-09-13 08:53:29 -07:00
devloglogan 16e1d8a81b Disable some editor settings by default in the XR Editor 2024-09-09 07:15:15 -05:00
Fredia Huya-Kouadio 9dc0543da7 Improve support for XR projects 2024-09-06 00:35:50 -07:00
Fredia Huya-Kouadio d1891adced Enable `BUTTON_FORWARD` and `BUTTON_BACK` mouse buttons on Android 2024-09-01 11:01:49 -07:00
Fredia Huya-Kouadio 923b0f2e56 Restore 'Toggle fullscreen' menu for the Android editor and clean up the immersive mode logic 2024-08-28 09:50:34 -07:00
Fredia Huya-Kouadio 961394a988 Add support for launching the Play window in PiP mode 2024-08-28 03:18:51 -07:00
Fredia Huya-Kouadio 6a9c060883 Add support to the Android editor for signing and verifying Android apks
- Apk signing and verification is enabled using the apksig library from ac5cbb07d8
2024-08-26 11:38:49 -07:00
Fredia Huya-Kouadio a5897d579b Update the `GodotHost` interface to support signing and verifying Android apks
Update the export logic to enable apk generation and signing for Android editor builds

Note: Only legacy builds are supported. Gradle builds are not supported at this point in time.
2024-08-26 11:16:38 -07:00
Fredia Huya-Kouadio 794ea99240 Update the storage access handler logic to support accessing / retrieving contents with the `assets:/` prefix 2024-08-26 11:16:37 -07:00
Rémi Verschelde 82adfebcf8
Merge pull request #94799 from m4gr3d/memory_allocation_cleanup_and_optimizations
Android memory cleanup and optimizations
2024-08-16 23:45:39 +02:00
Fredia Huya-Kouadio a57a99f5bc Memory cleanup and optimizations
- Returns an empty list when there's not registered plugins, thus preventing the creation of spurious iterator objects

- Inline `Godot#getRotatedValues(...)` given it only had a single caller. This allows to remove the allocation of a float array on each call and replace it with float variables

- Disable sensor events by default. Sensor events can fired at 10-100s Hz taking cpu and memory resources. Now the use of sensor data is behind a project setting allowing projects that have use of it to enable it, while other projects don't pay the cost for a feature they don't use

- Create a pool of specialized input `Runnable` objects to prevent spurious, unbounded `Runnable` allocations

- Disable showing the boot logo for Android XR projects

- Delete locale references of jni strings
2024-08-16 09:27:41 -07:00
Fredia Huya-Kouadio cde873b406 Update the Android `fileLastModified` method to return values in seconds instead of milliseconds 2024-08-15 12:24:58 -07:00
Fredia Huya-Kouadio 4d0da74014 Fix the cleanup logic for the Android render thread
On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code:

```
runOnRenderThread {
	GodotLib.ondestroy()
	forceQuit()
}
```

The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed.

To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
2024-07-24 10:17:46 -07:00
Rémi Verschelde a4312eebaa
Merge pull request #94468 from m4gr3d/restart_editor_when_updating_touchscreen_settings
[Android Editor] Resolve issues with the editor touchscreen settings
2024-07-17 12:24:14 +02:00
Fredia Huya-Kouadio 53a752f2d6 Disable long press for mouse events
Long press is used to simulate right-click events for finger touch and stylus. The previous logic also caused it to trigger for mouse input, which is not needed since the user can instead use the mouse right click button.

This update disables long press as right click events for mouse input.
2024-07-17 02:44:17 -07:00
Fredia Huya-Kouadio 5e59819727 Cleanup Android input on render thread settings
Follow up to https://github.com/godotengine/godot/pull/93933
Clean up the set of settings use to control whether Android input should be dispatched on the render thread.

Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
2024-07-09 09:15:18 -07:00
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
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 dd966f5680 Configure the splash screen for the Android editor 2024-06-10 00:34:00 -07:00
Fredia Huya-Kouadio 53279d2510 Fix invalid return value when multiple permission requests are dispatched 2024-06-02 17:22:51 -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
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
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
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
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
bruvzg 88b3e68f93
[FileAccess] Implement `resize` method. 2024-04-12 19:20:49 +03:00
melquiadess f09d033156 Improve performance by extracting windowManager and getRotatedValues()
Once sensor listeners are registered, onSensorChanged() (and subsequently
getRotatedValues()) gets called multiple times per socond. Obtaining
WindowManager on each of those calls is superfluous and can be avoided
by extracting it to a lazy class val. getRotatedValue() can also be
called before checking sensor type, and used for each one of them,
resulting in less code repetition.
2024-04-04 14:17:28 +01:00
Rémi Verschelde 82dd9b9916
Merge pull request #90147 from melquiadess/remove-redundant-semicolons
Android: Remove redundant semicolons from Kotlin/gradle files
2024-04-04 14:37:31 +02:00
Rémi Verschelde c7606354c6
Merge pull request #90146 from melquiadess/extract-command-line-file-parsing-and-add-unit-tests
Android: Extract parsing command line file to a separate class + add unit tests
2024-04-04 14:37:28 +02:00
melquiadess 839600b744 Extract parsing command line file to a separate class + add unit tests 2024-04-04 10:18:57 +01:00
melquiadess 73908bbce2 Remove redundant semicolons from Kotlin/gradle files 2024-04-02 23:31:34 +01:00
melquiadess 70ea3e22a6 Use ?. (and ?.let) safe operators instead of !!
This PR prevents potential NPEs, and follows Kotlin conventions more closely
by replacing the unsafe !! operator with safe ?. (or ?.let) (usually
!! would only be used very rarely, and with a good reason - there is one
place left in this PR where !! makes sense), and by replacing Java style
'if (x != null)' with Kotlin's '?.'
2024-03-28 23:36:38 +00:00
Lyuma 3262363664 android: Fix UnsupportedOperationException remove from non-ArrayList 2024-03-25 00:04:28 -07:00
Fredia Huya-Kouadio 900fc2a35a Add `PermissionsUtil#requestPermissions(...)` to provide the ability to request multiple permissions at a time
Fix https://github.com/GodotVR/godot_openxr_vendors/issues/101
2024-03-07 11:23:21 -08:00
Alexander Hartmann e17cecf54a Fix Compatibility Rendering (GLES3) on old and low budget devices.
Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
2024-02-22 00:24:08 +01:00
Fredia Huya-Kouadio af7569d604 Always enable debug symbols when developing with Android Studio 2024-02-15 17:03:28 -08:00
BZ1234567890 04798d6352 [Android 14] Fix GodotEditText white box showing during editor load 2024-02-15 01:06:18 +01:00
Rémi Verschelde afc49e52e4
Merge pull request #88130 from AlekseyKapustyanenko/Rotary_Input
Add rotary input support for Android platform
2024-02-13 23:43:33 +01:00
Rémi Verschelde b6dee8850b
Merge pull request #87384 from bruvzg/sys_base_color
Add method to get "base" system UI color and system theme change callback.
2024-02-13 23:43:21 +01:00
Rémi Verschelde 68c583d30c
Merge pull request #86619 from Alex2782/fix_flag_decimal
Fix virtual keyboard for decimal values on Android
2024-02-13 23:43:11 +01:00
Alexander Hartmann 6f91c00056 Fix virtual keyboard for decimal values on Android 2024-02-13 22:20:47 +01:00
ALEKSEY KAPUSTYANENKO d5c2a641f0 Add rotary input support. Fix documentation 2024-02-13 21:12:59 +04:00
bruvzg ee53ae28df
Add method to get "base" system UI color (macOS/Windows) and system theme change callback. 2024-02-13 18:38:53 +02:00
Fredia Huya-Kouadio e04a38775b Update Android dependencies for the project
- Update Android gradle plugin version from 7.2.1 to 8.2.0
- Update gradle version from 7.4.2 to 8.2
- Update target SDK from 33 to 34
- Update build tools version from 33.0.2 to 34.0.0
- Update kotlin version from 1.7.0 to 1.9.20
- Update Android fragment version from 1.3.6 to 1.6.2
- Update AndroidX window version from 1.0.0 to 1.2.0
2024-01-18 10:35:32 -08:00
Fredia Huya-Kouadio df4f9e8e64 Disable automatic permissions request
The feature was added in Godot 4.2, but it goes against recommended best practices for permissions request, as such it's being reverted.
In its place, developers now have to explicitly request the permissions they need to access.
2024-01-11 08:04:09 -08:00
Rémi Verschelde 1455159d2c
Merge pull request #86379 from m4gr3d/update_render_thread_paused_timing_main
Android: Update the logic used to start / stop the render thread
2024-01-05 12:05:08 +01:00
Alexander Hartmann d7c6ad2020 Fix 'get_window_safe_area' on Android 2024-01-03 20:53:37 +01:00
Fredia Huya-Kouadio f537cdefcf Update the logic used to start / stop the render thread
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.
2023-12-20 20:37:16 -08:00
Yuri Sizov fc3f40f37d Improve engine startup/shutdown benchmarks
- 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>
2023-12-08 12:53:04 +01:00
Fredia Huya-Kouadio 1e4af5269f Fix issue causing Godot Android apps / games to freeze on close
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.
2023-11-27 18:24:36 -08:00
Tareq Anuar ee31f2457f
Fix retrieving command line flags in Android. 2023-10-28 19:43:00 +08:00
Fredia Huya-Kouadio c1a7222c97 Fix the timeframe when the Android gestures properties are retrieved.
Previous logic was retrieving them prior to them being defined in `main.cpp`
2023-10-11 15:41:19 -07:00
Fredia Huya-Kouadio 2951c162ed Cleanups and improvements to the Godot Android library api:
- 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
2023-10-08 05:30:38 -07:00
Bastiaan Olij 9e56e7a3ce Add support for the OpenXR Eye gaze interaction extension
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2023-10-02 14:02:23 -07:00
Zae 428eb1309a Support dark mode on Android and iOS. 2023-09-26 11:00:04 +08:00
Rémi Verschelde 4b2fb36a04
Merge pull request #80644 from Distantz/master
Android Stylus pressure and tilt support.
2023-09-17 14:46:39 +02:00
Yuri Sizov 55840c5d24 Merge pull request #80932 from m4gr3d/fix_hardware_keyboard_input_routing_main
Fix Android input routing logic when using a hardware keyboard
2023-09-14 15:21:28 +02:00
Fredia Huya-Kouadio 12d96eeaef Relax restriction on loading v1 Android plugins on Godot 4.2+ 2023-09-06 02:59:44 -07:00
Fredia Huya-Kouadio 8cc7739197 Godot Android plugin re-architecture 2023-09-03 17:04:10 -07:00
Fredia Huya-Kouadio 87102e358d Fix Android input routing logic when using a hardware keyboard
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.
2023-08-23 09:57:00 -07:00
pikethom 7494ad6b54 Android stylus pressure and tilt support 2023-08-15 19:55:17 +12:00
Rémi Verschelde faaf27f284
Fix various typos with codespell
Also includes typo fixes from #79993, #80068, #80276, and #80303.

Co-authored-by: betalars <contact@betalars.de>
Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com>
Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-08-07 13:09:47 +02:00
Fredia Huya-Kouadio 867fc02551 Fix npe when registering the sensors. 2023-07-28 18:58:16 -07:00
Fredia Huya-Kouadio 29bbc17b48 Godot Android re-architecture
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.
2023-07-16 18:56:58 -07:00
Fredia Huya-Kouadio 00c782d959 Renaming `Godot.java` to `GodotFragment.java` to better reflect its nature and role 2023-07-16 18:56:57 -07:00
bruvzg c687bfa697
[Android] Set `echo` property for the physical keyboard events. 2023-07-06 09:53:50 +03:00
Rémi Verschelde 65628f23c5
Merge pull request #78175 from phil-hudson/fix-#78105
Android: Set pending intent flag to stop insta-crash
2023-06-20 13:14:07 +02:00
Phil Hudson ce7f648694 fix(android): set pending intent flag to stop insta-crash
fix(android): add conditional check for minimum sdk version

fix(android): formatting

fix(android): formatting

fix(android): formatting

fix(android): formatting again
2023-06-20 16:56:59 +08:00
Fredia Huya-Kouadio 0664f5ec3b Add parameters for the Godot Activity starting intent to allow restarting or force-quitting the engine
Follow-up code cleanup for https://github.com/godotengine/godot/pull/78129
2023-06-15 21:41:49 -07:00
Fredia Huya-Kouadio a951a14b16 Fix issue causing the last edited project to open while switching to another one.
Fixes https://github.com/godotengine/godot/issues/76562
2023-06-11 22:29:35 -07:00
Fredia Huya-Kouadio 2c050cc17e Fix spatial viewport multitouch detection support
Regression introduced by https://github.com/godotengine/godot/pull/77498
2023-06-10 08:47:24 -07:00
Fredia Huya-Kouadio 8ca14183f0 Fix issue causing the Android editor to crash when creating a new AudioStreamMicrophone
Fixes https://github.com/godotengine/godot/issues/73801
2023-05-31 00:58:27 -07:00
Fredia Huya-Kouadio 01ee00f710 Improve touchpad and mouse support for the Android editor
- 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
2023-05-25 20:27:04 -07:00
Rémi Verschelde 094e88416a
Merge pull request #74569 from m4gr3d/setup_play_store_builds_main
Update the gradle build tasks to generate play store builds
2023-05-24 10:53:17 +02:00
Fredia Huya-Kouadio 831b4a5366 Improve startup benchmarking
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).
2023-05-23 13:22:35 -07:00