<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/platform/android/java, branch master</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=master</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom?h=master'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-10-10T18:22:06Z</updated>
<entry>
<title>Merge pull request #11775 from endragor/android-keyboard-input</title>
<updated>2017-10-10T18:22:06Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-10-10T18:22:06Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=547cc8b7abba1543bf211163cfc8bcb102c158c0'/>
<id>urn:sha1:547cc8b7abba1543bf211163cfc8bcb102c158c0</id>
<content type='text'>
Improve input handling on Android</content>
</entry>
<entry>
<title>Allow to obtain virtual keyboard height</title>
<updated>2017-10-04T10:21:05Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-10-04T08:39:31Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=275e537058ed870c4d37002f2110b7866d2ed1ae'/>
<id>urn:sha1:275e537058ed870c4d37002f2110b7866d2ed1ae</id>
<content type='text'>
On mobile platforms virtual keyboards take up significant amount of
screen space and UI containing a text box may need to be adjusted
after the keyboard appears to keep the text box visible to user. This
commit adds a way to obtain virtual keyabord height so that controls
are aware of how much they need to move.
</content>
</entry>
<entry>
<title>Improve input handling on Android</title>
<updated>2017-10-04T09:14:29Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-10-02T09:40:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ca7447daf62d45b01bff6147d5c00cd283940e47'/>
<id>urn:sha1:ca7447daf62d45b01bff6147d5c00cd283940e47</id>
<content type='text'>
 - Dispatch input immediately as it comes, instead of delaying it to the
   next step().

 - Fix text box input handling when caret is at the middle of the text.

 - Minimize queueEvent calls on Java side.
</content>
</entry>
<entry>
<title>Fix TrustManager for Android</title>
<updated>2017-09-21T11:56:38Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2017-09-20T21:23:40Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1a704d76769b1d986d959984f666953ccbd8faf3'/>
<id>urn:sha1:1a704d76769b1d986d959984f666953ccbd8faf3</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Make GDNative work on Android</title>
<updated>2017-08-30T11:14:19Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-08-18T14:17:35Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5ccdeccb6ed6b8480a86b0db36f192526cba1274'/>
<id>urn:sha1:5ccdeccb6ed6b8480a86b0db36f192526cba1274</id>
<content type='text'>
The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.

 - .so libraries are exported to lib/ folder in .apk, instead of assets/,
   because that's where Android expects them to be and it resolves the
   library name into "lib/&lt;ABI&gt;/&lt;name&gt;", where &lt;ABI&gt; is the ABI matching
   the current device. So we establish the convention that Android .so
   files in the project must be located in the folder corresponding to
   the ABI they were compiled for.

 - Godot callbacks (event handlers) are now called from the same thread
   from which Main::iteration is called. It is also what Godot now
   considers to be the main thread, because Main::setup is also called
   from there. This makes threading on Android more consistent with
   other platforms, making the code that depends on Thread::get_main_id
   more portable (GDNative has such code).

 - Sizes of GDNative API types have been fixed to work on 32-bit
   platforms.
</content>
</entry>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bd282ff43f23fe845f29a3e25c8efc01bd65ffb0'/>
<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>fix UnsatisfiedLinkError when quitting</title>
<updated>2017-08-23T01:14:51Z</updated>
<author>
<name>Henrik Andersson</name>
</author>
<published>2017-08-23T01:14:51Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=16de3835fa17418adb26e84843b40b39ab36ad01'/>
<id>urn:sha1:16de3835fa17418adb26e84843b40b39ab36ad01</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixes for new two-dash long command line arguments</title>
<updated>2017-08-21T06:09:22Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-19T14:45:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=93f1fb1c2f74de3ff996895761d083fadd257397'/>
<id>urn:sha1:93f1fb1c2f74de3ff996895761d083fadd257397</id>
<content type='text'>
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping
- Cleanup obsolete code here and there
</content>
</entry>
<entry>
<title>Revert "Second take at making command-line arguments more UNIX-like + main.cpp and help cleanup"</title>
<updated>2017-08-19T20:47:27Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-08-19T20:47:27Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b9dcebb37cf15f7f0c062740ad4a755d32f88ed5'/>
<id>urn:sha1:b9dcebb37cf15f7f0c062740ad4a755d32f88ed5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixes for new two-dash long command line arguments</title>
<updated>2017-08-19T14:48:11Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-19T14:45:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=70b0857f6c099339214d0ec2667990e9b7c3c5ea'/>
<id>urn:sha1:70b0857f6c099339214d0ec2667990e9b7c3c5ea</id>
<content type='text'>
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Cleanup obsolete code here and there
</content>
</entry>
</feed>
