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path: root/platform/android/java/src/org/godotengine/godot/GodotView.java
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* Fix Android input source checksRuslan Mustakov2018-04-161-2/+2
| | | | | | Input source types are not pure bit flags, they are combinations of flags, so != 0 check was incorrect and resulted in crashes later, when trying to obtain the device.
* Fix Android multi touchvolzhs2018-01-071-1/+1
| | | | Fix #11798
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Style: Apply clang-format to Java filesRémi Verschelde2017-12-101-125/+128
| | | | Only those from org/godotengine/godot though, not the thirdparty ones.
* export onBackPress for Android ModuleRamesh Ravone2017-10-151-7/+1
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* Make GDNative work on AndroidRuslan Mustakov2017-08-301-23/+71
| | | | | | | | | | | | | | | | | | | | | | | | 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/<ABI>/<name>", where <ABI> 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.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* fix UnsatisfiedLinkError when quittingHenrik Andersson2017-08-231-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Several fixes to Android exporter and port.Juan Linietsky2017-03-231-10/+12
| | | | Android seems to be working again!
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* support gamepad remapping on androidhondres2016-01-241-131/+106
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* Update copyright in remaining files + prints in the UIRémi Verschelde2016-01-111-1/+1
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* Renamed godot domain from com.android.godot (which was incorrect) to ↵Juan Linietsky2016-01-081-0/+661
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