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path: root/platform/android/os_android.cpp
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* Fix crash when no audio driver is availableMarcelo Fernandez2017-09-131-6/+1
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* Dead code tells no talesRémi Verschelde2017-08-271-38/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* removed calls to cursor_set_visible on all platforms fixes #10167toger52017-08-081-1/+1
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-2/+2
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-2/+6
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix input event related android build issuesChris Serino2017-06-061-8/+8
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-13/+13
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-76/+64
| | | | this might cause bugs I haven't found yet..
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-4/+4
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-261-24/+12
| | | | | The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
* Export template management dialog.Juan Linietsky2017-03-211-19/+15
| | | | Missing download (need to discuss this!)
* Update mouse position on touch and release events (Android)denis2017-03-151-0/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-228/+191
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Add API to access battery power stateJulian Murgia2017-03-041-0/+2
| | | | | | | | | | | | | | Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-161-17/+1
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-3/+3
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* 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.
* rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky2017-01-131-2/+2
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* Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky2017-01-111-2/+2
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* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-1/+1
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* 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!
* Add alert window on Androidvolzhs2016-11-281-2/+5
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* removed confusing "if(true)" statement with empty "else" blocksyskrank2016-09-261-9/+4
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* Minor code formatting in platform/androidMario Schlack2016-07-211-11/+11
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* Implement get_screen_dpi() on AndroidMario Schlack2016-07-201-1/+9
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* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-0/+5
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* missnig ;Juan Linietsky2016-07-021-1/+1
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* Data dir returns a symlink in Android 6.0, which confuses DirAccess on ↵Juan Linietsky2016-07-021-2/+27
| | | | android, this should fix it
* Add magnetometer sensor support for Androidfluffrabbit2016-05-271-0/+5
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* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* use fallback mapping from listHondres2016-01-271-1/+1
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* can use fallback mapping on all platformshondres2016-01-241-1/+1
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* support gamepad remapping on androidhondres2016-01-241-0/+31
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* Add ability to set "keep screen on" for androidvolzhs2016-01-161-1/+10
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵Juan Linietsky2015-12-021-0/+9
| | | | FBOs so all 2D shader effects should now work in every single Android device.
* merged some stuff for okamJuan Linietsky2015-09-031-1/+9
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* ability to run 2D physics in a threadJuan Linietsky2015-05-261-1/+2
| | | | | also, 2D physics is now thread safe too. see physics_2d/thread_model
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* android fixes, please testJuan Linietsky2015-03-231-0/+5
| | | | (can' t build android atm)
* support for 2D shadow castersJuan Linietsky2015-03-021-1/+1
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-5/+5
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-1/+9
| | | | | -Fixes to animationplayer -fixes to collada importer
* Misc FixesJuan Linietsky2014-06-271-7/+14
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* A bit of everything:Juan Linietsky2014-05-141-1/+6
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-2/+27
| | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now