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path: root/platform/android/os_android.h
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* Implement OpenGL ES rasterizer selection logic for Android.geequlim2018-06-261-1/+3
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* Implement universal translation of touch to mousePedro J. Estébanez2018-04-301-1/+0
| | | | | | | | | | | | | | | | | | | Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*) The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers. Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse. *: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest. On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction. Plus: Improve/fix tracking of current mouse position. ** Summary of changes to settings: ** - `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse` - New setting: `input/pointing_devices/emulate_mouse_from_touch`
* Fix open_dynamic_library for AndroidRuslan Mustakov2018-01-131-0/+2
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* 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.
* Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond2018-01-041-1/+1
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* Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde2018-01-031-0/+1
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-171-0/+1
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Return and repair file loggingRuslan Mustakov2017-11-211-1/+0
| | | | And make it configurable, too.
* Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-171-4/+4
| | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* Align sensors and implement gravity sensor for AndroidBastiaan Olij2017-11-111-0/+1
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* Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-091-2/+0
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* Implemented physics plugAndreaCatania2017-11-041-5/+0
| | | | | | | | | | | | | | | | | | | | Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
* Allow to obtain virtual keyboard heightRuslan Mustakov2017-10-041-1/+4
| | | | | | | | 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.
* Extract logging logicRuslan Mustakov2017-09-251-2/+1
| | | | | | | | | | | | | | | | | | | Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
* Dead code tells no talesRémi Verschelde2017-08-271-4/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-0/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+1
| | | | this might cause bugs I haven't found yet..
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | 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 Haas2017-03-261-1/+0
| | | | | 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 Linietsky2017-03-211-3/+2
| | | | Missing download (need to discuss this!)
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-42/+35
| | | | | | | | | | | | | | | | | | | | | | | | 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/+3
| | | | | | | | | | | | | | 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
* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-161-18/+3
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky2017-01-111-1/+1
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* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-2/+2
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* 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/+4
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* Implement get_screen_dpi() on AndroidMario Schlack2016-07-201-1/+4
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* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-0/+1
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* Data dir returns a symlink in Android 6.0, which confuses DirAccess on ↵Juan Linietsky2016-07-021-0/+2
| | | | android, this should fix it
* Add magnetometer sensor support for Androidfluffrabbit2016-05-271-0/+1
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* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* support gamepad remapping on androidhondres2016-01-241-0/+21
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* Add ability to set "keep screen on" for androidvolzhs2016-01-161-2/+6
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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/+3
| | | | FBOs so all 2D shader effects should now work in every single Android device.
* Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky2015-09-241-1/+1
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* merged some stuff for okamJuan Linietsky2015-09-031-0/+3
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* ability to run 2D physics in a threadJuan Linietsky2015-05-261-0/+1
| | | | | 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/+2
| | | | (can' t build android atm)
* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-4/+9
| | | | | -Fixes to animationplayer -fixes to collada importer
* Misc FixesJuan Linietsky2014-06-271-1/+2
| | | | | | | | | | | | ========== -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/+1
| | | | | | | | | | | | | -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 Linietsky2014-03-131-3/+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
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+197