Commit Graph

21 Commits

Author SHA1 Message Date
76297e744d Add OS.has_clipboard() to check clipboard content 2022-01-19 20:19:06 +08:00
a627cdafc5 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
4df4d72caf Wrong call for create_offscreen_gl
We need to use `CallVoidMethod` instead of `CallBooleanMethod` to call `create_offscreen_gl`.
2022-01-12 11:01:24 +11:00
abdf931832 Add off-screen GL context 2021-11-09 12:19:12 +01:00
abaa032fae Fixes on android:
- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads

(cherry picked from commit b3a43430aa)
2021-04-06 22:02:10 +02:00
94df08aae1 Leverage java annotations to simplify the logic used to register the Godot plugin methods. 2021-03-16 01:20:43 -07:00
6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
49646383f1 Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
c27c436785 Fix invalid invocation of get_class_loader.
The call was made on a `Godot` instance instead of an `Activity` instance.

(cherry picked from commit 2d492ff8ba)
2020-12-29 16:02:02 +01:00
e99dc65b64 Enable the ability to use Godot as a subview within an Android app
(cherry picked from commit 920639511d)
2020-09-18 16:45:40 -07:00
0246a1a276 Revert "Enable the ability to use Godot as a subview within an Android app"
This reverts commit 920639511d.

The changes are good, this revert is only done for release management reasons
as we want this feature to get more testing before making it in a stable build,
but a 3.2.3 release is imminent to handle some regressions in 3.2.2.

This will be re-committed in a 3.2-based feature branch, and we'll merge it
again once we're confident about it (probably for 3.2.4).
2020-07-10 08:51:21 +02:00
920639511d Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:57:03 -07:00
b995256bca Update the naming scheme for the GodotPlugin's methods in preparation of the vulkan integration. 2020-03-28 15:42:21 -07:00
c3660bb4dc Re-architecture of the Godot Android plugin. 2020-03-09 10:30:02 +01:00
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
0088385556 Add request permission automatically at android 2019-10-22 22:52:13 +03:00
5eaaabceaf Update the fallback input mapping for the Oculus mobile devices. 2019-08-26 18:48:54 -07:00
4061e5bb75 Support vibration for Android and iOS 2019-08-21 23:38:53 +09:00
2c3536810a Setup Godot to support the Oculus Mobile SDK. 2019-05-30 16:35:50 -07:00
6e46701e64 Android: Include Joysticks/Gamepads which are available on app start. 2019-05-28 18:23:30 +02:00
b2c0a687f1 Restructuring glue code to make it easier to extend 2019-04-05 21:44:06 +11:00