The Godot Android library on MavenCentral is a `template` build; this updated configuration adds a new 'Godot Tools' publishing artifact, allowing developers access to the `editor` build of the Godot Android library.
The app was restarting unexpectedly due to missing configChanges flags.
Added "locale|layoutDirection" to AndroidManifest.xml to prevent activity recreation.
- Enable events KEY_VOLUMEUP and KEY_VOLUMEDOWN on Android.
- Adds a project setting to override volume buttons. It would disable system volume changes when the buttons are used within the project.
Also fix iOS export logic that would force a min target of iOS 14.0 (for Metal)
even when targeting the Compatibility renderer.
Co-authored-by: Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com>
The AndroidManifest already stores the Godot editor and library versions. The addition of this meta-data allows to identify Godot Android apps that may be subject to renderer specific issues addressed in future versions of the engine.
Enables OS.create_instance(args) and OS.set_restart_on_exit(true, args)
on android.
Borrowed the logic from the editor, so it completely restarts the
process so you can pass --rendering-method, --rendering-driver to switch
between forward_plus, mobile, gl_compatibility etc on an exported app.
Related:
https://github.com/godotengine/godot-proposals/issues/6423
Supported features in the immersive preview mode
- Passthrough
- Hand tracking
Notes:
- Multi-window is only available for internal apps on PICO OS, therefore launching adjacent windows is not possible currently.
- Passthrough splash screen is not supported on PICO OS
- Only request the permission the first time the editor tries to open an apk
- Disable the permission for the HorizonOS build as the HorizonOS store doesn't support it yet
- Fix crashing bug when invoking class constructor with parameters
- Add support for accessing class constants
- Add support for Godot Callable arguments. A Godot Callable can be wrapped by a Java Runnable to allow Java logic to run arbitrary Godot lambdas
- Automatically convert java.lang.CharSequence to Godot String as needed
- Code cleanup
Include the needed .NET jar in the Godot templates so it's always available, then we don't need to include the jar from a .NET publish which could fail when exporting to multiple architectures because it would attempt to add the same jar for each architecture.
Fixes an issue introduced in #96439 (see
https://github.com/godotengine/godot/pull/96439#issuecomment-2447288702)
Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.
First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.
But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.
Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.
This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
#96439) and now saves the preTransform value in the swapchain.
Swappy is required for `production` build which breaks the Android Studio debug builds as those turns on the `production` argument.
This commit updates the logic so that the `production` argument is only used by Android Studio for `release` builds.
- Adds Swappy for Android for stable frame pacing
- Implements pre-transformed Swapchain so that Godot's compositor is in
charge of rotating the screen instead of Android's compositor
(performance optimization for phones that don't have HW rotator)
============================
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
Changes from original PR:
- Removed "display/window/frame_pacing/android/target_frame_rate" option
to use Engine::get_max_fps instead.
- Target framerate can be changed at runtime using Engine::set_max_fps.
- Swappy is enabled by default.
- Added documentation.
- enable_auto_swap setting is replaced with swappy_mode.
Thanks for the fix of `JavaClassWrapper` in https://github.com/godotengine/godot/pull/96182 and the changes in the previous commit, this introduces an `AndroidRuntime` plugin which provides GDScript access to the Android runtime capabilities.
This allows developers to get access to various Android capabilities without the need of a plugin.
For example, the following logic can be used to check whether the device supports vibration:
```
var android_runtime = Engine.get_singleton("AndroidRuntime")
if android_runtime:
print("Checking if the device supports vibration")
var vibrator_service = android_runtime.getApplicationContext().getSystemService("vibrator")
if vibrator_service:
if vibrator_service.hasVibrator():
print("Vibration is supported on device!")
else:
printerr("Vibration is not supported on device")
else:
printerr("Unable to retrieve the vibrator service")
else:
printerr("Couldn't find AndroidRuntime singleton")
```
A few permissions including the `USE_SCENE` permission are being renamed with the launch of the Meta Spatial SDK, so we update the excluded list to avoid requesting them on app start.
Some platforms don't support hostfxr but we can use the coreclr/monosgen library directly to initialize the runtime.
Android exports now use the `android` runtime identifier instead of `linux-bionic`, this removes the restrictions we previously had:
- Adds support for all Android architectures (arm32, arm64, x32, and x64), previously only the 64-bit architectures were supported.
- Loads `System.Security.Cryptography.Native.Android` (the .NET library that binds to the Android OS crypto functions).
Update the export logic to enable apk generation and signing for Android editor builds
Note: Only legacy builds are supported. Gradle builds are not supported at this point in time.
- Returns an empty list when there's not registered plugins, thus preventing the creation of spurious iterator objects
- Inline `Godot#getRotatedValues(...)` given it only had a single caller. This allows to remove the allocation of a float array on each call and replace it with float variables
- Disable sensor events by default. Sensor events can fired at 10-100s Hz taking cpu and memory resources. Now the use of sensor data is behind a project setting allowing projects that have use of it to enable it, while other projects don't pay the cost for a feature they don't use
- Create a pool of specialized input `Runnable` objects to prevent spurious, unbounded `Runnable` allocations
- Disable showing the boot logo for Android XR projects
- Delete locale references of jni strings
On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code:
```
runOnRenderThread {
GodotLib.ondestroy()
forceQuit()
}
```
The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed.
To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
Long press is used to simulate right-click events for finger touch and stylus. The previous logic also caused it to trigger for mouse input, which is not needed since the user can instead use the mouse right click button.
This update disables long press as right click events for mouse input.
- Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior) which may cause the application to ANR.
- Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
Due to limitations to the splash screen introduced in Android 12, the splash screen logic is updated to the same logic as used on other platforms, i.e: the splash screen is rendered by the Godot engine instead of the Android runtime.
The existing 'idea.platform.prefix' system-property approach
only worked because of a Android Studio bug that leaks the
system properties from Android Studio into Gradle build:
- https://issuetracker.google.com/201075423
This bug was fixed in Android Studio 2023.3.1 (Jellyfish).
The correct way of identifying builds from Android Studio is to
use the following project property (not system property):
- android.injected.invoked.from.ide
- Fix invalid detection of mouse input. Prioritize using the event tool type to detect the type of the event, and only use the event source as fallback.
- Ensure that pressure and tilt information is passed for touch drag events
- Consolidate logic and remove redundant methods
- Improve the logic to detect when external hardware keyboards are connected to the device
Replace the use of WindowInsetsAnimation with WindowInsetsAnimationCompat; the former was only introdcued in api 30 and caused a crash on older versions of Android.
Fixes https://github.com/godotengine/godot/issues/91773
Gradle automatically handles up-to-date checks for output files and directories. This behavior sometimes causes the `copyAndRename*` task to fail on Windows machines when gradle tries to check on existing files in the output directories it doesn't have access to.
To fix the issue, we disable this gradle behavior following the instructions in https://docs.gradle.org/8.2/userguide/incremental_build.html#sec:disable-state-tracking
Once sensor listeners are registered, onSensorChanged() (and subsequently
getRotatedValues()) gets called multiple times per socond. Obtaining
WindowManager on each of those calls is superfluous and can be avoided
by extracting it to a lazy class val. getRotatedValue() can also be
called before checking sensor type, and used for each one of them,
resulting in less code repetition.
This PR prevents potential NPEs, and follows Kotlin conventions more closely
by replacing the unsafe !! operator with safe ?. (or ?.let) (usually
!! would only be used very rarely, and with a good reason - there is one
place left in this PR where !! makes sense), and by replacing Java style
'if (x != null)' with Kotlin's '?.'