The follow options were added to the (new) `run/window_placement/android_window` editor setting:
- `Auto`: choose how to run the project based on the device screen size
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- m4gr3d
b5a908c985
Removed my force launch adjacent solution in favor of this.
Add benchmarking measuring methods to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
- m4gr3d
Also contains some mouse pointer improvements.
The implementation forwards the kill request to the Godot host for handling. If the Godot host is unable to handle the request, it falls back to the `OS_Unix::kill(...)` implementation.
- m4gr3d
48a55ffad3
there can be events can have both SOURCE_TOUCHSCREEN and SOURCE_STYLUS. handle them as touch events rather than mouse events.
(cherry picked from commit 408000752cb39f93b2639fdeefb783e4dd76910f)
Also ported: Fix wrong android key mapping.
Fixes the wrong mapping of `Key::HOME`. Androids `KEYCODE_HOME` is in fact the hardware home button the right mapping is `KEYCODE_MOVE_HOME`.
Also adds mappings to keys that were not present before.
- HolonProduction
2f7de4c8ed477d24b6d1
In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
- m4gr3d
4be7c91cd9
The issue was causing by a bug within the logic for `FileAccessFilesystemJAndroid#eof_reached()` causing that value to remain false after the eof was reached.
This in turn caused an infinite loop in the file scanner preventing the project's content from showing up.
-m4gr3d
30479543b0
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
- m4gr3d
fc2c202312