Instead of hardcoding platform names that support C#, let platforms
set a flag indicating if they support it. All public platforms
except web already support it, and it's a pain to maintain a patch
for this list just to add additional names of proprietary console
platforms.
This makes adding new platforms or variants or existing platforms
much easier, as the platform can signal what it supports/doesn't
support directly, and we can avoid harcoding platform names.
Fix the fetching of images from windows clipboard, if they're in CF_DIB format (e. g. by taking screenshots).
Image::create_from_data was used with an instance of Image, but it's a static function, returning a new instance.
Using 2.2.7.dev115+g0eb441d6.
Had to add `cancelled` to the ignore list, as it's a Wayland signal which
we're handling in our code, so we don't want codespell to fix that "typo".
Also includes the typo fix from #87927.
Co-authored-by: Divyanshu Shekhar <61140213+divshekhar@users.noreply.github.com>
This prevents a wayland-scanner message from appearing every build
when `wayland=yes` is used (the default). The error message when
wayland-scanner is still printed as it's not printed by
wayland-scanner itself.
This is a workaround for the most critical portion of the WM focus bug
described in #68305. On some specific X11 WM configurations, the
editor's main window and any popups it creates will fight for focus,
which causes a total system lockup due to mouse and keyboard input being
stolen as well. Getting out of this infinite loop requires force
restarting the system.
It can be tested with the following shell script:
```bash
!#/bin/sh
godot4 &
sleep 30
pkill -x godot4
```
The workaround identified in #68305 is to remove the call to
XSetInputFocus in the ConfigureNotify event handler, so I have removed
the conditional block that calls this as well as the setup code above it
since there is no need to allocate the memory for the variables if they
won't be used in that call anymore.
This is just a hack and is not a complete fix for #68305. Multiple
developers are collaborating on a proper fix in the discussion in that
issue, but time is a valuable resource that no one has enough of, so I
am committing this workaround as a stop-gap to prevent the most critical
problem while we work on a full solution for the underlying cause.
Custom Visual Studio project generation logic that supports any platform that has a msvs.py
script, so Visual Studio can be used to run scons for any platform, with the right defines per target.
Invoked with `scons vsproj=yes`
To generate build configuration files for all platforms+targets+arch combinations, users should call
```
scons vsproj=yes platform=XXX target=YYY [other build flags]
```
for each combination of platform+target[+arch]. This will generate the relevant vs project files but
skip the build process, so that project files can be quickly generated without waiting for a command line
build. This lets project files be quickly generated even if there are build errors.
All possible combinations of platform+target are created in the solution file by default, but they
won't do anything until each one is set up with a scons vsproj=yes command for the respective platform
in the appropriate command line. This lets users only generate the combinations they need, and VS
won't have to parse settings for other combos.
Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
on the active build target currently being processed by scons.
Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
but will have the files and configuration for the windows editor target.
To generate AND build from the command line, run
```
scons vsproj=yes vsproj_gen_only=no
```
Fixes non-constant-expression cannot be narrowed from type 'DWORD' (aka 'unsigned long') to 'int' in initializer list [-Wc++11-narrowing]
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
This allows previous X11-only setups to still build Godot with default
settings. Note that compilation will still abort if wayland-scanner is
present but not the various Wayland libraries.
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.
It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
This makes it much faster to get started with Direct3D 12 builds,
as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py`
then run `scons d3d12=yes`.
This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime
and DirectX 12 Agility SDK.
- Define a default path that uses the locations from the script.
- Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\"
- Updated CI to use this new python script.
Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
- Update Android gradle plugin version from 7.2.1 to 8.2.0
- Update gradle version from 7.4.2 to 8.2
- Update target SDK from 33 to 34
- Update build tools version from 33.0.2 to 34.0.0
- Update kotlin version from 1.7.0 to 1.9.20
- Update Android fragment version from 1.3.6 to 1.6.2
- Update AndroidX window version from 1.0.0 to 1.2.0
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.
Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.
All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
This intends to be the correct way to handle non-child windows becoming covered by the current window when becoming focused.
Enabling this property on select windows, they will become transient to the currently focused one when becoming visible.
This deprecates the "unparent_when_invisible" function introduced by #76025.
The feature was added in Godot 4.2, but it goes against recommended best practices for permissions request, as such it's being reverted.
In its place, developers now have to explicitly request the permissions they need to access.