Commit Graph

399 Commits

Author SHA1 Message Date
bruvzg 2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
Fabio Alessandrelli ed19b4076e Add download_chunk_size property to HTTPRequest.
This allows setting the `read_chunk_size` of the internal HTTPClient.
This is important to reduce the allocation overhead and number of file
writes when downloading large files, allowing for better download speed.
2019-11-24 19:32:20 +01:00
Rémi Verschelde 02913f53d3 pcre2: Use scons option to disable JIT on some platforms
Third-party platforms (e.g. console ports) need to be able to
disable JIT support in the regex module too, so it can't be
hardcoded in the module SCsub. This is cleaner this way anyway.

Fixes #19316.
2019-11-20 08:54:52 +01:00
Rémi Verschelde e5dfcb5edd HTML5: Explicitly link idbfs.js for IDBFS support
Upstream Emscripten changed this in 1.39.1+, so IDBFS is no longer
included by default and has to be linked manually.

The explicit linking doesn't seem to be problematic on earlier
versions (tested `1.38.47-upstream`).

Fixes #33724.
2019-11-19 09:45:43 +01:00
Rémi Verschelde e9e2a4b044 HTML5: Fix support for Emscripten 1.39.1+
A change in upstream Emscripten 1.39.1+ made our buildsystem error
out where it was previously only issuing a warning:
```
[  5%] Linking Static Library ==> main/libmain.javascript.opt.bc
shared:WARNING: Assuming object file output in the absence of `-c`, based on output filename. Please add with `-c` or `-r` to avoid this warning
Ranlib Library         ==> main/libmain.javascript.opt.bc
/opt/emsdk/upstream/bin/llvm-ranlib: error: unable to load 'main/libmain.javascript.opt.bc': file too small to be an archive
```

As advised on emscripten-core/emscripten#9806, we should be using
`emar` here to create the static library and not `emcc`.
This was apparently done to workaround Emscripten issues in the past,
but evidently this is no longer necessary.

The rest of the `env` redefinitions should probably be re-assessed
against the current state of Emscripten.

Fixes #33374.
2019-11-15 09:39:19 +01:00
Fabio Alessandrelli 9d13a37b81 Remove ECMAScript 6 "arrow operator".
We don't need it, it's not well supported by compilers, and it was a
mistake in the first place.
2019-10-24 16:46:31 +02:00
Fabio Alessandrelli ab1e809426 Implement HTTP server for HTML5 export
Since most browsers no longer allow making async requests from a page
loaded from `file://`, we now need a proper HTTP server to load the
exported HTML5 game.
This should also allow us to get the debugger to work over a WebSocket
connection.
2019-10-23 10:59:03 +02:00
Fabio Alessandrelli 53637e4b1c Improve EditorExportPlatform interface.
Convert all get_device* methods to get_option* and normalize their usage
as icon, label, tooltip.
2019-10-23 10:59:03 +02:00
Hugo Locurcio c8a8be6dd1
Optimize images losslessly using `oxipng -o6 --strip all --zopfli` 2019-10-12 23:23:33 +02:00
Marcel Admiraal a8836ba28d Remove dependency on the editor directory being in the build's include path.
- Add or remove the necessary subdirectorires to the includes to remove
dependency on the editor directory being in the build's include path.
- Ensure includes in modified files conform to style guideline.
- Remove editor from the build include path.
2019-10-10 08:57:00 +02:00
PouleyKetchoupp 5bfe32eaa4 Properly revert cursor when using set_custom_mouse_cursor with null
Fixes #32486
2019-10-03 13:02:11 +02:00
Relintai 6f1d6cfc78 Fixed running the export templates with newer emscripten versions. 2019-10-01 15:41:19 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
mellondill 3c176827d6 https://github.com/godotengine/godot/issues/31297 - HTML5: this.rtenv.callMain is not a function when using latest-upstream backend
Added needed changed for normal compiling with emscripten 1.38.41 and later
2019-08-12 21:59:27 +03:00
Rémi Verschelde 37a16fee05 Export: Remove temp files from cache after export
So far we left most temporary files lying around, so this attempts to
fix that.

I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
2019-08-12 13:31:59 +02:00
Saracen 69f7263cd8 Fix audio capture naming in Javascript 2019-08-09 23:22:30 +01:00
Robin Hübner 6ab118c464 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories. 2019-08-09 11:13:24 +02:00
Rémi Verschelde 63544e6b02 Emscripten: Do not define BINARYEN_TRAP_MODE='clamp'
It is not supported in Emscripten's `latest-upstream` LLVM backend,
and doesn't seem necessary in the `latest` backend either.
It was initially added in #22857 to solve a compilation error with the latter.

Part of #30270.
2019-07-22 13:21:56 +02:00
Rémi Verschelde 3e40827050
Merge pull request #30465 from guilhermefelipecgs/cursor_blinking
Fix cursor blinking in integrated GPUs
2019-07-10 13:33:11 +02:00
Guilherme Felipe a9a0d0fb15 Fix cursor blinking in integrated GPUs
Optimization for Input::set_custom_mouse_cursor when used inside
_process function. (Avoids cursor blinking in low end devices)
2019-07-09 19:38:25 -03:00
Fabio Alessandrelli 0c19674621 Better detect Emscripten toolchain.
Emscripten is apparently changing the variables in its config file,
causing potential breakage of our build system.

Binaries of the latest/latest-upstream releases are located in a
subfolder of BINARYEN_ROOT called emscripten.
Binaries of the other releases (e.g. sdk-1.38.31-64bit) are instead
placed under the EMSCRIPTEN_ROOT folder.

This PR checks if BINARYEN_ROOT has a subfolder called emscripten, if
that does not exists, it falls back to checking the EMSCRIPTEN_ROOT.

This way we give precedence to the new releases, given that activating
multiple releases sequentially might result in having mismatching
BINARYEN_ROOT and EMSCRIPTEN_ROOT.
2019-07-09 19:17:27 +02:00
Rémi Verschelde 771aa9a779
Merge pull request #29482 from Calinou/html5-fix-emscripten-root
Fix Emscripten root directory detection when building for HTML5
2019-07-01 13:52:22 +02:00
Hugo Locurcio e08fa103f2
Fix Emscripten root directory detection when building for HTML5
Recent Emscripten SDK versions seem to only include the
`BINARYEN_ROOT` variable in the Emscripten configuration file,
whereas the platform's `detect.py` only looked at `EMSCRIPTEN_ROOT`.
2019-06-19 22:23:58 +02:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde 24ee8c3566 Add script to fix style issues and copyright headers
This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
2019-06-17 13:35:47 +02:00
Rémi Verschelde baab976d0f
Merge pull request #10643 from BastiaanOlij/camera_server
CameraServer class
2019-06-16 10:22:26 +02:00
Rémi Verschelde 1e483d7c73
Merge pull request #29786 from dotdigitalgroup/hidpi-javascript-fix-master
Fix pointer position in hidpi-corrected resolutions on web
2019-06-15 23:06:02 +02:00
Rémi Verschelde 68735d2a88 Fix compilation warnings in JS and Windows builds
Warnings raised by Emscripten 1.38.0 and MinGW64 5.0.4 / GCC 8.3.0.

JS can now build with `werror=yes warnings=extra`.
MinGW64 still has a few warnings to resolve with `warnings=extra`,
and only one with `warnings=all`.

Part of #29033 and #29801.
2019-06-15 14:40:45 +02:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Leonardo Giovanni Scur 31cc1bdb58 Fix pointer position in hidpi-corrected resolutions on web 2019-06-14 17:37:21 -03:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Fabio Alessandrelli ce542bced1 Implement Clipboard API read when supported.
Being async, the first time a value is pasted GUI elements will still
return the previous one.
This at least until 'clipboardchange' window event gets implemented by
user agents.
2019-05-29 23:21:09 +02:00
Fabio Alessandrelli 2b436dd50e Kinda working HTML5 clipboard paste.
Listen to paste events to update local clipboard.
CTRL+V still not working out of the box.
To do that, We would need to change how we handle keypress, most likely
making it worse and less safe. In the end, I'm not sure we can fix it
properly for now. Maybe in the future, with the Clipboard API, support
of which is still pretty limited on chrome, and only available to
extensions in Firefox.

For now, you can paste via:
- Browser bar -> Edit -> Paste.
- Middle mouse click (Linux only, copies secondary clipboard).

And THEN press CTRL+V
2019-05-29 23:21:09 +02:00
Fabio Alessandrelli 0f76df2397 Add OS clipboard set support to OS Javascript 2019-05-28 12:59:29 +02:00
Rémi Verschelde c29ef774d8
Merge pull request #29032 from akien-mga/tools-exceptions-rtti
SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools build
2019-05-21 17:10:51 +02:00
hbina085 f78baa5f93 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
Rémi Verschelde 4b20959d99 SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools build
Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.

Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.

Fixes #25262.
2019-05-20 16:51:20 +02:00
Fabio Alessandrelli 6622091eaf Fix OS_Javascript execute method
Signature was changed in OS via:

cd4449e7ab
2019-05-15 19:24:20 +02:00
Rémi Verschelde d52b70fb5e SCons: Always use env.Prepend for CPPPATH
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
2019-04-30 13:12:06 +02:00
Fabio Alessandrelli 6a1bf006a3 Move IDHandler JS module to platform from Websock 2019-04-12 12:41:49 +02:00
Hendrikto 49a81308c0 Remove unused imports 2019-04-06 18:05:05 +02:00
Rémi Verschelde f1b01c96b9 HTML5: Fix ETC export for GLES2 fallback on mobile 2019-03-11 16:49:33 +01:00
volzhs 8920bb8c1b Fix directory check when exporting project
Fix #26702
2019-03-06 21:20:18 +09:00
Rémi Verschelde b4d5c1ab5b
Merge pull request #26633 from akien-mga/driver-fallback-etc
Disable driver fallback to GLES2 by default
2019-03-06 00:57:49 +01:00
Rémi Verschelde 2e79ec973f
Merge pull request #26626 from rluders/misleading-error-message-export
Fixing misleading error message when trying to export
2019-03-05 22:55:16 +01:00
Ricardo Lüders 3fdbdd8380 Fixes misleading error message when trying to export
This patch fixes the misleading error message when users
try to "export all" into an invalid destination path.

Closes #26539
2019-03-05 21:32:52 +01:00
Rémi Verschelde b0f782a0e3 Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.

By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.

When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.

Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).

Fixes #26569.
2019-03-05 16:36:46 +01:00
bruvzg 75d75c68c4
Fix HTML5 quick preview URL 2019-03-05 15:48:11 +02:00
Rémi Verschelde 9d002442b2 Improve VRAM texture compression checks for mobile/web
For HTML5, we need to support S3TC if running on desktop,
and ETC or ETC2 for mobile, so make this explicit.

Add logic to check for ETC2 support on GLES3,
and remove incorrect ETC feature for GLES3 on Android.

Fix ETC check invalidating templates on HTML5.
Fixes #26476.
2019-03-03 13:24:08 +01:00
Rémi Verschelde 1807e0f135 SCons: Move platform-specific Opus config to its module 2019-03-02 10:30:25 +01:00
Juan Linietsky f669ebeeaf -Properly handle missing ETC support on export
-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
Juan Linietsky 5eeb06ffd1 -Remove harcoded opengl extension testing from OS, ask rasterizer instead.
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
Leon Krause 76522624cb Use stdout/-err for all messages in HTML5 platform 2019-02-24 04:56:34 +01:00
Leon Krause 81554dac61 Fix file preloading warning in HTML5 platform 2019-02-23 20:06:22 +01:00
Rémi Verschelde 5fc86026ca Fix typos with codespell
Using codespell 1.14.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Juan Linietsky a089061120 Fix pixelized previews, but also instances of breaking ImageTexture cache. Closes #25378. 2019-01-27 13:41:47 -03:00
Leon Krause 6939a03255 Allow requesting full screen during start-up in HTML5 platform 2019-01-23 03:42:17 +01:00
Rémi Verschelde 2323464f5e ExportDialog: Make error messages translatable
Also fix missing newlines that caused #24202.
2019-01-21 18:34:53 +01:00
Leon Krause 8f1669e771 Deal with Google's HTML5 autoplay policy
Resume audio context after mouse, touch or key input.
2019-01-20 14:25:15 +01:00
Rémi Verschelde f0035b7cc7
Merge pull request #25150 from eska014/html5-warning
Fix HTML5 build warning
2019-01-20 09:25:21 +01:00
Leon Krause db6be7b59f Refactor OS_JavaScript header 2019-01-20 00:13:20 +01:00
Leon Krause 0d47dccda9 Fix HTML5 gamepad logic for Emscripten 1.38.22 compat breakage 2019-01-20 00:07:31 +01:00
Guilherme Felipe 86d626e9cb Implements OS_JavaScript::set_custom_mouse_cursor 2019-01-03 13:51:16 -02:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde 5f32fc8208
Merge pull request #20385 from moiman100/unify-double-clicking
Added double clicking to all buttons on Linux and Javascript
2018-12-14 23:47:03 +01:00
Rémi Verschelde 57c3f6a94b
Merge pull request #20063 from moiman100/fix-button-mask
Unified button mask behavior across platforms
2018-12-14 23:31:52 +01:00
Marcelo Fernandez 3a702b3ed8 Implemented audio input support for JavaScript audio driver 2018-11-26 19:14:52 -03:00
Rémi Verschelde 5beaea9891
Merge pull request #23389 from marcelofg55/multiple_ext
Export for OS X on OS X now lets you select .dmg or .zip
2018-11-02 11:07:18 +01:00
Marcelo Fernandez d51999f11d Export for OS X on OS X now lets you select .dmg or .zip 2018-11-01 10:08:26 -03:00
Rémi Verschelde 39a5678c38
Merge pull request #23387 from eska014/memgrowth-preload
Enable --no-heap-copy flag for HTML5 builds
2018-10-29 23:43:11 +01:00
Leon Krause 5c2c47a174 Add proper stubs for OS_JavaScript::execute(), get_process_id(), kill()
Avoids linker warnings and errors about undefined references.
2018-10-29 21:41:59 +01:00
Leon Krause 44e5d446c4 Enable --no-heap-copy flag for HTML5 builds 2018-10-29 21:08:51 +01:00
Zaven Muradyan 61d5513525 Add comments to javascript wrapper parts.
The code in pre.js and engine.js is a bit confusing to see in isolation,
since the files aren't valid JS files by themselves. This just adds some
explanatory text to both files.

Fixes #22937.
2018-10-15 08:56:44 -07:00
Leon Krause d93050d8a2 Fix compiler warnings in HTML5 platform 2018-10-02 02:49:32 +02:00
muiroc d6711701f6 Fix build for Javascript platform 2018-10-01 21:46:37 +02:00
Leon Krause 42c6a67dca Implement OS::set_icon in HTML5 platform 2018-09-16 20:46:21 +02:00
Rémi Verschelde 1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz 08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Leon Krause cd7c0f67b9 Fix HTML5 gamepad input 2018-08-30 03:42:02 +02:00
Rémi Verschelde 57ba7caa6d
Merge pull request #21511 from eska014/webm-nomt
Fix WebM and Theora video in HTML5 export
2018-08-28 07:56:52 +02:00
Leon Krause b4b816c122 Enable Theora module for HTML5 platform 2018-08-28 01:56:47 +02:00
Hein-Pieter van Braam 08f452d1a9 Fall back to GLES2 if GLES3 is not working
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.

This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.

We also no longer crash when GLES3 is not functioning on a platform.

This fixes #15324
2018-08-26 16:40:46 +02:00
Rémi Verschelde cef310e0ea
Merge pull request #21336 from eska014/html5-new-presentation
Add responsive HTML5 export page with full-size canvas as new default
2018-08-24 00:10:46 +02:00
Rémi Verschelde 8ebe5f45a7
Merge pull request #21332 from dragmz/apk-hint-fix
Fix file hints
2018-08-23 23:35:58 +02:00
Marcin Zawiejski 3c4c8c40db Fix file hints
Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
2018-08-23 22:18:59 +02:00
Rémi Verschelde b90dff787c
Merge pull request #21330 from eska014/html5-canvas-resize
Facilitate external modification of HTML5 canvas size
2018-08-23 21:48:27 +02:00
Leon Krause 86d9e67d7a Add responsive HTML5 export page with full-size canvas as new default 2018-08-23 21:28:09 +02:00
Leon Krause 6e8b6be136 Facilitate external modification of HTML5 canvas size 2018-08-23 04:54:36 +02:00
elasota 35f6ba5c5d BPTC support 2018-08-21 22:56:04 -04:00
Leon Krause e9cb03f33e
Merge pull request #20922 from kripken/err
HTML5: use console.warn instead of Module.printErr
2018-08-21 03:34:21 +02:00
Alessandro 9c1fd91732 fix Android/HTML5 custom templates option does not work 2018-08-20 17:38:23 +02:00
Mikko Mustonen 51fa23a52a Added double clicking to all buttons 2018-08-12 12:41:31 +03:00
Alon Zakai (kripken) 71c03883b5 use console.warn instead of Module.printErr: emscripten no longer exports printErr by default, and instead err() should be used in code seen by the optimizer; however, as Godot only runs on the Web (and not in node.js or elsewhere), using console.warn directly is good enough, and will work in all versions if emscripten 2018-08-11 09:49:19 -07:00
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Juan Linietsky c69de2ba46 -Project/Editor settings now use new inspector
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
mm bd9c592c52 Fixed button mask behavior 2018-07-11 01:15:03 +03:00
Leon Krause b6ae2d8037 Refactor OS_JavaScript 2018-07-10 16:57:56 +02:00
unknown 9cc41a59ac Added support for extra mouse buttons. 2018-07-09 14:34:19 +03:00
Hugo Locurcio 53e94a1ce1
Optimize images losslessly using `oxipng -o6 --strip all --zopfli` 2018-06-28 19:17:41 +02:00