Commit Graph

850 Commits

Author SHA1 Message Date
thebestnom 4dc94e93bb Android: fix display server always alerting no Vulkan support 2020-07-14 19:37:36 +03:00
Rémi Verschelde 28e8347d6c
Merge pull request #40354 from bruvzg/add_vulkan_init_message
Display error popup instead of crashing if Vulkan init failed.
2020-07-14 09:03:25 +02:00
Aaron Franke 9986439352
Commit other files changed by file_format.sh 2020-07-13 14:14:11 -04:00
bruvzg 996910b627
Add error messages if Vulkan init failed, prevent Vulkan context freeing uninitialized device and instance. 2020-07-13 19:24:21 +03:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Rémi Verschelde dc856481ff
Merge pull request #40244 from amanj120/forward_port_bundle_pr_permissions
Refactor permissions and command line flags into separate methods
2020-07-10 13:19:37 +02:00
Aman Jain f579057748 Refactor permissions and command line flags into separate methods 2020-07-09 16:34:08 -04:00
Aman Jain 78e003951a Utility methods for writing files to Gradle project. 2020-07-09 13:57:15 -04:00
Stijn Hinlopen 929b98d24b Remove String::find_last (same as rfind) 2020-07-03 15:26:22 +02:00
Juan Linietsky 438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
Fredia Huya-Kouadio 2d53b8173e Fix the logic to enable focus awareness 2020-06-27 16:43:08 -07:00
Fredia Huya-Kouadio 175d43738a Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:52:40 -07:00
Fredia Huya-Kouadio 206cbd960b Follow up cleanup for the godotpayment project module 2020-06-22 12:53:25 -07:00
Timo Schwarzer 83a966f0d8
Remove GodotPayment android plugin
This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
2020-06-22 09:21:05 +02:00
Rémi Verschelde 35414f1dec
Merge pull request #39053 from timoschwarzer/static-assert-variant-arg-max
Add static_assert checks where code assumes VARIANT_ARG_MAX == 5
2020-06-19 23:51:22 +02:00
Fredia Huya-Kouadio 6daf9b78af Clean up the `GodotPlugin` public API. 2020-06-16 09:25:09 -07:00
Fredia Huya-Kouadio 2bf1f8e4b3 Add support for focus awareness 2020-06-04 15:49:55 -07:00
Marcus Brummer 21263a65a9 Check if the specified Android release keystore exists 2020-06-04 13:37:14 +02:00
PouleyKetchoupp be22a1f9bc Fix inconsistent error messages with Android custom export templates 2020-06-01 23:13:31 +02:00
volzhs c227733bd8 Add missing consumePurchase plugin method for GodotPayment 2020-05-28 22:48:48 +09:00
Fredia Huya-Kouadio c948d25b6e Validate that `Use Custom Build` is enabled when `Plugins` are selected
Remove `GodotPayment` from the default build template
2020-05-27 12:07:53 -07:00
Rémi Verschelde 7b7b872d94
Merge pull request #39080 from m4gr3d/fix_emit_signal
Use compile-time constant for the size of the signal parameters
2020-05-27 13:05:32 +02:00
Fredia Huya-Kouadio 63286ebba4 Use compile-time constant for the size of the signal parameters 2020-05-27 03:40:26 -07:00
Fredia Huya-Kouadio 75100e5644 Provide the ability for clients of the Godot library to add their own command line arguments 2020-05-27 02:13:52 -07:00
Rémi Verschelde 24ad4894cc
Merge pull request #39050 from timoschwarzer/google-play-billing-4.0
(4.0) Re-implement GodotPayment Android plugin using the Google Play Billing library
2020-05-26 15:34:06 +02:00
Timo Schwarzer 4b00bf8e83
Re-implement GodotPayment Android plugin using the Google Play Billing library 2020-05-25 22:24:17 +02:00
Rémi Verschelde 242b715144
Merge pull request #38996 from mbrlabs/android-plugin-fix
Perform a clean Gradle build if android plugins changed
2020-05-25 22:18:41 +02:00
Rémi Verschelde 072646f5dd
Merge pull request #39047 from m4gr3d/fix_emit_signal
Fix parameters passing when emitting signal
2020-05-25 22:13:49 +02:00
Timo Schwarzer 05b32fc01d
Add static_assert checks where code assumes VARIANT_ARG_MAX == 5 2020-05-25 21:55:03 +02:00
Fredia Huya-Kouadio bf76d2afcf Stop ignoring hidden files and directories in the `assets` directory 2020-05-25 12:03:35 -07:00
Fredia Huya-Kouadio e7e736c03b Fix parameters passing when emitting signal
The issue was caused because we were using variables local to the `for` loop block.
2020-05-25 11:50:36 -07:00
Marcus Brummer abd66c1bb0 Perform a clean Gradle build if android plugins changed
Fixes #38986
2020-05-25 19:18:02 +02:00
Rémi Verschelde 3ecdc27f49
Merge pull request #39004 from nekomatata/android-reset-surface
Proper surface reset when resuming app on Android
2020-05-24 22:31:03 +02:00
PouleyKetchoupp b987677cc0 Proper surface reset when resuming app on Android
Just re-creating the window instead of restarting the app entirely.
2020-05-24 20:42:21 +02:00
PouleyKetchoupp 39f59786fa Use long instead of int for object id in Android java wrapper
Using int for 64-bit values might cause issues with objects not found
in ObjectDB when the id is truncated.
2020-05-24 13:26:18 +02:00
Rémi Verschelde aec07538f4
Merge pull request #38309 from SkyLucilfer/AndroidLineEdit
Fix Android LineEdit editing bugs
2020-05-20 11:45:59 +02:00
Rémi Verschelde ca3192d18a Style: Fix unnecessary semicolons that confused clang-format 2020-05-19 11:24:58 +02:00
Fredia Huya-Kouadio 6e2988f26a Update the permission string for the Oculus hand tracking to match the latest api update 2020-05-18 15:28:18 -07:00
Fabio Alessandrelli 90c7102b51 Move mix_rate, ouput_latency to AudioDriverManager
Each driver used to define the (same) project settings values
`audio/mix_rate` and `audio/output_latency`, but the setting names are
not driver specific.
Overriding is still possible via platform tags.
2020-05-18 13:02:06 +02:00
Fredia Huya-Kouadio 14e6696c8e Implementation of the Godot Android Plugin configuration file 2020-05-17 11:11:26 -07:00
SkyJJ cc473b948f Fix Android LineEdit editing bugs 2020-05-16 17:55:27 +02:00
Rémi Verschelde d999071edf
Merge pull request #37924 from thebestnom/migrate-to-androidX
Android: Migrate deprecated support library to AndroidX
2020-05-16 09:03:17 +02:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
thebestnom d0ced7a481 Android: Migrate deprecated support library to AndroidX 2020-05-10 19:03:44 +03:00
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde 03b13e0c69 Style: Add missing copyright headers 2020-05-10 13:12:16 +02:00
Rémi Verschelde 6038325470 clang-format: Add JavaImportGroups for Java code 2020-05-06 23:26:43 +02:00
Fredia Huya-Kouadio ef62506e5c Address `OS.request_permissions()` bug when non-platform permission(s) is included 2020-05-05 10:33:46 +02:00
Rémi Verschelde fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
Rémi Verschelde e71b05d365
Merge pull request #37193 from madmiraal/fix-android-export-unicode-errors
Fix Android export throwing Unicode errors.
2020-04-28 14:27:56 +02:00
Fredia Huya-Kouadio 328354f878 Fix detection logic for the Android sdk path
The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)
2020-04-24 04:21:36 -07:00
Fredia Huya-Kouadio 2f38cfd9ab Fix Android templates size regression
The issue was caused by PR #36906 which changes prevented the generated shared libraries from being stripped.
Since the change is only needed for development (debugging) purposes, it's commented out by default.
2020-04-23 00:21:39 -07:00
fhuya c591cb8fda Migrate legacy apache dependency to the GodotPayment plugin
This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.
2020-04-15 22:36:58 -07:00
Rémi Verschelde ca896ddbf0 Android: Bump build tools to 29.0.3 2020-04-14 13:47:13 +02:00
fhuya 73d4e2eefb Delete unused drawable resources. 2020-04-13 16:15:37 -07:00
SkyJJ 7fcd13575e Validate supported architectures when exporting to Android 2020-04-13 12:16:08 +02:00
fhuya 948c3cbb88 Add signal support to Godot Android plugin:
Supports registering and emitting signal from a Godot Android plugin
2020-04-10 09:22:21 -07:00
Rémi Verschelde 35c8ec065c
Merge pull request #37256 from m4gr3d/add_custom_build_gradle_settings
Update Android custom template build configuration
2020-04-10 13:57:56 +02:00
PouleyKetchoupp 802bbe87ad Fix extra warnings in Android build 2020-04-10 11:06:11 +02:00
PouleyKetchoupp e167af3737 Display Server support 2020-04-08 01:47:09 +02:00
fhuya 9c11076a20 Update Android custom template build configuration. 2020-04-07 09:07:44 -07:00
PouleyKetchoupp af424b1c7c Vulkan rendering for Android 2020-04-03 11:18:59 +02:00
Rémi Verschelde ba2ec53a26 Android: Downgrade gradle plugin to 3.5.3
With the NDK installed locally, gradle plugin 3.6.0 seems to enforce
a specific older NDK version, and will fail building if you don't have
it installed with:

```
No version of NDK matched the requested version 20.0.5594570.
Versions available locally: 21.0.6113669
```

Upstream issue: https://github.com/gradle/gradle/issues/12440
2020-04-02 23:16:54 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Rémi Verschelde 60d486acc8 Fix copyright headers for recently added files 2020-03-28 13:29:29 +01:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky 8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky 4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rémi Verschelde cbbe0743a9
Merge pull request #37219 from RajatGoswami/missing-include-guards
Adding missing include guards to header files identified by LGTM
2020-03-23 11:17:24 +01:00
Rajat Goswami 2ecf928ae3 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143
2020-03-23 04:52:36 -04:00
Aaron Franke 7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Marcel Admiraal e74f8aaaf1 Fix Android export throwing Unicode errors. 2020-03-20 17:23:40 +00:00
fhuya d7b10beb1b Update the naming scheme for the GodotPlugin's methods in preparate of the vulkan integration. 2020-03-19 15:28:33 -07:00
unknown 90cdacd741 Removed unused code in android detect.py and SCsub 2020-03-18 18:12:50 +05:30
fhuya 99173c5fc4 Complete the implementation of the GodotPayment plugin.
Move the remaining plugin components within the plugin source code.
2020-03-17 17:43:09 -07:00
Rémi Verschelde 6c74f38f0b
Merge pull request #36906 from m4gr3d/enable_android_studio_debugging
Enable Android Studio debugging
2020-03-17 16:31:04 +01:00
Rémi Verschelde b8577ecce1
Merge pull request #37106 from akien-mga/clang-format-cpp11
Style: Set clang-format Standard to Cpp11
2020-03-17 08:42:39 +01:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
PouleyKetchoupp c169367e83 Fix text_entered signal when max_length is used in LineEdit on Android
Fixes #35954
2020-03-13 17:04:40 +01:00
fhuya 7aa1c3e490 Fix initialization of the GodotPayment plugin
The `onGLRegisterPluginWithGodotNative()` method is supposed to be invoked only by `Godot`.
2020-03-09 10:32:23 +01:00
fhuya 41dadb2b2b Enable Android studio debugger. 2020-03-08 12:37:46 +01:00
fhuya 7dea2ad1de Trim the whitespace around the plugins names. 2020-03-06 17:22:04 -08:00
fhuya f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00
fhuya c090caa58b Provides a base implementation of the Vulkan surface view (VkSurfaceView.kt) and its accompanying components.
The implementation is meant to be extended and updated in order to integrate it with the existing Godot java and native codebase.
2020-03-05 08:01:42 -08:00
fhuya b38283a6b7 Miscellaneous cleanup for the Android codebase:
- update gradle plugins versions
- add formatting rules for AndroidManifest and gradle build files
- cleanup java_godot_lib_jni

Note: logic was mostly moved around and no new logic/functionality was added.
2020-03-04 12:16:17 -08:00
Rémi Verschelde 080b5df625
Merge pull request #36682 from nekomatata/android-compilation-fix
Compilation fixes on Android
2020-03-04 16:22:16 +01:00
PouleyKetchoupp ed0655cdfb Compilation fixes on Android 2020-03-04 13:15:37 +01:00
Pedro J. Estébanez aee586553a Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-03 10:38:34 +01:00
Rémi Verschelde e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg 1af06d3d46
Rename `scancode` to `keycode`.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Rafał Mikrut d0621b954b Fix suspicious | and + operators 2020-02-23 09:28:54 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00