Commit Graph

51 Commits

Author SHA1 Message Date
bruvzg 714effdf07
[DisplayServer] Add error messages and descriptions to callbacks. 2024-05-28 17:36:54 +03:00
Paulo Poiati a3769c0edc Properly set window class in Wayland 2024-05-22 10:42:12 -03:00
A Thousand Ships 31e7ee63f2
Fix unsafe uses of `Callable.is_null()`
`Callable.is_null()` is not equivalent to `!Callable.is_valid()` and
doesn't guarantee the call is valid.
2024-04-27 16:22:57 +02:00
bruvzg 7f52e5bd44
[iOS] Fix sensors orientation. 2024-04-23 12:59:24 +03:00
bruvzg dc01658ee9
[DisplayServer] Add separate feature flags for different native dialog types. 2024-03-26 15:18:06 +02:00
bruvzg c65a667924
Move `global_menu_*` methods to a separate `NativeMenu` class. 2024-03-04 23:41:41 +02:00
bruvzg ee53ae28df
Add method to get "base" system UI color (macOS/Windows) and system theme change callback. 2024-02-13 18:38:53 +02:00
bruvzg f458943455
[macOS / iOS] Switch Vulkan init to VK_EXT_metal_surface extension. 2024-02-13 16:57:02 +02:00
Dario 73eff10c76 Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
Rémi Verschelde 74b03edf1e
Merge pull request #82800 from Sauermann/fix-screen-mousemotion
Add screen-related attributes to mouse input events
2024-02-09 18:08:58 +01:00
Rémi Verschelde 4f478a55cc
Merge pull request #86843 from RandomShaper/fix_null_ptr
Avoid several null-dereferences of ApiContextRD
2024-02-07 10:58:01 +01:00
Pedro J. Estébanez d5a5dd52e8 Avoid several null-dereferences of ApiContextRD 2024-02-06 19:55:01 +01:00
Markus Sauermann 2235a1cbd0 Add screen-related attributes to mouse input events 2024-02-05 23:30:15 +01:00
Mel Collins 8406e60522 Add InputEventKey.location to tell left from right
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.
2024-01-26 14:42:28 +01:00
Pedro J. Estébanez 12a519bae2 Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2023-12-20 19:18:08 +01:00
Zach Coleman 6a8f6bae4c Make screen_get_refresh_rate() respect iOS Low Power Mode 2023-11-17 08:36:52 -05:00
A Thousand Ships f18aa00e85 Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-10-08 17:23:33 +02:00
kobewi 09b30be86d Add vararg call() method to C++ Callable 2023-10-05 11:35:29 +02:00
bruvzg e1c7104e46
[iOS] Fix build with Xcode 15. 2023-09-27 21:27:15 +03:00
Zae 428eb1309a Support dark mode on Android and iOS. 2023-09-26 11:00:04 +08:00
bruvzg 1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
bruvzg 28db3c7158 [DisplayServer] Add method to check if native window is focused. 2023-06-16 10:27:52 +03:00
bruvzg 974a7a89c6
[iOS] Fix orientation change in runtime. 2023-06-12 14:13:53 +03:00
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00
bruvzg 5b9984b5a2
Add `audio/general/text_to_speech` project setting to enable/disable TTS. 2023-05-18 20:16:03 +03:00
bruvzg daad4aed62
Cleanup and unify keyboard input.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.

Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-23 15:08:12 +02:00
Rémi Verschelde 5b1df48c6c
Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
bruvzg 1cc5524b81
[iOS] Restore OpenGLES3 renderer support. 2023-01-22 13:59:52 +02:00
Rémi Verschelde 68d71f88f5
Improve DisplayServer message for video card drivers failure
And remove leftover duplicated message on Android.
2023-01-17 15:41:54 +01:00
bruvzg 2718a7b7d3
Add support for the custom initial screen for the main window, fix primary screen detection. 2023-01-07 11:14:35 +02:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Rémi Verschelde f0893890e1
Merge pull request #70482 from bruvzg/ios_pencil
[iOS] Add Apple Pencil pressure and tilt support.
2023-01-03 15:51:39 +01:00
bruvzg 223a612c0c
[iOS] Add Apple Pencil pressure and tilt support. 2022-12-23 23:44:10 +02:00
Marius Seufzer 90c34699d6
fix contentScaleFactor on iOS 2022-12-23 14:57:56 +01:00
Hugo Locurcio 70f6d42c92
Remove Disable Touch debug project setting
This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.

It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
2022-12-17 18:47:29 +01:00
bruvzg 13eb0a6592
[iOS] Fix broken single line input and incorrect selection / caret position. 2022-12-12 18:16:10 +02:00
Rémi Verschelde 0a3f66471e
Merge pull request #69712 from bruvzg/real_size
Rename `window_get_real_size`, add position counterpart.
2022-12-07 14:29:46 +01:00
bruvzg edf13eb5a6
Rename `window_get_real_size` to `window_get_size_with_decorations`, add `window_get_position_with_decorations`. 2022-12-07 11:07:30 +02:00
Markus Sauermann e18107a57c Fix Determining Window for Touchscreen
DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
2022-12-07 09:54:29 +01:00
kobewi d9f066d5fa Remove duplicate project settings definitions 2022-11-08 01:29:39 +01:00
Rémi Verschelde 9188bc7341
Merge pull request #67879 from bruvzg/fix_no_vlk
Fix build with Vulkan disabled and no Vulkan headers installed.
2022-10-31 14:29:05 +01:00
Clay John 04ac91f786
Merge pull request #67790 from kdada/fix-flash-window
Make creating window do not flicker when specify custom position
2022-10-28 13:02:58 -07:00
bruvzg 4dd8f68120
Fix build with Vulkan disabled and no Vulkan headers installed. 2022-10-26 08:55:05 +03:00
Wei Guo d7e39e313b Make window creation with custom position do not flash 2022-10-24 13:50:25 +08:00
Fredia Huya-Kouadio 13e4770b97 Add double_tap attribute to InputEventScreenTouch
This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
2022-10-22 07:30:46 -07:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
kobewi 8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
RedMser c939f336d6 Only define `keep_screen_on` project setting once 2022-08-06 22:10:24 +02:00
Brian Semrau 103c0fa6e6 Add support for multiple virtual keyboard types 2022-08-04 10:41:33 -04:00
Juan Linietsky d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00