Commit Graph

3559 Commits

Author SHA1 Message Date
Fabio Alessandrelli 179ec3ca0e [HTML5] AudioWorklet API implementation.
Rewrote AudioDriverJavaScript to support multiple processor nodes.
The old (and deprecated) ScriptProcessorNode when threads are not
available, and the new AudioWorklet API when threads are enabled.

The new implementation uses two ring buffers and a shared state to
communicated with the AudioWorklet thread.

The audio.worklet.js JavaScript file is always added to the export
template, but only really used (and downloaded) in the thread build.
2020-11-10 18:56:21 +01:00
Sergey Minakov 1f2f477e1e iOS Export: support multi-target plugin
Plugins can use 'binary_name.a' or 'binary_name.release.a' and 'binary_name.debug.a' for plugin library.
2020-11-10 16:40:06 +03:00
Sergey Minakov 1f94a59859 iOS Export: export modification to support plugins
Added plugin configuration.
Export options now use plugins that could be enabled/disabled.
Plugin changes are observed at runtime.
2020-11-10 16:40:01 +03:00
Sergey Minakov 70f492082e iOS: change platform code to support plugins 2020-11-10 16:28:36 +03:00
Sergey Minakov 30783d57cc iOS Modules: separate main platform code from modules
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
2020-11-10 16:28:29 +03:00
Fabio Alessandrelli e2083871eb [HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
2020-11-10 11:42:51 +01:00
Fabio Alessandrelli 54cda5c3b8 [HTML5] Update syntax for lto. 2020-11-10 11:42:51 +01:00
Rémi Verschelde 827e5b8bf3
Merge pull request #43412 from akien-mga/variant-rename-_RID-to-RID
Variant: Rename Type::_RID to Type::RID
2020-11-09 17:46:34 +01:00
Rémi Verschelde 9d2e8f2f27
Variant: Rename Type::_RID to Type::RID
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.

This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
2020-11-09 16:29:04 +01:00
Hugo Locurcio ff1f0d2cb5
Remove `debug_symbols=full` in favor of `debug_symbols=yes`
`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.

This helps make the buildsystem easier to understand.
2020-11-09 15:48:30 +01:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Fabio Alessandrelli b3453e866b [HTML5] Fix audio buffer size and latency hint.
The size of the audio buffer was incorrectly doubled when creating the
script processor.
latencyHint is expressed in seconds, not milliseconds.
Additionally, on some browsers it actually affect the performance and
stability of the audio driver.
For this reason it has been completely disabled (interactive) and a not
has been left for future reference.
2020-11-06 15:38:47 +01:00
Rémi Verschelde df2abc55be
Merge pull request #43353 from madmiraal/fix-43352
Use LONG instead of DWORD (unsigned int) when interacting with DIJOFS constants
2020-11-06 12:46:36 +01:00
unknown 4a6e53b3c9 Use LONG instead of DWORD (unsigned int) when interacting with DIJOFS constants. 2020-11-06 10:17:28 +00:00
Rémi Verschelde 1abe52e611
Merge pull request #43051 from Ev1lbl0w/bugfix-path-inconsistency
Changed path behaviour for Windows
2020-11-06 10:18:21 +01:00
Vaughan Ling d658063833 Change android orientations from sensor to user
# Conflicts:
#	platform/android/java/lib/src/org/godotengine/godot/GodotIO.java
2020-10-31 17:14:32 -07:00
bruvzg 4efcec3545
[iOS] Add missing ARC flag to the simulator build. 2020-10-30 18:47:42 +02:00
Rémi Verschelde 41f66761fd
Merge pull request #37158 from thebestnom/android-click-support
Support mouse events on Android
2020-10-30 16:00:03 +01:00
Fredia Huya-Kouadio edf762fba6 Add a separate `nativeSrcsConfigs` module to handle Android Studio constraints for native code editor support. 2020-10-29 00:01:14 -07:00
Fredia Huya-Kouadio aff7cf4390 Update the gradle plugins 2020-10-28 23:59:33 -07:00
Rémi Verschelde 2eaedcf14e
Merge pull request #42361 from akien-mga/vulkan-layers-opt-in
Vulkan: Make validation layers optional
2020-10-28 21:43:22 +01:00
Rémi Verschelde 45da7d579a
Merge pull request #43153 from nekomatata/android-build-version-close
Release .build_version file handle in Android custom build export
2020-10-28 10:03:18 +01:00
Rémi Verschelde 765b0a0f31
Merge pull request #43053 from Ev1lbl0w/bugfix-shell-open
Changed shell_open behaviour
2020-10-28 09:17:57 +01:00
PouleyKetchoupp b271315bac Release .build_version file handle in Android custom build export 2020-10-28 09:07:20 +01:00
Mark Riedesel 96e22bd9fb Implement OS.get_window_safe_area() for Android 2020-10-27 13:14:00 -04:00
Rémi Verschelde 54e6338c9b
Vulkan: Make validation layers optional
They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.

When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.

Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).

Also moved VulkanContext member initializations to header.

Fixes #37102.
2020-10-27 16:19:15 +01:00
Ev1lbl0w 9e57a395cf
Changed shell_open behaviour 2020-10-26 13:26:39 +00:00
Ev1lbl0w 525a5be01d
Changed path behaviour for Windows 2020-10-24 14:14:53 +01:00
Mark Riedesel 5fe902244a Fix android apk contents having mtime 1 month in future
minizip documentation describes tm_mon as expecting the number of months
since January - [0, 11], but the month returned by OS.get_date() is in
the range of [1, 12].
2020-10-23 15:05:48 -04:00
Rémi Verschelde 181082589a
Merge pull request #42772 from bruvzg/macos_inertia
[macOS] Suppress momentum scrolling after key press.
2020-10-20 15:10:56 +02:00
Rémi Verschelde 15ff276fcf
Merge pull request #42853 from naithar/fix/in-app-store-master
[4.0] [iOS] InAppStore fixes
2020-10-20 15:10:15 +02:00
reduz ee06a70ea6 Refactor MethodBind to use variadic templates
Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
Sergey Minakov 21bcf3f793 iOS: fix in app store
Enforce strong reference for SKRequests and delegate objects for transactions to work correctly
2020-10-16 16:14:39 +03:00
Fabio Alessandrelli c54de7f589 [HTML5] Add JavaScriptToolsEditorPlugin.
A new editor plugin, specific to HTML5, that provide some extra features
needed to make the editor usable on that platform.

For now, it adds a "Download project sources" option in the "Tool" menu,
so the user can download the work done as a zip file (from the browser
storage).
2020-10-14 12:31:20 +02:00
Fabio Alessandrelli 3dfb769115 Add JavaScript editor html file. 2020-10-14 11:20:50 +02:00
Fabio Alessandrelli ec396c7707 [HTML5] Close IDBFS database on exit.
This should be made available in emscripten in a decent way.
Possibly after unmount, to free the database lock and allow performing
operations on it from javascript after the Emscripten Runtime has
exited.
2020-10-14 11:20:37 +02:00
Fabio Alessandrelli 6769dd64fc [HTML5] Expose request_quit via Engine class.
So it can be called when closure compiler is enabled.
2020-10-14 11:15:24 +02:00
Fabio Alessandrelli c3b7c5cc2d Increase HTML5 THREADPOOL size.
This fixes a "random" deadlock when quitting the editor.
I still haven't figure out the root cause, but having a bigger seems to
greatly mitigate the issue.
The new pool size (pre-allocated threads) is now 8.
2020-10-14 11:13:12 +02:00
bruvzg 801f0a041f
[macOS] Suppress momentum scrolling after key press or modifier change to prevent unexpected change of action. 2020-10-13 18:58:55 +03:00
PouleyKetchoupp 96e8b904cf Implement SAVE_TARGETS mechanism for Linux clipboard
Allows sending the clipboard content to the clipboard manager on exit to
keep the content when using a clipboard manager that doesn't
automatically makes a backup when copying.

MULTIPLE selection mechanism also had to be implemented, because in this
case, the clipboard manager might request multiple selection targets at
once.

Known use case: Ubuntu with XFCE4
2020-10-09 21:12:56 +02:00
bruvzg 56f3aba7b2
[Windows, MSVC] Correctly set source file encoding. 2020-10-09 13:56:20 +03:00
thebestnom 42513f2f47 Android: Mouse Implementation
Implement mouse
Move touch to inputManager
Change to use android/input.h
2020-10-09 04:14:56 +03:00
Rémi Verschelde 67135f246e
Merge pull request #42647 from nekomatata/x11-unfocus-crash-fix
Fix x11 display server crash when deleting popup window when unfocused
2020-10-08 20:05:06 +02:00
PouleyKetchoupp 48a0d44e67 Fix x11 display server crash when deleting popup window when unfocused
On FocusOut events, the window could be destroyed while propagating
WINDOW_EVENT_FOCUS_OUT event, which causes the WindowData to be
invalidated, and still used for calls to XUnsetICFocus.

This change moves calls to XUnsetICFocus, and also XSetICFocus in
FocusIn events, before propagating the change of focus event to the
engine, to be safe in any case.

Also setting xic member to nullptr after all calls to XDestroyIC to keep
things clean and consistent.

Fixes #42645
2020-10-08 17:22:03 +02:00
unknown 9cb46ed4e7 Fixed an issue in UWP export caused by duplicate entry for extensions in content types file. 2020-10-08 18:44:15 +05:30
Sergey Minakov 6b2483c331 iOS: fix native video
Fixed view not being displayed.
Fixed view orientation change.
2020-10-08 14:30:53 +03:00
Rémi Verschelde 97f116d36b
SCons: Refactor and cleanup warnings definition 2020-10-08 10:58:05 +02:00
Rémi Verschelde 182d6d6f42
SCons: Add windows_subsystem=default, restores original behavior
We want debug builds to have a console and easy stdout redirection by default.
Windows makes reading the stdout/stderr stream from gui applications too cumbersome
(and most users don't know about it, and just wonder why they don't see a thing).
2020-10-06 09:30:46 +02:00
Fabio Alessandrelli 7998745237 [HTML5] Scons now expects "emcc" to be in PATH.
No longer parse emscripten/emsdk config to detect emcc/node paths.
Use WhereIs to find "emcc" and "node", look for "node_modules" in "emcc"
path.
2020-10-04 14:26:44 +02:00
Rémi Verschelde 1ff3e60ee0
Merge pull request #42505 from Faless/js/4.0_audio_threads
[HTML5] Move audio processing to thread when threads are enabled.
2020-10-02 16:25:10 +02:00
Fabio Alessandrelli a618535628 [HTML5] Run Audio process in thread when available
This should fix some of the audio stuttering issues when the HTML5
export is compiled with threads support.
The API should be ported to AudioWorklet to (hopefully) be perfect.
That though, cannot be backported to 3.2 due to extra restriction of
AudioWorklet (which only runs in SecureContext, and needs a polyfill for
Safari).
2020-10-02 14:28:20 +02:00
Sergey Minakov 6ee74de9ee iOS: Native video refactoring
Moved native video handling to separate view.
2020-10-02 15:05:01 +03:00
Sergey Minakov 3cd1cb53a0 iOS: Refactoring
Enabled ARC for iOS.
Weakify/Strongify macros for objc blocks.
Removed old version checks.
Specific types for ObjC++ modules to exclude unneeded bridging.
Separate DeviceMetrics class for device specific data.
Replaced old/deprecated functionality.
2020-10-02 15:04:51 +03:00
Fabio Alessandrelli 80b34ccee1 Add extra suffix for HTML5 thread builds. 2020-10-02 13:35:03 +02:00
Fabio Alessandrelli 5261e5df85 Add COOP/COEP headers to HTML5 "run" server.
This allow the page to be considered a SecureContext if the address is
localhost (127.0.0.1/::1) and let Firefox (and future Chrome versions)
enable extra features needed for the HTML5 threaded export.
2020-10-02 13:35:03 +02:00
bruvzg b0152dcac5
Fix `screen_get_dpi` on macOS for non fractional display scales and restore documentation. 2020-10-01 22:52:20 +03:00
Rémi Verschelde 23ab8ea6f6
Merge pull request #40582 from PoqXert/game-center-4.0
[4.0] iOS Game Center improvements
2020-10-01 13:54:03 +02:00
Sergey Minakov 1d9b6b01db iOS: move touch delay to settings 2020-10-01 12:36:11 +03:00
Rémi Verschelde cc62eaf7be
Merge pull request #41910 from nekomatata/x11-inputs-lag-fix
Fix issues related to delay when processing events on X11 display server
2020-09-30 16:37:44 +02:00
Rémi Verschelde aed16c8f84
Merge pull request #42381 from timothyqiu/osx-hidden
Hide special folders in FileDialog for macOS
2020-09-29 11:49:03 +02:00
Rémi Verschelde 4e19e3603b
Merge pull request #41385 from m4gr3d/fix_splash_loading_master
Fix splash screen loading on Android
2020-09-28 20:45:53 +02:00
Rémi Verschelde e66013a6f1
Merge pull request #42262 from akien-mga/ios-pvrtc-fixes
iOS: Fix multiple issues with PVRTC import, disable ETC1
2020-09-28 10:17:38 +02:00
Rémi Verschelde 0ba4a8ba7b
Merge pull request #42327 from bruvzg/4_mac_captured_fix
[macOS] Fix mouse position in captured mode.
2020-09-28 10:08:05 +02:00
Haoyu Qiu 1998f78679 Hides special folders in FileDialog for macOS 2020-09-28 14:36:21 +08:00
Bartłomiej T. Listwon 317c2b194d Add all headers to VS Project 2020-09-27 18:03:51 +02:00
PouleyKetchoupp 5a0376f969 Fix delay to process clipboard content from Godot in other programs
When pasting clipboard content from Godot to other applications,
multiple SelectionRequest events are sent to Godot in order to access
the data. It could take a long time before the data is ready for the
other app because events were processed one by one on the main thread,
especially when Godot is unfocused and runs at low frequency.

With this change, SelectionRequest events are directly handled on the
separate event polling thread to minimize this delay.

This change also replaces clipboard_get() calls in SelectionRequest with
a direct access to internal_clipboard, since in this case we know Godot
is the owner of the clipboard content and it's not necessary to query
the x server for it.
2020-09-25 16:40:04 +02:00
bruvzg f4a2eabf42
[macOS] Fix mouse position in captured mode. 2020-09-25 08:55:07 +03:00
PouleyKetchoupp 2c4d64102a Fix general keyboard input lag on X11 display server
This change makes keyboard inputs more responsive on Linux, especially
when the FPS is lower on slower configurations.

Polling events from the x server is done on a separate thread to avoid a
frame delay with inputs, due to first sending the event to the input
manager with XFilterEvent then processing the new event only on the next
frame.

Calls to Input Manager functions like XSetICFocus, XUnsetICFocus and
XSetICValues use a mutex, because they are polling events internally and
would otherwise interfere with our own thread process for polling events
which can cause a deadlock in some cases.

XUnsetICFocus is called instead of XSetICFocus on FocusOut events,
so the input manager can be properly notified of focus changes.

clipboard_get now uses a blocking call to poll for a specific event type
when waiting for a SelectionNotify event, instead of polling all events
and filtering them afterwards.
2020-09-24 16:01:41 +02:00
Vasiliy Makarov 313006adb8 iOS: Fix multiple issues with PVRTC import, disable ETC1
Fixes: #28683, #28621, #28596 and maybe others

For iOS we enable pvrtc feature by default for all backends
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc encoding procedure.

Edit by Akien: Forward-ported from #38076, this may not make sense as is for
Godot 4.0, but it's important that we have the latest code in sync with 3.2
for when more rendering backends and proper iOS support are added back.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-09-23 11:22:51 +02:00
Rémi Verschelde c10e8ac1de
Merge pull request #42178 from Faless/js/sync_fs_size_handlers
[HTML5] Synchronous main, better persistence, handlers fixes, optional full screen.
2020-09-23 10:14:22 +02:00
Fabio Alessandrelli dccd71c7a3 JS synchronous start, better persistent FS sync.
The engine now expects to emscripten FS to be setup and sync-ed before
main is called. This is exposed via `Module["initFS"]` which also allows
to setup multiple persistence paths (internal use only for now).

Additionally, FS syncing is done **once** for every loop if at least one
file in a persistent path was open for writing and closed, and if the FS
is not syncing already.

This should potentially fix issues reported by users where "autosave"
would not work on the web (never calling `syncfs` because of too many
writes).
2020-09-23 09:51:06 +02:00
Fabio Alessandrelli 53f04aa1b9 Make canvas resize optional in HTML5. 2020-09-23 09:51:06 +02:00
Fabio Alessandrelli 806edcae5b Better HiDPI support in HTML5. 2020-09-23 09:51:06 +02:00
Fabio Alessandrelli 7d0896e763 Window event listener do not use capture. 2020-09-23 09:51:06 +02:00
Fabio Alessandrelli 48aa0b5b03 Small refactor to JavaScript handlers.
Crated helper class in native/utils.js.
Simplify code in OS/DisplayServer.
2020-09-23 09:51:06 +02:00
Fabio Alessandrelli 7d045b8543 Expose request_quit method to JS in HTML5 export. 2020-09-23 09:51:06 +02:00
Fredia Huya-Kouadio 79c1cf600b Add overridable init method for the Godot fragment instance. 2020-09-18 16:59:09 -07:00
Fabio Alessandrelli 27ab97501b [HTML5] Add override keyword, cleanup methods. 2020-09-18 18:48:59 +02:00
Rémi Verschelde 3e78963bb9
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 13:44:25 +02:00
Rémi Verschelde 413ff7938d
X11: Try to load libXrandr.so.3 if libXrandr.so.2 isn't found
All Linux distros, and FreeBSD and OpenBSD seem to have libXrandr.so.2,
but for some reason recent NetBSD versions seem to have libXrandr.so.3 now.
2020-09-18 11:55:12 +02:00
Rémi Verschelde 5f4d64f4f3
Linux/BSD: Fix support for NetBSD
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.

Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.

Fixes #42145.
2020-09-18 10:27:55 +02:00
bruvzg 6a14c72b12
Add window click-through support. 2020-09-17 12:36:18 +03:00
Hugo Locurcio 4df86f8b04
Only display the Windows toggle console option if it can actually be used 2020-09-14 21:52:04 +02:00
Marcel Admiraal e3d698dae9 Remove unused Python imports. 2020-09-10 11:38:52 +01:00
Marcel Admiraal 64095245ee Explicitly add implicitly added semicolons. 2020-09-09 15:30:57 +01:00
bruvzg f043eabdd8
Adds PCK encryption support (using script encryption key for export).
Change default encryption mode from ECB to CFB.
2020-09-05 14:53:39 +03:00
bruvzg 80b8eff6aa
[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Rémi Verschelde a77106bf7e
Merge pull request #41332 from bruvzg/win_subsys_option
Revert #41164, add subsystem build option.
2020-09-03 11:52:29 +02:00
PouleyKetchoupp eeebe6914e Fix drag and drop between windows in X11 display server
Proper implementation for get_window_at_screen_position:
Now getting the topmost last active window when overlapping.

Mouse drag & release events:
They are now propagated through the current focused window, in order to
make it consistent with the engine expectations and the Windows display
server implementation.
2020-09-03 10:31:03 +02:00
Rémi Verschelde 2a8531cc56
Merge pull request #41456 from nekomatata/x11-fix-popups
Popup fixes for X11 display server
2020-09-03 00:09:19 +02:00
Fredia Huya-Kouadio b8d5ced8cd Fix issue causing the textedit to move upward 2020-08-30 10:42:38 -07:00
Rémi Verschelde c59e9399e7
Merge pull request #41550 from godotengine/revert-40671-virtual-keyboard-height-fix
Revert "Fix virtual keyboard height regression"
2020-08-27 08:55:51 +02:00
Rémi Verschelde f98b32ff51
Merge pull request #41549 from godotengine/revert-40484-android-virtual-keyboard-adjustment
Revert "Disable virtual keyboard focus adjustment on Android"
2020-08-26 23:48:09 +02:00
Fredia Huya-Kouadio db35a008f6
Revert "Fix virtual keyboard height regression" 2020-08-26 14:38:02 -07:00
Fredia Huya-Kouadio ffd0bb1d02
Revert "Disable virtual keyboard focus adjustment on Android" 2020-08-26 13:27:25 -07:00
Fredia Huya-Kouadio 04b402b6f1
Revert "Move PopupWindow logic to GodotEditText on Android" 2020-08-26 13:24:18 -07:00
PouleyKetchoupp bb306750ce Fix WINDOW_EVENT_FOCUS_IN for popups on Windows
On Windows, WINDOW_EVENT_FOCUS_IN was never sent by the display server
for popups, because WM_ACTIVATE events are received during the call to
_update_window_style, which happened before the callbacks were set.

This was causing some issues with the way Popup is now handling closing on
parent focus.

Now _update_window_style is only called during show_window, after Window
initialized callbacks.
2020-08-26 18:14:36 +02:00
PouleyKetchoupp 5315bff002 Fix menu popups delay and focus in X11 display server
Now using override_redirect for menu & tooltip popups to prevent the WM from
interfering with them, so we have more control over focus management
and avoid a delay before they show up.
2020-08-26 18:14:07 +02:00
bruvzg 9a85948907
[macOS] Fix heap use-after-free in DisplayServer. 2020-08-25 14:04:20 +03:00
PouleyKetchoupp 2b49cb0b73 Re-apply "Fixes for windows in X11 tiling WMs"
From PR #38727 which was reverted in #41373 because of regressions in Ubuntu
with Gnome.

Co-authored-by: Lorenzo Cerqua <lorenzocerqua@tutanota.com>
2020-08-22 18:42:42 +02:00
Marcel Admiraal 5f092cf7bb Fix new black style check failures in various files. 2020-08-21 16:51:30 +01:00
Fredia Huya-Kouadio 2717891141 Fix splash screen loading on Android 2020-08-19 16:16:37 -07:00
Juan Linietsky 9c5c1635b2
Revert "Fixes for windows in X11 tiling WMs" 2020-08-19 12:37:59 -03:00
Rémi Verschelde 5f6368278f
Merge pull request #41080 from naithar/feature/ios-framework-import
[iOS] [4.0] Export: Add a method to embed a framework
2020-08-19 14:10:50 +02:00
Sergey Minakov 1661309d59 iOS Export: Add a method to embed a framework
By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
2020-08-19 14:35:54 +03:00
bruvzg c76fe59204
Add Windows Subsystem build option. 2020-08-17 19:07:12 +03:00
bruvzg 03ffd6451a
Revert "[Windows] Attach to parent console instead of creating new one."
This reverts commit 4f7a49db53.
2020-08-17 19:05:48 +03:00
bruvzg ee76775792
[Windows] Fix modifier keys when using tablet input. 2020-08-17 14:43:16 +03:00
Andrii Doroshenko (Xrayez) 6f426c3360 Port ClassDB tests to use doctest
Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).

Display and rendering servers/singletons are not initialized at all.

Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
  `register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).

Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.

ClassDB tests:

Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2020-08-16 16:41:02 +03:00
Rémi Verschelde d4665e7859
Merge pull request #41285 from bruvzg/macos_on_top_4
[macOS] Fix "on top" incorrectly set on init and resetting on window update.
2020-08-15 17:59:05 +02:00
bruvzg 9d1cf0b6af
Fix "on top" incorrectly set on init (all platforms).
Fix "on top" reseting on window update. (macOS).
2020-08-15 17:53:18 +03:00
Gordon MacPherson 788c521ce8 fixed linker being slow on OSX 2020-08-15 01:55:36 +01:00
Rémi Verschelde 33b2070d2e Remove obsolete GLES2 backend code
This code currently isn't compiled (and cannot compile).

We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.

The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
2020-08-13 10:04:53 +02:00
Rémi Verschelde 7e19f217bd
Merge pull request #41000 from amanj120/forward_port_bundle_pr_export
Add 'Export App Bundle' to Android Export Options
2020-08-11 19:03:40 +02:00
Rémi Verschelde 0e751ea7c3
Merge pull request #41164 from bruvzg/win_attach_console
[Windows] Attach to parent console instead of creating new one.
2020-08-11 12:58:12 +02:00
bruvzg f797e1c078
Improve `OS::get_locale()` on macOS and Windows, replace "-" with "_" and use system macros instead of bitwise AND. Add locale format info to the documentation. 2020-08-11 13:19:19 +03:00
bruvzg 4f7a49db53
[Windows] Attach to parent console instead of creating new one. 2020-08-11 13:02:50 +03:00
Rémi Verschelde f2d6a4bf84
Merge pull request #40961 from BrainBlasted/update-platform-metadata
platform: Update metadata for export platforms
2020-08-11 12:02:20 +02:00
Sergey Minakov f9989a1a58 iOS: simplify OS value retrieval 2020-08-10 15:54:44 +03:00
Aman Jain 2b89944a3d Add 'Export App Bundle' to Android Export Options 2020-08-05 12:55:02 -04:00
Christopher Davis 41d8c0c818 platform: Update metadata for export platforms
Updates the logos of for macOS, Android, and iOS; Also
changes "Mac OSX" to "macOS"

Addresses https://github.com/godotengine/godot-proposals/issues/1161
2020-08-01 23:43:14 -07:00
Rémi Verschelde ec9302cecc
Merge pull request #40927 from 27thLiz/dinput-id
DirectInput: Use correct joypad id
2020-08-01 10:13:15 +02:00
Andreas Haas 802a0316c5
DirectInput: use correct joypad id
Previously `joypad_count` was used as the index into the d_joypads array when initializing a new gamepad.
This caused the accidental override of an already connected device when a gamepad with a lower id was disconnected and connected again.

fixes #17566
2020-07-31 20:16:51 +02:00
opl- a31b164071 Fix losing X11 window normal size hint properties
This was caused by `XSetWMNormalHints` being called multiple times, each time with different values. Calling the method replaces the old data completely, resulting in some of the settings being lost.

Since the method was called 3 times before the window was mapped, this resulted in the position hint being lost and the window always getting opened at a position determined by the WM.
2020-07-31 17:32:46 +02:00
Rémi Verschelde 1cee89467b
Merge pull request #40591 from madmiraal/fix-24526
Update Linux gamepad detection to match SDL.
2020-07-31 13:02:35 +02:00
Rémi Verschelde 35ff38b3d4
Merge pull request #40761 from naithar/feature/ios-safe_area
[iOS] Safe area reimplementation
2020-07-30 00:43:03 +02:00
PouleyKetchoupp cac7eb3a64 Move PopupWindow logic to GodotEditText on Android 2020-07-28 21:19:17 +02:00
Aman Jain e906ac4d3b refactor apk signing into it's own method 2020-07-27 14:24:57 -04:00
Sergey Minakov 2e705fd620 iOS: safe area implementation 2020-07-27 17:58:57 +03:00
Rémi Verschelde 6e577a5b80
Merge pull request #40755 from Faless/js/fix_and_cancel_swap
Cancel/OK swap on HTML5 platform, small fixes.
2020-07-27 14:32:48 +02:00
Fabio Alessandrelli 0b286a287c Implement HTML5 cancel/ok button swap on Windows.
Platform is detected on init via the `navigator.platform` string.
2020-07-27 14:17:10 +02:00
Fabio Alessandrelli 3e96ba220e Correctly include <stdlib.h> in javascript main.
Already fixed in 3.2, this header is needed since it's where setenv
is declared and we should not assume it to be already included.
2020-07-27 14:17:10 +02:00
Fabio Alessandrelli 757af6a69f Properly set HTML5 DisplayServer init error value.
Checked in main.cpp, would cause the engine to not load.
2020-07-27 14:17:10 +02:00
Rémi Verschelde bd9fc75768
Merge pull request #40706 from akien-mga/style-fix-file_format-macos
Fix code format scripts compat with non-GNU Unices
2020-07-27 13:27:56 +02:00
Rémi Verschelde c71e189efd Style: Fix code format scripts compat with non-GNU Unices
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.

And improve it to also remove trailing tabs, not just spaces.
2020-07-27 13:11:44 +02:00
Rémi Verschelde 6de86946ea
Merge pull request #40671 from nekomatata/virtual-keyboard-height-fix
Fix virtual keyboard height regression
2020-07-27 08:57:19 +02:00
Poq Xert 22f1cf5d73 iOS GameCenter: Add authenticate method
And no longer connect automatically.
2020-07-27 12:18:57 +10:00
bruvzg a05776e20d
[macOS] Refocus last key window after `DisplayServer::alert` is closed. 2020-07-26 23:00:49 +03:00
Rémi Verschelde b19b896e06
Merge pull request #40487 from nekomatata/virtual-keyboard-enter-fixes
Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:25:53 +02:00
PouleyKetchoupp 8c05dadcff Fix Return key events in LineEdit & TextEdit on Android
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.

Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.

Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.

Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
2020-07-26 20:06:07 +02:00
Rémi Verschelde f940e5e000 CI: Install master version of psf/black
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.

Apply new style fixes done by latest black.
2020-07-26 19:48:25 +02:00
Rémi Verschelde 3842e8c465
Merge pull request #38727 from Riteo/tiling-wm-issues-tests
Fixes for windows in X11 tiling WMs
2020-07-26 17:41:28 +02:00
Rémi Verschelde df6f867806
Merge pull request #39624 from naithar/fix/ios-touch-events-master
[4.0] Fix for iOS touch recognition
2020-07-26 15:42:51 +02:00
Sergey Minakov e6d7e01a72 iOS: added delay gesture recognizer
This gesture recognizer will prevent GodotView from processing unwanted gestures.
Emulates UIScrollView behavior.
Fires delayed touches on significant movement.
2020-07-26 16:05:58 +03:00
bruvzg 4c0081105f
[macOS] Prevent setting `BORDERLESS` flag and calling `window_move_to_foreground` from giving focus to window with `NO_FOCUS` flag. 2020-07-26 15:46:07 +03:00
Sergey Minakov fe60815d66 iOS SCons: static Vulkan binary usage
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
2020-07-25 21:55:25 +02:00
Sergey Minakov bfc005d462 iOS: Vulkan support
Implemented Vulkan Support.
Use DisplayServer for rendering and input handling
Use single view for rendering in both GLES2 (not supported yet) and Vulkan
Use @available checks where it's required (otherwise compiler would fail compilation)
Simulator checks
2020-07-25 21:55:20 +02:00
Sergey Minakov 33038be5ed iOS SCons: update iOS minimal version
iOS 11 for iOS device
iOS 13 for iOS Simulator
2020-07-25 21:55:13 +02:00
Rémi Verschelde 963d3a07bd
Merge pull request #40610 from amanj120/forward_port_bundle_pr_manifest
Write AndroidManifest.xml file for Gradle project
2020-07-24 23:35:29 +02:00
PouleyKetchoupp a2dd966301 Fix virtual keyboard height regression
Disabling virtual keyboard focus adjustement caused get_keyboard_height
to always return 0 because it was calculated when the view is resized.

In order to fix it, a PopupWindow is now created on top of the main view
and is set for focus adjustments so the keyboard size can be calculated
based on this popup without affecting the main view.
2020-07-24 19:54:06 +02:00
Aman Jain e53067c42e Write an AndroidManifest.xml file to be merged with app module's manifest. 2020-07-24 12:53:27 -04:00
bruvzg 09f301029a
[macOS / ARM64] Remove "-msse2" flag from ARM64 release export template build. Add ARM64 breakpoint inline assembly to "doctest". 2020-07-24 17:54:34 +03:00
RevoluPowered 579342810f t Add unit testing to Godot using DocTest and added to GitHub Actions CI
Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.

Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.

This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
2020-07-24 13:05:33 +01:00
Rémi Verschelde 1dc00ce7b9
Merge pull request #40348 from amanj120/forward_port_bundle_pr_icons
Copy project icons to Gradle project directory during Android Custom Build.
2020-07-23 18:03:08 +02:00
Aman Jain 4a5ddcbad2 Copy icons to Gradle project 2020-07-23 11:37:33 -04:00
Rémi Verschelde dcf902df85 SCons: Remove unused DEBUG_MEMORY_ENABLED define
Its last use was removed in Godot 3.0, so it no longer makes sense to define.

Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
2020-07-23 09:39:10 +02:00
Lorenzo Cerqua d670a49612 DisplayServer: separate window showing into another function
When creating a window, Godot would first register it to the WM(show it) and then set its flags.
This works fine on a floating WM, but on tiling WMs as soon as a window gets registered
the WM immediately acts on the window by scaling it up and treating it as a generic window,
being registered without any special flags.

This commit separates the showing of the window into another function and calls it after the most important flags are set,
making windows with special flags(eg. all popups) work again on tiling WMs.

Fixes #37930
2020-07-23 07:58:10 +02:00
Marcel Admiraal 8fe2ecf565 Update Linux gamepad detection to match SDL. 2020-07-22 10:17:39 +01:00
Rémi Verschelde a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney 4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00
thebestnom 166103c759 Android: Keyboard modifier and arrow key support 2020-07-21 22:13:24 +03:00
Rémi Verschelde 103b46733a
Merge pull request #40533 from zaevi/fix_clipboard_crlf
fix crlf for clipboard
2020-07-21 16:06:43 +02:00
Rémi Verschelde f6b6d51052
Merge pull request #40562 from nekomatata/osxcross-vulkan-layer
Fix Vulkan layer creation when compiling with OSXCross
2020-07-21 12:57:52 +02:00
PouleyKetchoupp 08b0fd4330 Set minimum osx version to 10.12 for OSXCross compilation
Fixes this compilation error:

In file included from thirdparty/vulkan/vk_mem_alloc.cpp:7:
thirdparty/vulkan/vk_mem_alloc.h:3691:18: error: 'shared_mutex' is unavailable: introduced in macOS 10.12
            std::shared_mutex m_Mutex;
                 ^
/home/[user]/sources/osxcross/target/bin/../SDK/MacOSX10.14.sdk/usr/include/c++/v1/shared_mutex:178:58: note: 'shared_mutex' has been explicitly marked unavailable here
class _LIBCPP_TYPE_VIS _LIBCPP_AVAILABILITY_SHARED_MUTEX shared_mutex
2020-07-21 12:37:56 +02:00
PouleyKetchoupp ce34b77c4a Fix MoltenVK layer creation when compiling with OSXCross 2020-07-21 12:37:20 +02:00
Rémi Verschelde b7aa474680
Merge pull request #40422 from amanj120/forward_port_bundle_pr_resources
Create strings.xml files in the Gradle project to handle localization
2020-07-20 22:26:44 +02:00
Zae 0107550cf1 fix crlf for clipboard 2020-07-20 23:07:20 +08:00
PouleyKetchoupp d7aaec8ffe Disable virtual keyboard focus adjustment on Android
Fixes #37190

The default adjustment setting was causing the view to pan down in order
to adjust the focus on the text content.

We don't need any focus adjustment since we're using a fixed size window
for our application.

Documentation:
https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING
2020-07-20 12:04:02 +02:00
Aman Jain 5ff6f7a86b Create strings.xml files in the gradle project to handle localization 2020-07-15 13:02:59 -04:00
Rémi Verschelde c8523038cc
Merge pull request #40268 from DanielZTing/master
Fix cancel/OK button order on macOS
2020-07-15 09:21:04 +02:00
thebestnom 4dc94e93bb Android: fix display server always alerting no Vulkan support 2020-07-14 19:37:36 +03:00
bruvzg 850bbabe56
[macOS] Fix window size on macOS Big Sur (title bar height is no longer same as menu height), use top-left corner as resize origin instead of bottom-left. 2020-07-14 15:09:46 +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
Daniel Ting 9605fc54c7 Fix cancel/OK button order on macOS
The macOS platform convention regarding button order is cancel on left,
OK on right.
2020-07-10 15:10:11 -05:00
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
Rémi Verschelde f67b65864f
Merge pull request #40167 from amanj120/forward_port_bundle_pr_saving_files
Utility methods for writing files to gradle project directory
2020-07-10 11:02:03 +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
bruvzg bcc3c72d9c
[macOS] Fix transient windows. 2020-07-09 14:22:56 +03:00
Rémi Verschelde d629b17291
Merge pull request #40215 from naithar/feature/ios-storyboard-usage-master
[4.0] [iOS] Option to use storyboards for launch screens
2020-07-09 08:36:01 +02:00
Sergey Minakov 96e204bb0d iOS Export: Storyboard custom values 2020-07-07 02:00:08 +03:00
Sergey Minakov d4c541c25a iOS Export: add option to use storyboard for launch screen 2020-07-07 01:46:26 +03:00
Sergey Minakov 7b64f2df50 iOS Export: use relative path for res:// files 2020-07-06 00:56:29 +03:00
Rémi Verschelde c2a0bfa95b
Merge pull request #40111 from DanielZTing/master
Fix opening URLS with special characters in macOS
2020-07-05 00:51:13 +02:00
Rémi Verschelde 8ccb1cec91
Merge pull request #40084 from bruvzg/macos_seamless_scaling
[macOS] Implement seamless display scaling.
2020-07-04 10:51:09 +02:00
Rémi Verschelde 9828fcc01a
Merge pull request #40105 from Logharaa/master
Stop looping as soon as the first window that has focus is found
2020-07-04 09:57:14 +02:00
bruvzg df968d577a
[macOS] Implement seamless display scaling. 2020-07-04 10:36:33 +03:00
Daniel Ting b8e6ff9a7f Fix opening URLS with special characters in macOS
The Online Tutorials section of InputMap in the editor's built-in
documentation viewer contains this link:

docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap

The macOS implementation for opening a link percent-encodes it before
sending it to the browser, resulting in a 404. This is to fix #13422
where filenames with special characters could not be opened in Finder.
However, this breaks URLS so I added a check to see if the resource
scheme is file:// and if so, only then is it escaped. This allows other
schemes like `http`, `ftp`, and `mailto` to be used.
2020-07-03 23:00:48 -05:00
Gaël 6c76639c40 Break loop when the first focused window is found 2020-07-04 01:57:16 +02:00
Rémi Verschelde 73fddc623b
Merge pull request #39888 from nekomatata/windows-create-window-error
Fix errors when creating windows on Windows
2020-07-04 01:41:43 +02:00
Rémi Verschelde c020eea184
Merge pull request #40092 from hinlopen/remove-find-last
Remove String::find_last (same as rfind)
2020-07-04 01:38:01 +02:00
Juan Linietsky 14263d3d0d Improve the situation of DND on X11 2020-07-03 12:09:22 -03:00
Stijn Hinlopen 929b98d24b Remove String::find_last (same as rfind) 2020-07-03 15:26:22 +02:00
Rémi Verschelde aa564739dd
Merge pull request #40074 from reduz/fix-fullscreen
Fix fullscreen flag on Windows, closes #37588
2020-07-03 09:23:44 +02:00
Rémi Verschelde 64aa25b2e5
Merge pull request #40050 from naithar/feature/ios-gdnative-master-2
[4.0] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:13 +02:00
Juan Linietsky b14be5f271 Fix fullscreen flag on Windows, closes #37588 2020-07-02 22:09:17 -03:00
bruvzg a9e341cff3
[macOS] Implement confined mouse mode. 2020-07-02 17:34:58 +03:00
Sergey Minakov 864224a5c1 iOS Export: Updated Info.plist. Framework embedding. Fixes for search paths 2020-07-02 12:56:11 +03:00
Sergey Minakov eef732342b iOS Export: turn .dylib into .framework on export 2020-07-02 12:56:05 +03:00
Rémi Verschelde 3fb5faaceb
Merge pull request #40018 from Faless/js/more_improvements_4.0
HTML5 fixes, refactor, audio fallback, fixed FPS.
2020-07-02 07:22:43 +02:00
Juan Linietsky 0b7bc83fe3 Add a focus out timeout for X11 to less events of this type are received 2020-07-01 16:14:46 -03:00
Fabio Alessandrelli 7a5e10b8a9 Use dummy driver when JS AudioContext is unavailable. 2020-07-01 17:16:13 +02:00
Fabio Alessandrelli 1a637b07b1 Limit FPS in JS by skipping iterations. 2020-07-01 17:16:13 +02:00
Fabio Alessandrelli 07d4513886 [JS] Check canvas size each loop, force redraw.
Fix compatibility issues, achieve smoother resizing.
2020-07-01 17:16:13 +02:00
Fabio Alessandrelli a1c4c1d318 More static methods in DisplayServerJavaScript.
Were static functions in cpp file, polluting global namespace.
2020-07-01 17:16:03 +02:00
Rémi Verschelde 5c9ee93f3e
Merge pull request #39788 from bruvzg/macos_apple_silicon
[macOS] Add support for the Apple Silicon (ARM64) build target.
2020-07-01 16:45:23 +02:00
Rémi Verschelde 9000e59650
Merge pull request #40016 from akien-mga/environment-code-cleanup
Environment: Refactor code for readability + more
2020-07-01 16:28:48 +02:00
Rémi Verschelde 372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Juan Linietsky 239942cfef Ensure embedded mode works again
Also implemented application in/out notifications in X11.
2020-07-01 09:27:43 -03:00
Fabio Alessandrelli fd92270b0a Refactor canvas ID and locale handling. 2020-07-01 13:10:05 +02:00
Fabio Alessandrelli 5b1cc2d1fc Fix FS error on JS startup due to existing folder. 2020-07-01 13:10:05 +02:00
bruvzg a07578592b
[macOS] Add application become/resign active notifications. 2020-06-30 17:59:30 +03:00
Juan Linietsky 438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
bruvzg accae11fe3
[macOS export] Set correct external file attributes (Unix mode), and creation time. 2020-06-30 10:16:02 +03:00
Rémi Verschelde 524f061c01 X11: Ensure XGetWindowProperty data gets freed
And cleanup includes a bit.
2020-06-29 13:32:21 +02:00
bruvzg 00299f15b4
[macOS] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 12:33:51 +03:00
Fredia Huya-Kouadio 2d53b8173e Fix the logic to enable focus awareness 2020-06-27 16:43:08 -07:00
PouleyKetchoupp 1043576ff3 Fix errors when creating windows on Windows
Detecting the case where WM_SIZE is received during the window creation.
There's no need to call window_resize on the Vulkan context.

Also creating a WindowData entry early enough to avoid storing a
separate WindowData wrongly associated to INVALID_WINDOW_ID.

Fixes #39199
2020-06-27 18:26:34 +02:00
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
Rémi Verschelde 8f5005b3eb
Merge pull request #39779 from naithar/feature/ios-modules-master
Enable iOS modules and fix missing symbols errors (4.0)
2020-06-24 22:49:39 +02:00
Poq Xert 4c0b077faa Updated purchase receipt suitable for sending to apple verification server
(cherry picked from commit bd71925726)
2020-06-24 17:15:56 +02:00
Sergey Minakov 488879f52b Export: Fix iOS enabling push notifications capability 2020-06-23 12:48:44 +03:00
Sergey Minakov 090b9fec20 SCons: Enable modules for iOS 2020-06-23 12:48:44 +03:00
Fredia Huya-Kouadio 206cbd960b Follow up cleanup for the godotpayment project module 2020-06-22 12:53:25 -07:00
Rémi Verschelde d808697760
Merge pull request #39751 from bruvzg/mingw_build_fix
Fix MinGW build (use uninitialized `ofs` variable introduced in 39701).
2020-06-22 13:07:14 +02:00
bruvzg 439c97e0ff
Fix use uninitialized `ofs` variable introduced in 39701. 2020-06-22 13:13:22 +03:00
bruvzg fc1d1c3557
[Windows] Prevent overwriting old cursor handle on multiple mouse_mode changes, ensure mouse_mode is set before `cursor_set_shape` is called to restore cursor. 2020-06-22 13:05:18 +03:00
Rémi Verschelde 6869d5d190
Merge pull request #39745 from timoschwarzer/remove-godot-payment-plugin-4
Remove GodotPayment android plugin
2020-06-22 12:01:27 +02:00
bruvzg 7a250b579f
macOS, prevent multiple CGDisplayHideCursor calls unpaired with CGDisplayShowCursor. 2020-06-22 11:38:43 +03:00
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 efcc508ee5 Move Haiku platform port to external repository
The Haiku port now resides at:
https://github.com/godotengine/godot-haiku-platform

While we're happy to support as many Free and Open Source platforms as we can,
we need to put the main focus on the platforms that we can reasonably maintain,
and for Haiku we have been lacking maintainers ever since the port was first
merged in 2015.

The Haiku code has not been compiling and much less working at least since the
release of Godot 3.0, and while some attempts have been made at fixing things,
it's still not functional today in the `3.2` branch (and much less in `master`,
understandably).

Having it in an external repository should hopefully enable Haiku contributors
to fix issues in their own time, and possibly tag versions compatible with
past Godot releases once they are ready.
2020-06-20 17:59:41 +02:00
Rémi Verschelde ea30d12204
Merge pull request #39701 from BastiaanOlij/fix_joystick_sliders
Fix missing slider joystick handling on Windows
2020-06-20 11:54:39 +02:00
Rémi Verschelde 79b77f8357
Merge pull request #39700 from nekomatata/osx-export-zip-fix
Set proper file type attribute for OSX zip export
2020-06-20 11:09:56 +02:00
Bastiaan Olij aa01b327d6 Fix missing slider joystick handling on Windows 2020-06-20 19:03:15 +10:00
PouleyKetchoupp 4501771fd8 Set proper file type attribute for OSX zip export
The missing file type in file attributes was causing the file to lose
executable permissions when unzipped with some softwares.
2020-06-20 10:04:18 +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
Rémi Verschelde 3e07080942
Merge pull request #39427 from hcmlax/shortcut_issue_39351
fixed issue where shortcut doesn't work if alt is pressed before shift
2020-06-19 23:47:49 +02:00
Rémi Verschelde 08ef0aab16 Export: Rename 'Windows Universal' to 'UWP'
It's otherwise too easy to be confused between 'Windows Desktop' (Win32)
and 'Windows Universal' (UWP).
2020-06-19 16:31:28 +02:00
Hugo Locurcio fdb89a3f9a Rename "Identifier" to "Bundle Identifier" in macOS/iOS export presets
"Bundle Identifier" is more well-understood among macOS and iOS
developers and is less ambiguous.

This is a slight breaking change as export presets will need to be
updated to account for this change.

See https://github.com/godotengine/godot-docs/pull/3295.
2020-06-19 09:59:38 +02:00
unknown d191a8b9f8 adding check for syskeydown on control and alt 2020-06-18 14:36:22 -07:00
Rémi Verschelde fa01e666d2
Merge pull request #39542 from Ev1lbl0w/feature/kill-pid
Allow Godot to kill its own PID
2020-06-16 20:49:00 +02:00
Rémi Verschelde 60ba9914f3
Merge pull request #39579 from m4gr3d/provide_activity_to_godot_plugin_constructor_master
Clean up the GodotPlugin public API
2020-06-16 20:45:34 +02:00
Fredia Huya-Kouadio 6daf9b78af Clean up the `GodotPlugin` public API. 2020-06-16 09:25:09 -07:00
Rémi Verschelde 4b5b60de85
Merge pull request #39189 from touilleMan/issue-38925
Unify OS.get_system_time_* and OS.get_unix_time
2020-06-15 23:57:16 +02:00
Rémi Verschelde d3c10e8dd6
Merge pull request #39457 from bruvzg/kbd_layouts
Add keyboard layout enumeration / set / get functions.
2020-06-15 11:10:34 +02:00
Rémi Verschelde 2db9c13798
Merge pull request #39436 from bruvzg/macos_export_notarization
[macOS export] Add notarization support.
2020-06-15 11:04:47 +02:00
Rémi Verschelde 6fa2a5ac14
Merge pull request #39537 from Faless/js/fs_sync_iteration
Immediately run first iteration after JS FS sync.
2020-06-14 22:57:32 +02:00
Fabio Alessandrelli 5c75cb0133 Immediately run first iteration after JS FS sync.
Which is now run inside an animation frame.
This avoid a 1 frame black screen when setting up the canvas.
2020-06-14 16:04:45 +02:00
bruvzg 92352b1c23
Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11), remove latin variant function. 2020-06-13 11:02:00 +03:00
Aaron Franke 068054002d
Simplify some code in platform/uwp/export 2020-06-11 17:19:45 -04:00
Rémi Verschelde c4dd866a15
Merge pull request #38958 from lawnjelly/time_overflow_4
Fix overflow condition with QueryPerformanceCounter
2020-06-11 09:38:44 +02:00
bruvzg f5c856ea40
macOS export, add notarization support and id / signing / notarization config check. 2020-06-10 15:58:30 +03:00
Rémi Verschelde f54eda121d
Merge pull request #39304 from m4gr3d/enable_focus_awareness
Add support for focus awareness
2020-06-05 12:42:21 +02:00
Fredia Huya-Kouadio 2bf1f8e4b3 Add support for focus awareness 2020-06-04 15:49:55 -07:00
Fabio Alessandrelli 0a35b97b62 Swtich HTML5 key detection from keyCode to code.
The value of this, does not include the layout.
The code has extra logic to map the unicode value to our keylist,
supporting ASCII and Latin-1.
Also add support for `physical_keycode` in HTML5 platform.
2020-06-04 21:15:05 +02:00
Marcus Brummer 21263a65a9 Check if the specified Android release keystore exists 2020-06-04 13:37:14 +02:00
Rémi Verschelde c47a6f6325
Merge pull request #39060 from madmiraal/fix-38869
Update Windows GUID to SDL uid conversion.
2020-06-04 11:40:57 +02:00
PouleyKetchoupp be22a1f9bc Fix inconsistent error messages with Android custom export templates 2020-06-01 23:13:31 +02:00
Emmanuel Leblond c6de3872f9
Remove OS.get_system_time_secs/get_system_time_msecs and change OS.get_unix_time return type to double 2020-05-31 14:19:31 +02:00
Marcel Admiraal d04cbbd76b Update OSX GUID to SDL uid conversion.
Co-authored-by: John Wakley <johncwakley@users.noreply.github.com>
2020-05-30 17:38:39 +01:00
Marcel Admiraal bc49d34123 Add dinput nullptr checks. 2020-05-30 13:59:30 +01:00
Marcel Admiraal 97a529b1d8 Do not probe joypads if DirectInput cannot be initialized. 2020-05-29 12:07:07 +01:00
Thakee Nathees efef236e43 Windows error logs directed to stderr 2020-05-29 09:04:17 +05:30
volzhs c227733bd8 Add missing consumePurchase plugin method for GodotPayment 2020-05-28 22:48:48 +09:00
Hugo Locurcio fe09b4d2b3 Tweak the DirectInput initialization failure message
This closes #36662.
2020-05-28 09:45:17 +02:00
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
bruvzg ef1a305e50
Ignore invalid tablet driver name, when non are available. 2020-05-26 21:03:45 +03:00
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
Marcel Admiraal a833db80d9 Update Windows GUID to SDL uid conversion. 2020-05-26 12:46:42 +01:00
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
Fabio Alessandrelli 57bdb4cc35 Fix JS audioContext parameters.
Were not passed along correctly.
`latencyHint` is supposed to be in seconds, not milliseconds.
2020-05-25 15:33:19 +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
Rémi Verschelde 926d6c1082
Merge pull request #39007 from nekomatata/android-object-id-long
Use long instead of int for object id in Android java wrapper
2020-05-24 22:30:00 +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 3be9c74d8b
Merge pull request #38951 from bruvzg/win_ink_block_mm_4
Block WM_MOUSEMOVE during Windows Ink pen handling.
2020-05-22 14:34:20 +02:00
lawnjelly db9fa88160 Fix overflow condition with QueryPerformanceCounter
The previous code for OS_Windows::get_ticks_usec() multiplied the tick count by 1000000 before dividing by ticks_per_second. The ticks is counted in a 64 bit integer and is susceptible to overflow when a machine has been running for a long period of time (days) with a high frequency timer.

This PR separates the overall calculation into one for seconds and one for the remainder, removing the possibility of overflow due to the multiplier.
2020-05-22 12:46:35 +01:00
bruvzg b08b027a9a
Block WM_MOUSEMOVE during Windows Ink pen handling. 2020-05-22 10:44:47 +03:00
GuidoRevers cf20c0343f Fix segmentation fault when using context_vulkan after memdelete context_vulkan 2020-05-21 20:38:58 +02:00
Rémi Verschelde 1d573969c0
Merge pull request #38874 from bruvzg/tab_drv_sel_40
[Windows] Add tablet driver selection.
2020-05-20 13:58:20 +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
bruvzg d0b5174b6a
[Windows] Add tablet driver selection. 2020-05-20 09:37:32 +03:00
bruvzg cac399a829
[Windows] Add quotes only to the command line arguments with special characters. 2020-05-19 16:34:15 +03:00
Rémi Verschelde ca3192d18a Style: Fix unnecessary semicolons that confused clang-format 2020-05-19 11:24:58 +02:00
Rémi Verschelde 74b5d6839a
Merge pull request #33447 from bruvzg/macos_zip_sign
macOS add signing of DMG and ZIPed export
2020-05-19 10:30:26 +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
Rémi Verschelde 9844cd45e3
Merge pull request #38820 from ericrybick/master
Fix certain characters being recognized as special keys on Windows when using the us international layout
2020-05-18 16:33:18 +02:00
Eric Rybicki e460456e60
Fix certain characters being recognized as special keys in Windows when using the us international layout 2020-05-18 14:47:54 +02:00
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
Fabio Alessandrelli 245c179bd3 AudioDriverJavaScript now compute buffer size.
Based on mix rate and expected latency.
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
HaSa1002 434bf0572c Fix input event being dispatched multiple times on Windows 2020-05-16 16:17:50 +02:00
bruvzg 08e80ccd99
Fix popup positions on multiple screens (with same scaling only). 2020-05-16 14:11:43 +03:00
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
bruvzg 4bec713b8c
macOS signing improvements: allow signed app exporting as ZIP, sign DMG after exporting. 2020-05-15 09:38:59 +03:00
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 710b34b702 Style: Fix missing/invalid copyright headers 2020-05-14 16:54:54 +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
Ev1lbl0w 75ce45440a
Allow Godot to kill it's own PID 2020-05-13 16:48:14 +01:00
Marcel Admiraal e7fee711b3 Update game controller enums. 2020-05-13 10:33:32 +01:00
Fabio Alessandrelli 3097c2da96 Add WebSocket debugger, use it for Javascript. 2020-05-12 15:09:13 +02:00
Rémi Verschelde 32133a11b5
Merge pull request #38386 from reduz/new-lightmapper
New GPU lightmapper
2020-05-11 13:45:48 +02:00
Juan Linietsky 1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00
Fabio Alessandrelli 6a49b83e39 Add drop files function 2020-05-10 18:22:48 +02:00
Fabio Alessandrelli d2eef39731 Fix Closure compiler build, python style.
Move copyToFS into utils.js library included with '--pre-js'.
2020-05-10 18:22:48 +02:00
Fabio Alessandrelli 7411e7fd37 DisplayServerJavaScript implementation. 2020-05-10 18:22:48 +02:00
Fabio Alessandrelli ee99cd42d5 [HTML5] Locale, input fix, context, exit.
Add missing semicolumns in engine.js
Add optional extra args to JS Engine.startGame
Remove loader.js, explicit noExitRuntime.
Also add onExit callback (undocumented in emscripten)
2020-05-10 18:19:23 +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 44db69a7da
Merge pull request #38561 from bruvzg/wintab_extra_mm_events
WinTab: Make movement smoother and handle pressure/tilt changes when cursor is not moving.
2020-05-08 12:19:55 +02:00
bruvzg 78c80de738
WinTab: Adds extra "mouse move" events to make movement smoother and correctly handle pressure/tilt change when cursor is not moving. 2020-05-08 10:56:42 +03:00
Eric M 97e77bcd19 Added mapping for KEY_MENU to VK_APPS (0x5d) so context menu's triggered by the keyboard menu button work 2020-05-08 11:22:21 +10:00
bruvzg ba85db5a79
Remove WinTab error message. 2020-05-07 15:51:19 +03:00
Rémi Verschelde 6038325470 clang-format: Add JavaImportGroups for Java code 2020-05-06 23:26:43 +02:00
Rémi Verschelde 192529c2d0
Merge pull request #38483 from bruvzg/wintab_api
Add support for the WinTab API for pen input.
2020-05-05 16:27:51 +02:00
bruvzg d978658f81
[Windows] Add support for the WinTab API for pen input. 2020-05-05 14:16:02 +03:00
Fredia Huya-Kouadio ef62506e5c Address `OS.request_permissions()` bug when non-platform permission(s) is included 2020-05-05 10:33:46 +02:00
bruvzg 0128947894
[Linux/Windows] Set pressure to 1.0f when primary button is pressed and device is not pressure sensitive. 2020-05-03 20:13:01 +03:00
Rémi Verschelde 78db7824b7
Merge pull request #37756 from madmiraal/fix-x11-pressure-tilt
Fix X11 pressure and tilt values.
2020-05-03 18:09:33 +02:00
Fabio Alessandrelli c7e662199f
Merge pull request #37414 from Schroedi/fix_html_mouse_input
Move wheel handlers from window to canvas element in HTML
2020-05-01 12:51:35 +02:00
Rémi Verschelde 7e1e0f496b
Merge pull request #37802 from ThakeeNathees/window-position-bug-osx-x11
display server window position bug fix
2020-04-29 09:04:53 +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
Christoph Schröder b1e8ac7b08 Move mouse wheel handler from window to canvas element in HTML
Similar to https://github.com/godotengine/godot/pull/36557

At least in chrome, the following error is printed for each mouse wheel
rotation:
[Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See https://www.chromestatus.com/features/6662647093133312

This PR moves the handler to the canvas and thereby fixes the error.

Tested on: Chrome and Firefox (MacOS), Firefox, Chrome(Android), Safari (IPad + MacOS)
2020-04-28 08:42:41 +02:00
Rémi Verschelde f7e2ff5223
Merge pull request #38253 from nekomatata/bullet-update-2.90
Update to bullet master (2.90)
2020-04-27 16:44:17 +02:00
PouleyKetchoupp 3e7db60d56 Update to bullet master (2.90) 2020-04-27 11:37:47 +02:00
Rémi Verschelde 4d3a18d9ff Windows: Appease capricious MSVC versions with moody headers
Fixes #37799.
Fixes #37986.
2020-04-26 22:27:04 +02:00
bruvzg 0c4c530514
[macOS] Re-add define for build with 10.14 SDK, remove unsupported 10.12 checks. 2020-04-26 21:17:10 +03:00
Max Hilbrunner 23b7670d32
Merge pull request #35382 from Calinou/html5-export-title-tag
Set the `title` tag in the HTML5 export immediately
2020-04-26 18:23:35 +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
Hugo Locurcio eecce139ea Set the `title` tag in the HTML5 export immediately
This makes the project title display without having to wait for
the project to finish loading.
2020-04-22 11:31:14 +02:00
Rémi Verschelde 4989beb353
Merge pull request #37895 from qarmin/more_leak_fixes
Fixes leaks in ResourceCache, Vulkan and X11
2020-04-16 11:09:01 +02:00
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
qarmin 943ec79859 Fixes leaks in ResourceCache, Vulkan and X11 2020-04-15 10:27:57 +02:00
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
Thakee Nathees 63a00aec68 display server window position bug fix (#37323) 2020-04-11 20:13:12 +05:30
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
Marcel Admiraal a2ad0878ed Fix X11 pressure and tilt values. 2020-04-10 12:10:24 +01:00
Rémi Verschelde ea2dfb8cc7
Merge pull request #37745 from nekomatata/vulkan-warnings-android
Fix extra warnings in Android build
2020-04-10 11:40:19 +02:00
PouleyKetchoupp 802bbe87ad Fix extra warnings in Android build 2020-04-10 11:06:11 +02:00
Marcel Admiraal 9369b37f1f Fix loss of precision in X11 device info. 2020-04-10 07:40:14 +01:00
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 efeb7d07eb
Merge pull request #37533 from akien-mga/gradle-downgrade-3.5.3
Android: Downgrade gradle plugin to 3.5.3
2020-04-02 23:33:35 +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
Rémi Verschelde 312bbb9600
Merge pull request #37525 from lupoDharkael/replace-0L
Replace 0L with a casted nullptr
2020-04-02 21:22:45 +02:00
lupoDharkael 6324f578bd Replace 0L with a casted nullptr 2020-04-02 17:33:46 +02:00
Rémi Verschelde ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde 5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Rafał Mikrut 359bebd8c0 Fix out of bound array access caused by unassigned variable 2020-04-01 19:29:35 +02:00
Rémi Verschelde 516b3bb88f Fix Clang warnings on Windows
Fixes #37490.
2020-04-01 16:28:20 +02:00
Ignacio Etcheverry 21d1ea60a7 Fix exporting corrupted Xcode pbxproj if project name has spaces 2020-03-31 09:37:17 +02:00
Ignacio Etcheverry 77dd061345 Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
2020-03-31 09:37:16 +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
dankan1890 06e8740184 Fixed missed occurrences in #37361 renamings. 2020-03-28 12:37:44 +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
bruvzg e1c1bb03ea
Prevent recursive `_dispatch_input_event` calls, improve focus regain on window deletion. 2020-03-26 23:22:04 +02:00
bruvzg 15a9f94346 Add macOS DisplayServer implementation.
Change global menu to use Callable, add support for check items and submenus.
2020-03-26 16:24:05 +01:00
Juan Linietsky 197cb4e771 Fixes to X11, still pretty broken 2020-03-26 15:50:00 +01:00
Mateo Kuruk Miccino f387b9b4f4 Multiple changes to DisplayServerX11
- Travis: Change x11 to linuxbsd
- SCons: Change x11 plataform to linuxbsd
- Plugins: Remove ; to avoid fallthrough warning
- DisplayServerX11: Implement set_icon
- DisplayServerX11: Fix X11 bug when a window was erased from windows
  map, all the changes from that erased windows are sending to the main
  window
- DisplayServerX11: Reorder create_window commands
- DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i
  where it belongs

+ More X11 fixes which have been integrated directly back into reduz's
original commits while rebasing the branch.
2020-03-26 15:49:54 +01:00
Juan Linietsky 9a5d15a2dc Implemented drag and drop across windows, both OS and embedded. 2020-03-26 15:49:46 +01:00
Juan Linietsky 047e0b7de5 Reworked tooltips to use the popup system. 2020-03-26 15:49:45 +01:00
Juan Linietsky b3080bc2f4 Popups have also been converted to windows
Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
Juan Linietsky 09ba290364 Fixes to window style flags 2020-03-26 15:49:44 +01:00
Juan Linietsky c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky 441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky 543fb1c4da Separate DisplayServer from OS on Windows 2020-03-26 15:49:41 +01:00
Juan Linietsky 499e07f010 Make DisplayServerX11 thread safe 2020-03-26 15:49:40 +01:00
Juan Linietsky 4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
Juan Linietsky f51fdc6eef Support for transient windows 2020-03-26 15:49:39 +01:00
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 9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky f8a79a97c7 Effective DisplayServer separation, rename X11 -> LinuxBSD 2020-03-26 15:49:34 +01:00
Juan Linietsky 4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rémi Verschelde 3d2dd79ecd SCons: Drop support for Python 2
We now require SCons 3.0+ (first version with Python 3 support),
and we set min required Python 3 version to 3.5 (3.4 and earlier are
EOL).
2020-03-25 15:25:37 +01:00
Rémi Verschelde 6bc1ae8a2c
Merge pull request #37271 from akien-mga/cleanup-unused-classes
Remove unused classes and stray headers
2020-03-24 15:49:21 +01:00
Rémi Verschelde ebf21e2288
Merge pull request #37261 from m6c7l/feature/issue-37239
Linux: add relaxation to conditions in the joystick check routine
2020-03-24 11:17:54 +01:00
Rémi Verschelde 9d24541597 Remove unused classes and stray headers
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
2020-03-24 09:50:51 +01:00
m6c7l 36293f4256 issue-37239 add relaxation to conditions in the joystick check routine for being identified as joystick 2020-03-24 08:42:21 +01:00
Ev1lbl0w bc53288d1e
Fixed WM_DELETE flag being set too late 2020-03-23 12:42:19 +00:00
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
Rémi Verschelde 0d907a6320
Merge pull request #37115 from RandomShaper/imvu/windows_stack_size
Make stack size on Windows match Linux and MacOS
2020-03-18 16:11:55 +01:00
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
Pedro J. Estébanez 29f8530afe Make stack size on Windows match Linux and MacOS 2020-03-17 18:17:41 +01:00
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
Rémi Verschelde 36a414eb03
Merge pull request #36994 from akien-mga/typedefs-cleanup
typedefs: Cleanup unused macros and unnecessary checks
2020-03-12 22:02:18 +01:00
Rémi Verschelde 1c2f2a805d typedefs: Cleanup unused macros and unnecessary checks
We now require a compiler with C++17 support, so we don't need to
check for features added to GCC 5 or Clang 3.2.

Clang builtin availability checks were unused anyway as Clang defines
`__GNUC__` as it's also a GNU C implementation.

Fixes #36986.
2020-03-11 21:44:56 +01:00
Fabio Alessandrelli 919bbf8077 [HTML5] Refactor JS, threads support, closures.
- Refactored the Engine code, splitted across files.
- Use MODULARIZE option to build emscripten code into it's own closure.
- Enable lto support (saves ~2MiB in release).
- Enable optional closure compiler pass for JS and generated code.
- Enable optional pthreads support.
- Can now build with tools=yes (not much to see yet).
- Dropped some deprecated code for older toolchains.
2020-03-11 16:09:31 +01:00
Fabio Alessandrelli bd04ede5ad AudioDriverJavascript uses IDHandler.
This makes closure compiler happy, avoiding globals and potentially
undefined variables.
2020-03-11 11:34:32 +01:00
Rémi Verschelde db28e7ef69 Linux: Add Mesa 20 "Intel" to prime detection
Diff in `glxinfo` between Mesa 19.3.4 and 20.0.1:
```diff
-OpenGL vendor string: Intel Open Source Technology Center
-OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 630 (Kaby Lake GT2)
-OpenGL core profile version string: 4.6 (Core Profile) Mesa 19.3.4
+OpenGL vendor string: Intel
+OpenGL renderer string: Mesa Intel(R) HD Graphics 630 (KBL GT2)
+OpenGL core profile version string: 4.6 (Core Profile) Mesa 20.0.1
```
2020-03-11 08:35:59 +01:00
Rémi Verschelde 05d9d1c0e7
Merge pull request #36905 from Faless/js/restore_and_ci
Resurrect HTML5 platform, add it to CI (no rendering yet)
2020-03-11 07:31:16 +01:00
Rémi Verschelde 1f6c9328dd Revert "Change LINKFLAGS to FRAMEWORKS which is supported since"
This reverts commit c924e83a64.

SCons `FRAMEWORKS` is, according to their latest docs, only supported
"On Mac OS X with gcc". While the "with gcc" part seems bogus, #36795
did introduce a link failure for our osxcross toolchain for compiling
macOS binaries from Linux. SCons probably fails to detect this as a
macOS target and does not use its `FRAMEWORKS` logic properly.

So using `LINKFLAGS` as we used to is the more portable solution.
2020-03-10 09:55:28 +01:00
Rémi Verschelde 478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +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
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Fabio Alessandrelli aa8c825855 OS_Javascript temporarly uses dummy rasterizer. 2020-03-08 03:35:13 +01:00
Fabio Alessandrelli fd035c931d Fix Javascript platform after PoolVector removal.
Eval should be rechecked.
2020-03-08 03:35:13 +01:00
fhuya 7dea2ad1de Trim the whitespace around the plugins names. 2020-03-06 17:22:04 -08:00
Rémi Verschelde 9d8a9ea826 assimp: Clean and document buildsystem, prepare for unbundling
- Improve the SCsub to allow unbundling and remove unnecessary code.
- Move files around to match upstream source.
- Re-sync with upstream commit 308db73d0b3c2d1870cd3e465eaa283692a4cf23
  to ensure we don't have local modifications.
- Doesn't actually build against current version 5.0.1 due to the lack
  of the new ArmaturePopulate API that Gordon authored. We'll have to
  wait for a public release with that API (5.1?) to enable unbundling.
2020-03-06 14:37:52 +01:00
bruvzg 6b23e36dbc
Replace IOHIDDeviceRegisterRemovalCallback with IOHIDManagerRegisterDeviceRemovalCallback to fix gamepad disconnection callback on macOS Catalina. 2020-03-06 11:57:58 +02:00
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
Rémi Verschelde 42595085a5
Merge pull request #36752 from RandomShaper/rework_semaphore
Drop old semaphore implementation
2020-03-05 16:33:45 +01:00
Rémi Verschelde 5ea8b1692a
Merge pull request #36795 from hungrymonkey/issue_36720
Change LINKFLAGS to FRAMEWORKS which is supported since Scons release 0.96.91
2020-03-05 15:21:26 +01:00
Rémi Verschelde fbaa55a8db
Merge pull request #36798 from m4gr3d/android_codebase_misc_cleanup
Miscellaneous cleanup for the Android codebase
2020-03-05 08:55:56 +01:00
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 fadcb75e48
Merge pull request #36791 from akien-mga/scons-expand-cxx
SCons: Expand env variables to check compiler version
2020-03-04 20:30:17 +01:00
hungrymonkey c924e83a64 Change LINKFLAGS to FRAMEWORKS which is supported since
Scons release 0.96.91

Fixes the link errors below

clang: error: no such file or directory: 'Carbon'
clang: error: no such file or directory: 'AudioUnit'
clang: error: no such file or directory: 'CoreAudio'
clang: error: no such file or directory: 'CoreMIDI'
clang: error: no such file or directory: 'IOKit'
clang: error: no such file or directory: 'ForceFeedback'
clang: error: no such file or directory: 'CoreVideo'
clang: error: no such file or directory: 'AVFoundation'
clang: error: no such file or directory: 'CoreMedia'
clang: error: no such file or directory: 'Metal'
clang: error: no such file or directory: 'QuartzCore'

Tested on
System Version: macOS 10.15.3 (19D76)

SCons by Steven Knight et al.:
script: v3.1.2.bee7caf9defd6e108fc2998a2520ddb36a967691, 2019-12-17 02:07:09, by bdeegan on octodog
engine: v3.1.2.bee7caf9defd6e108fc2998a2520ddb36a967691, 2019-12-17 02:07:09, by bdeegan on octodog
engine path: ['/usr/local/Cellar/scons/3.1.2_1/libexec/scons-local/SCons']

Xcode 11.3.1
Build version 11C504

Apple clang version 11.0.0 (clang-1100.0.33.17)
Target: x86_64-apple-darwin19.3.0

Closes #36720
2020-03-04 08:36:28 -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
Rémi Verschelde df7ecfc4a7 SCons: Expand env variables to check compiler version
Scons' `Environment.subst()` does that, and was already used in the
other place where we query an env variable (`env["LINK"]` in x11 code).

Fixes `3.2` iOS build after cherry-pick of #36559 (previously it only
ran for GCC code, not iOS's Clang), and the same issue would likely
affect `master` if iOS builds were enabled right now.
2020-03-04 14:36:58 +01:00
Rémi Verschelde f83f1d7c9b
Merge pull request #36069 from RandomShaper/imvu/improve_drives_ux
Improve UX of drive letters
2020-03-04 13:19:55 +01:00
PouleyKetchoupp ed0655cdfb Compilation fixes on Android 2020-03-04 13:15:37 +01:00
Mateo Dev .59 8a88637705 os: execute parse the command output from utf8 2020-03-03 21:58:50 -03:00
Fabio Alessandrelli 80582ffa66
Merge pull request #36557 from Schroedi/fix_html_touch
Fixes touch events for HTML
2020-03-03 16:08:18 +01:00
Pedro J. Estébanez 9a3a2b03b8 Drop old semaphore implementation
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.

Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03 13:20:42 +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
Rémi Verschelde b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Rémi Verschelde 2ceaa6a096
Merge pull request #36572 from qarmin/coverage
Added code coverage support to Godot
2020-02-27 14:13:23 +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
Rafał Mikrut b2b0210d66 Added code coverate support to Godot 2020-02-26 19:43:03 +01:00
Rémi Verschelde c7dc5142b5 SCons: Fix get_compiler_version() to return ints
Otherwise comparisons would fail for compiler versions above 10.
Also simplified code somewhat to avoid using subprocess too much
needlessly.
2020-02-26 14:23:34 +01:00
Christoph Schroeder 5134317afc Fixes touch events for HTML
Without this patch, the following exception is thrown when the touch
screen is used: TypeError: e.getBoundingClientRect is not a function.
No touch events arrive in the engine.

From my testing, this PR fixes the issue and behaves as expected.

Tested with godot-demo-projects/misc/multitouch_view/, emscripten 1.39.8
and Firefox mobile emulator as well as FF on Android
2020-02-26 12:04:18 +01:00
Rémi Verschelde a7e1df4b1d doc: Sync classref for Packed{Int,Float}{32,64}Array additions 2020-02-25 22:02:36 +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
Rémi Verschelde 223c5ef8a3
Merge pull request #36478 from qarmin/supsicious_operators_everywhere
Fix suspicious | and + operators
2020-02-23 10:30:06 +01:00
Rafał Mikrut d0621b954b Fix suspicious | and + operators 2020-02-23 09:28:54 +01:00
Rémi Verschelde 2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Rémi Verschelde 6bb075a53f Travis: Use Ubuntu 18.04 (bionic) as base image
It's now available and allows us to have a better default environment,
with GCC 7.4.0 and Clang 7.

We now need GCC 7+ for C++17 support so it's more efficient to upgrade
the image than to install it on Ubuntu 16.04 (xenial).

Also fixes a couple -Wdeprecated-declarations warnings on macOS now
that we build against macOS 10.12.
2020-02-22 20:00:28 +01:00
Rémi Verschelde a4801674c5 SCons: Bump required C++ standard to C++17
As per #36436, we now need C++17's guaranteed copy elision feature to
solve ambiguities in Variant.

Core developers discussed the idea to move from C++14 to C++17 as our
minimum required C++ standard, and all agreed. Note that this doesn't
mean that Godot is going to be written in "modern C++", but we'll use
modern features where they make sense to simplify our "C with classes"
codebase. Apart from new code written recently, most of the codebase
still has to be ported to use newer features where relevant.

Proper support for C++17 means that we need recent compiler versions:

 - GCC 7+
 - Clang 6+
 - VS 2017 15.7+

Additionally, C++17's `std::shared_mutex` (conditionally used by
`vk_mem_alloc.h` when C++17 support is enabled) is only available in
macOS 10.12+, so we increase our minimum supported version.
2020-02-22 20:00:21 +01:00
Sam Green f12c0d1e98 Stub out Vulkan context for iPhone 2020-02-21 22:01:13 -08:00
Sam Green 2ba72b3a65 Add use_static_mvk option 2020-02-21 22:00:34 -08:00
Sam Green f40ff128b5 Update detect.py 2020-02-21 21:42:34 -08:00
Sam Green e03e607230 Resolve iOS and GLES compilation failures 2020-02-21 21:01:34 -08:00
Sam Green 6e25a5448d Import the correct rasterizer based on build settings 2020-02-21 20:48:19 -08:00
Fabio Alessandrelli cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +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
Twarit 04882a481b Remove unused driver/dummy/audio_driver_dummy.h 2020-02-20 00:59:31 +05:30
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
Rémi Verschelde 3dea5fd631 Remove incomplete battery status/power API
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.

Closes #8770.
2020-02-14 13:43:32 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Relintai cb29ce8a3b Fix startGame's logic in engine.js. 2020-02-12 23:13:53 +01:00
Juan Linietsky 525c40a488 Force vulkan driver until OpenGL is implemented 2020-02-12 11:45:40 -03:00
Rémi Verschelde db81928e08 Vulkan: Move thirdparty code out of drivers, style fixes
- `vk_enum_string_helper.h` is a generated file taken from the SDK
  (Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
  https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
bruvzg 0ce4433686 Restore parts of #33783 and #32809 missing after rebase. 2020-02-11 12:06:30 +01:00
Rémi Verschelde fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Rémi Verschelde a8e14bee58 Merge pull request #32821 from bruvzg/vlk_fix_macos_exit
[Vulkan, macOS] Fix RID leaks and crashes on exit.
2020-02-11 12:04:20 +01:00
bruvzg a85923b972 Move Vulkan context/rendering_device destruction to windowWillClose notification. 2020-02-11 12:04:16 +01:00
bruvzg d5df1b651c Improve HiDPI handling, fix incorrect window viewport clipping. 2020-02-11 12:04:04 +01:00
Juan Linietsky 6ee2f5e6b6 More GIProbe work and fixes 2020-02-11 12:03:49 +01:00
Rémi Verschelde 65ad12e79a glslang: Disable warnings and allow unbundling 2020-02-11 12:02:50 +01:00
Rémi Verschelde 511f65214f SCons: Streamline Vulkan buildsystem + fixups
- Renamed option to `builtin_vulkan`, since that's the name of the
  library and if we were to add new components, we'd likely use that
  same option.
- Merge `vulkan_loader/SCsub` in `vulkan/SCsub`.
- Accordingly, don't use built-in Vulkan headers when not building
  against the built-in loader library.
- Drop Vulkan registry which we don't appear to need currently.
- Style and permission fixes.
2020-02-11 11:59:04 +01:00
Rémi Verschelde 6289e7d147 Merge pull request #29993 from bruvzg/vulkan
Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11 11:57:40 +01:00
bruvzg b456bfad5c Add runtime GLES2 / Vulkan context selection. 2020-02-11 11:57:34 +01:00
bruvzg eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky 0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +01:00
Juan Linietsky 1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky 9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky 9ffe57a10e Modify RenderingDevice to use RIDs, now that they are O(1) 2020-02-11 11:53:26 +01:00
Juan Linietsky 1522d8c3ee Added support for push constants 2020-02-11 11:53:26 +01:00
Juan Linietsky fd188ddd51 Initial work on Vulkan:
-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
2020-02-11 11:53:26 +01:00
muiroc e51c6a0d28 Allow per pixel transparency in javascript platform 2020-02-10 14:27:30 +01:00
Rémi Verschelde a832776262 Merge pull request #34140 from bruvzg/ios_auto_icons_and_loadscreens
[iOS] Option to automatically generate icons and launch screens
2020-02-10 11:27:47 +01:00
Rémi Verschelde 0ead0eeabb Merge pull request #35301 from Calinou/improve-console-error-logging
Improve the console error logging appearance
2020-02-10 11:16:01 +01:00
Rémi Verschelde 052118afa6 Merge pull request #35802 from bruvzg/linux_tablet_ranges
Fix pressure / tilt ranges on Linux.
2020-02-10 10:47:54 +01:00
Rémi Verschelde e4ddbe8fd8 Merge pull request #36003 from MennoMax/linux-cursor-fallback
Adjusted linux cursors and added fallbacks
2020-02-10 10:40:31 +01:00
MennoMax a9946b9515 adjusted linux cursors, added fallbacks 2020-02-10 01:52:19 +01:00
Rémi Verschelde 8e674ea70c
Merge pull request #35701 from AlexHolly/fix-double_tap-pressed-regression
Fix double tap pressed event regression
2020-02-09 13:12:16 +01:00
Rémi Verschelde 42f04cbc1a
Merge pull request #35982 from akien-mga/scons-modules-enabled-header-and-split
SCons: Split libmodules.a in folder-based libs
2020-02-08 15:43:10 +01:00
Fabio Alessandrelli 343b29a651 Merge pull request #35381 from Calinou/html5-export-favicon
Export and reference the icon as favicon when exporting to HTML5
2020-02-08 04:45:53 +01:00
Rémi Verschelde 4e2dbb1bc0 SCons: Split libmodules.a in folder-based libs
This removes the need for the hacky split_libmodules logic on Windows,
since all libs are now of manageable size.
2020-02-07 14:19:51 +01:00
muiroc e563b47dbe Fix javascript platform build 2020-02-07 01:46:15 +01:00
Rémi Verschelde 17ce184921
Merge pull request #35886 from doot24/fix_#35871
Fixed Godot not recognising 150x150 icon for uwp export #35871
2020-02-06 10:31:31 +01:00
Hugo Locurcio 2dd3a01d11
Remove per-file progress reporting when exporting to Android
Calling `step()` on EditorProgress too often will slow down the
rest of the editor, so it's best avoided. This is also more consistent
with other exporters, as most of them don't report per-file progress
either.

Exporting a 2D project with ~1,100 files to Android now takes
about 10 seconds from a debug editor build instead of 65 seconds.

This closes #30850.
2020-02-05 22:24:39 +01:00
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
D00T24 88bd3227ac fixed godot not recognising 150x150 icon for uwp export 2020-02-03 20:40:10 +04:00
Yuri Roubinsky 90f00c0813 Restores correct window position after fullscreen toggling off on Linux 2020-02-03 18:16:20 +03:00
Yuri Roubinsky 8737269275 Fix restoring window from fullscreen to normal on Linux 2020-02-03 17:15:24 +03:00
Hugo Locurcio 4492cf856b
Export and reference the icon as favicon when exporting to HTML5
This makes the project icon display immediately as a favicon when
opening the page, without having to wait for the project to finish
loading.
2020-02-01 10:33:23 +01:00
bruvzg d552f93f8b
Fix pressure / tilt ranges on Linux. 2020-01-31 22:40:14 +02:00
Rémi Verschelde 8eef6d280b
Merge pull request #35451 from Calinou/html5-web-environment-only
Only emit the JavaScript support code for Web when building for HTML5
2020-01-31 18:36:29 +01:00
Rémi Verschelde 6f092c299e
Merge pull request #35785 from nekomatata/android-line-edit-length-fix
Fixed LineEdit virtual keyboard inputs on Android
2020-01-31 16:38:37 +01:00
PouleyKetchoupp 196860508a Fixed LineEdit virtual keyboard inputs on Android
Changed the condition to add a length filter to make it consistent with the documentation (0 means no character limit). Otherwise the default value in LineEdit causes the virtual keyboard to be non-fonctional on Android.
2020-01-31 16:24:09 +01:00
Hugo Locurcio e818b51f32
Only emit the JavaScript support code for Web when building for HTML5
Excluding other unused environments like Node.js makes the support code
about 4 KB smaller.
2020-01-31 12:33:16 +01:00
Rémi Verschelde fa7e2dd2ad
Merge pull request #35684 from timothyqiu/macos-sanitizers
Adds sanitizer options for macOS
2020-01-31 09:03:20 +01:00
Haoyu Qiu 8f881847c0 Adds extra cursors for macOS
Before, plain arrow cursor or unsuitable ones were used.
2020-01-31 14:16:06 +08:00
Alexander Holland d2a5b7367b Fix double tap pressed event regression 2020-01-29 16:24:40 +01:00
Haoyu Qiu df4ea84e03 Adds sanitizer options for macOS 2020-01-29 13:12:38 +08:00
Rémi Verschelde 68eae6b6e9 Fix some URLs to use HTTPS when available 2020-01-29 02:48:10 +01:00
Rémi Verschelde 096bf873bc
Merge pull request #35632 from godotengine/revert-32854-fix-wireless-adb-debugging
Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi"
2020-01-27 21:13:37 +01:00
Rémi Verschelde c317ac89bf
Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi" 2020-01-27 19:59:24 +01:00
fhuya 9bd841b86d Address crash caused by missing dependency. 2020-01-27 10:45:25 -08:00
fhuya e41caac7db Address crash caused by missing dependency. 2020-01-27 10:26:01 -08:00
Mark Wynn Garcia 141230192c Check if can export before exporting; show error message if can't export. 2020-01-26 11:45:17 +08:00
Rémi Verschelde c2e07db071
Merge pull request #35438 from MadEqua/virtual-keyboard-line-edit
Android virtual keyboard respecting LineEdit max length.
2020-01-23 08:20:24 +01:00
Rémi Verschelde c9cf6b102f
Merge pull request #35454 from Calinou/os-execute-default-blocking
Make `OS.execute()` blocking by default if not specified
2020-01-23 08:19:09 +01:00
Rémi Verschelde 05fc26de1c
Merge pull request #35444 from RandomShaper/fix_link_bsd
Fix error with linkers other than GNU ld
2020-01-23 07:57:02 +01:00
Bruno Lourenço a3bcdbeb78 Android virtual keyboard respecting LineEdit max length. 2020-01-23 01:52:49 +00:00
Hugo Locurcio 90a1f8d8a7
Make `OS.execute()` blocking by default if not specified
This makes `OS.execute()` calls quicker to set up when calling programs
in a blocking fashion.
2020-01-23 01:26:32 +01:00
Pedro J. Estébanez 35dd36ca35 Fix error with linkers other than GNU ld 2020-01-22 22:38:08 +01:00
Eric Rybicki 67261b1e87 Remove buggy check if key was already released for accumulated input
Fixes #27104
2020-01-22 17:03:33 +01:00
Rémi Verschelde b711c09bc8 Revert "Fix audio capture naming in Javascript"
This reverts commit 69f7263cd8.

Follow-up to #35359.
2020-01-20 21:35:19 +01:00
Rémi Verschelde 837adb30fd Revert "Exposes capture methods to AudioServer + documentation" #30468
Reverts the following commits:

- c81ec6f26d40b70283958a4ef3e216fb32cbaf14:
  "Exposes capture methods to AudioServer, variable renames for
  consistency, added documentation."
- 47c558b98abf842910c780294314326662410cdf:
  "Expose audio callbacks as signals."
- dabaa11b3c451e9b8f2cca7e563bd9ec51edb169:
  "Fix to make sure the capture buffers are deallocated at shutdown.
  Silences warnings."

Some documentation improvements were kept for pre-existing methods.

See rationale for reverting these changes in #30468.
2020-01-20 13:18:01 +01:00
Rémi Verschelde adb6734b49 doc: Sync classref with current source 2020-01-19 23:19:29 +01:00
Ignacio Etcheverry a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
Hugo Locurcio 580b8cc012
Improve the console error logging appearance
This makes secondary information less visually prominent
to improve overall readability.

Various loggers were also tweaked for consistency.
2020-01-19 00:24:17 +01:00
Rémi Verschelde b154bc8333
Merge pull request #35265 from zxcvdev/fix_crash_iphone_ios13
Fix iOS Crash on Application Exit
2020-01-18 15:23:38 +01:00
Rémi Verschelde bc4ce44d77
Merge pull request #35256 from Faless/js/callback_target_fix
HTML5 callbacks rework.
2020-01-18 11:38:26 +01:00
zxcvdev 9a90ea1425 Fix crash when closing app on iphone 2020-01-18 09:54:07 +01:00
Fabio Alessandrelli 4a50f5ff65 HTML5 callbacks rework.
Fixes compatibility with emscripten 1.39.5+ .
Most input callbacks now require a target and no longer support NULL
defaults.

This commit changes all required null targets to the expected default in
the binding phase.
Since for canvas-related callbacks there is no default, the "#canvas"
selector is used instead.
Additionally, since canvasX and canvasY event properties are no longer
supported, event positions are computed from "clientX" and "clientY" and
the "#canvas" bounding client rect.
2020-01-17 21:42:36 +01:00
Rémi Verschelde 94a9cdb3b0
Merge pull request #35235 from akien-mga/android-launcher-icons-properties
Android: Improve name of icon export properties
2020-01-17 19:57:24 +01:00
Rémi Verschelde 435f86cf87 HTML5: Address removal of 'timestamp' in Emscripten 1.39.5
It was removed as noted in the changelog:
https://github.com/emscripten-core/emscripten/blob/1.39.5/ChangeLog.md#v1395-12202019

> Removed `timestamp` field from mouse, wheel, devicemotion and
> deviceorientation events. The presence of a `timestamp` on these
> events was slightly arbitrary, and populating this field caused
> a small profileable overhead that all users might not care about.
> It is easy to get a timestamp of an event by calling
> `emscripten_get_now()` or `emscripten_performance_now()` inside
> the event handler function of any event.

Fixes #34648.
2020-01-17 14:10:52 +01:00
Rémi Verschelde 7c97bd87d5 Android: Improve name of icon export properties
This seems more readable and still includes the required dimensions.
2020-01-17 13:06:32 +01:00