Commit Graph

3255 Commits

Author SHA1 Message Date
Fabio Alessandrelli
43e429fa93 [HTML5] Add jsdoc2rst tool.
A template for `jsdoc` that generat the HTML5 public classref.

The script can be run via `npm run docs` to print to stdout.

You can dry run via `npm run docs -- --d dry-run` or write to file via
`npm run docs -- -d /path/to/file.rst`

Also update Makefile in `doc/` and add dry run test to CI.

(cherry picked from commit 472482013e)
2021-02-26 15:35:45 +01:00
Fabio Alessandrelli
681c10af45 [HTML5] Document Engine and EngineConfig (jsdoc).
This commit also removes the utils.js engine file, moving some of it's
content to config.js and some to engine.js .

(cherry picked from commit 018ee5a4dc)
2021-02-26 15:35:38 +01:00
Fabio Alessandrelli
e3664e971b [HTML5] Make editor HTML build tag scons4-proof.
We used to have it like `$GODOT_VERSION` which caused inconsistencies
between different scons versions when substituting it.
It's now `@GODOT_VERSION@`, which is safe on both scons3 and scons4.

(cherry picked from commit 4404eb57e4)
2021-02-26 15:22:51 +01:00
PouleyKetchoupp
ea1d4256a4 Added LocalVector to Visual Studio debugger visualization
(cherry picked from commit 27d5e1fff0)
2021-02-25 15:14:32 +01:00
Fredia Huya-Kouadio
65eb5fdf1e Update the initialization timeline for the Godot fragment to be more consistent with the previous activity based timeline.
(cherry picked from commit 3ce7678374)
2021-02-25 15:14:32 +01:00
Fredia Huya-Kouadio
9fb5215db5 Add logic to record the version of the Godot engine for the Android platform.
(cherry picked from commit bc5120eb97)
2021-02-25 15:14:32 +01:00
Rémi Verschelde
693a27e9dd
Merge pull request #46336 from m4gr3d/fix_android_resources_inclusion
[3.2] Update the filtering logic to properly handle directories with `.gdignore` files
2021-02-25 14:15:19 +01:00
Hein-Pieter van Braam-Stewart
5f71fad6b6 Allow static linking with libatomic using clang
When using use_static_cpp we want to statically link with atomic as well
to make sure we don't incur any new runtime dependencies.

Scons doesn't quite support this so we do this little trick.
2021-02-23 14:48:51 +01:00
Fredia Huya-Kouadio
48108444f1 Update the filtering logic to properly handle directories with .gdignore files. 2021-02-22 20:18:56 -08:00
Hein-Pieter van Braam-Stewart
5ff172e34d Use -latomic when using clang (server platform)
version of c9b3a00a63 for the server
platform

(cherry picked from commit 6a146d405c)
2021-02-22 21:39:22 +01:00
Pedro J. Estébanez
c75b3fedc4 Fix build error in UWP 2021-02-22 17:57:27 +01:00
Rémi Verschelde
d1f023c35b SCons: Fix UWP build after #45618 2021-02-22 15:30:48 +01:00
Hein-Pieter van Braam
f15f5b4578
Merge pull request #46242 from hpvb/dri-prime-amd
[3.2] Add 'AMD' GPU vendor name to PRIME detector
2021-02-20 17:19:04 +01:00
Hein-Pieter van Braam-Stewart
0cce213f14 Use -latomic when linking whe using clang on Linux
According to the LLVM documentation when using GNU's libstdc++ clang
will not automatically link with -latomic. This is necessary since we
merged c++11 atomics support.

This fixes linking using Clang on Linux
2021-02-20 16:37:00 +01:00
Hein-Pieter van Braam-Stewart
92687b4544 Add 'AMD' GPU vendor name to PRIME detector
Apparently some recent Mesa version also changed AMD's vendor string. In
addition I found a small uninitialized variable that's corrected now.
2021-02-20 02:03:05 +01:00
Rémi Verschelde
0d94bf707f
Merge pull request #46201 from Faless/js/3.x_canvas_size_pr
[3.2] [HTML5] Easier HTML templates, better canvas size handling.
2021-02-19 15:16:59 +01:00
Fabio Alessandrelli
45a67fab35 [HTML5] Better fullscreen, canvas resizing.
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
  when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.

Use `None` if you want to control the canvas size with custom JavaScript
code.
2021-02-19 05:13:44 +01:00
Fabio Alessandrelli
1eef8a318b [HTML5] Easier HTML templates, better deinit/cleanup. 2021-02-19 05:13:44 +01:00
Hein-Pieter van Braam
220f24c191
Merge pull request #45618 from RandomShaper/modernize_mt_3.2
Backport of all the multi-threading modernization (3.2)
2021-02-18 20:47:24 +01:00
Fredia Huya-Kouadio
ca6e1c1c45
Override ANDROID_NDK_ROOT based on the project ndk version.
This helps resolve issues where the project ndk version differs from the one pointed by the `ANDROID_NDK_ROOT` environment variable (if it exists).

(cherry picked from commit edeca16fb6)
2021-02-18 14:59:10 +01:00
Pedro J. Estébanez
4485b43a57 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 12:23:25 +01:00
Fredia Huya-Kouadio
ef9d945e16 Disable engine splash logic on Android; this is now handled by the Android theme api.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-18 03:17:58 -08:00
Pedro J. Estébanez
6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `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`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
b450036120 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:41:07 +01:00
Fredia Huya-Kouadio
96a3f01ac5
Add missing ndkVersion to the library gradle build config.
(cherry picked from commit 9418197081)
2021-02-18 10:37:59 +01:00
Fredia Huya-Kouadio
1557bc8396
Revert AGP to version 4.0.1 as a workaround to https://issuetracker.google.com/issues/171235570 in version 4.1.x
(cherry picked from commit e5311f3523)
2021-02-18 10:37:28 +01:00
Rémi Verschelde
ad7710ae5e
Dynamically load libudev.so.1 on Linux if udev=yes
This makes it possibly to run Linux binaries compiled with udev support on
Linux systems which do not provide udev (typically systemd-less distros).

If udev is missing, we fall back to parsing `/dev/input` like when compiled
without udev support (`udev=no`).

Also adding some verbose debug statements to know which method we're using
when debugging Linux joypad issues.

The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using
https://github.com/hpvb/dynload-wrapper:
```
./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \
  --soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \
  --output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c
```

(cherry picked from commits a10c259c1d
and e26a1f807b)

Edit: Updated to version 0.2 of dynload-wrapper to fix symbols clobbering as
done in #46143.
2021-02-18 10:31:31 +01:00
Rémi Verschelde
48b73e4532
Android: Bump NDK version to 21.4.7075529
This is what GitHub Actions now provide and they removed the previous 21.3.6528147.
A bit annoying to have our hand forced this way but it's still 21.x so should be good
to upgrade.

(cherry picked from commit c730da8b20)
2021-02-18 00:36:46 +01:00
Quadtree
a81f896ec1
Add cwrap to EXTRA_EXPORTED_RUNTIME_METHODS
(cherry picked from commit d2c34e83b5)
2021-02-18 00:35:57 +01:00
Fredia Huya-Kouadio
d559def1a9 Add verbose logging to help with troubleshooting the Android build/export process. 2021-02-17 13:30:01 -08:00
Fabio Alessandrelli
03edba4d75 [HTML5] Implement get_processor_count. 2021-02-17 13:42:26 +01:00
Hein-Pieter van Braam-Stewart
228803e9db Dynamically load libpulse.so.0 and libasound.so.1 on Linux
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.

For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.

cherry-pick from 09f82fa6ea
2021-02-17 10:31:52 +01:00
Fredia Huya-Kouadio
64f5a7b8ca Expose GodotPlugin's utility methods used for registration and signal emitting.
This enables creation and use of a plugin like class by composition rather than inheritance.
2021-02-15 15:57:36 -08:00
Rémi Verschelde
40c30adf04
Merge pull request #46034 from bruvzg/ignore_warp_on_mode_change_3
[macOS, 3.2] Ignore mouse move event caused by mouse mode switch.
2021-02-15 11:09:28 +01:00
bruvzg
bc04bbbe2a
[macOS] Ignore mouse move event caused by mouse mode switch. 2021-02-15 00:19:47 +02:00
Fabio Alessandrelli
b3f78687de [HTML5] Detect screen scale and DPI.
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
2021-02-12 12:02:30 +01:00
Rémi Verschelde
b2f925ea42
Merge pull request #45889 from Faless/js/3.x_xhr_fix
[3.2] [HTML5] Fix HTTPClient request_raw.
2021-02-11 11:08:14 +01:00
Rémi Verschelde
6f26df58a8
Merge pull request #45884 from Faless/js/3.x_more_handlers
[3.2] [HTML5] Handle contextmenu, webglcontextlost internally.
2021-02-11 10:53:41 +01:00
Fabio Alessandrelli
4086a123b9 [HTML5] Fix HTTPClient request_raw.
Now send data according to the spec, properly handle null data.
Simplify JS code since we are at it.
2021-02-11 09:32:17 +01:00
Fabio Alessandrelli
8c9a503bde [HTML5] Handle contextmenu, webglcontextlost internally.
This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
2021-02-11 08:00:53 +01:00
Rémi Verschelde
5bec2cf3d4
Merge pull request #45772 from CherokeeLanguage/3.2
[3.2] Fix issue with NVIDIA and axis mapping for joysticks.
2021-02-10 17:04:05 +01:00
Michael Conrad
8777282c40 Fix joystick axis mapping issues with NVIDIA shield. Probably others.
Issues addressed:

a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV.

The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV.

b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id.

If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine.

c) Unnecessary events were being sent to the Godot engine.

A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed.
A similar check was added for "HATs".

See #45712
2021-02-09 08:33:42 -05:00
Bastiaan Olij
6afb9d327e
Use /Zi and /FS for including debugger symbols on Windows with MSVC
(cherry picked from commit 4946ae16fc)
2021-02-08 22:36:37 +01:00
Rémi Verschelde
42d3d9c345
SCons: Fix debug_symbols tests after switch to BoolVariable
Bug introduced in #45679.

Fixes part of #45816.

(cherry picked from commit 849c090343)

Also removes useless `debug_symbols=full` mode.
2021-02-08 22:36:32 +01:00
Marcel Admiraal
4e833b2e28 Fix used uninitialized warning in os_x11.cpp 2021-02-06 10:43:02 +00:00
Fredia Huya-Kouadio
5886d09521 Improve the logic to compile for Android by automatically detecting and setting up the Android NDK if needed.
(cherry picked from commit eee213e01a)
2021-02-05 13:29:02 +01:00
Sergey Minakov
518ba25fae [iOS] Remove remote notifications code
Using any remote notification method (even indirectly) causes App Store to trigger APNS warning email.

(cherry picked from commit 4fda1ae6b8)
2021-02-05 09:26:09 +01:00
Rémi Verschelde
f3c030aa47 SCons: Add production=yes option to use production defaults
This is meant for users making custom builds to match the options used on
optimized, official builds.

This enables, on the platforms which support them:
- `use_static_cpp=yes` (portable binaries for Linux and Windows)
- `use_lto=yes` (link time optimizations - note: requires a lot of RAM!)
- `debug_symbols=no` (no debug symbols, smaller binaries)

Also abort when using MSVC with `production=yes`, as:
- It cannot optimize the GDScript VM like GCC or Clang do, leading to
  significant performance drops.
- Its LTO support is unreliable, at least used to trigger crashes last
  we tried it extensively.

All options can still be overridden if specified, and the `dev=yes` option
was changed to also support overrides.

(cherry picked from commit db26871210)
2021-02-05 09:26:09 +01:00
Rémi Verschelde
f9bf6fc3f3
Merge pull request #45706 from Faless/js/3.x_editor_preload
[3.2] [HTML5] Better editor persistent folders, automatically open zip import popup
2021-02-04 14:54:04 +01:00
Rémi Verschelde
cdb5ac52f5
Merge pull request #45685 from naithar/feature/extend-plugin-params
[3.2] [iOS] Additional 'linker_flags' plugin parameter
2021-02-03 18:37:47 +01:00
Rémi Verschelde
92859d7b2b
Merge pull request #45693 from naithar/feature/ios-loading_screen-3.2
[3.2] [iOS] Native loading screen implementation
2021-02-03 18:37:06 +01:00
Sergey Minakov
fdec8d726d iOS: Use storyboard as loading screen
If 'Launch Screen' storyboard is present it will be used as loading screen.
2021-02-03 20:01:05 +03:00
Fabio Alessandrelli
2668ca7a8c [HTML5] Make home path persistent in editor.
We used to only persist specific sub-folder of /home/web_user/ when
running the Web Editor. This resulted in bad UX about default project
creation path etc.
This PR makes the whole folder persistent, move the zip preloading to a
different folder (to avoid persisting it), and automatically prompt the
user to import it if present.
2021-02-03 17:18:28 +01:00
Sergey Minakov
309835b917 [iOS] Additional 'linker_flags' plugin parameter 2021-02-03 18:22:17 +03:00
Samuele Zolfanelli
36635c8357 Added atom checks to x11 XChangeProperty and XGetWindowProperty 2021-02-03 16:08:37 +01:00
Fabio Alessandrelli
08efe327b6 [HTML5] Fix mouse_mode and fullscreen detection.
The canvas_id is `#`-prefixed to work with emscripten as a CSS selector.
When comparing to an event target ID (e.g. when checking if the canvas
is fullscreen, or is locking the mouse) we need to skip the first char
(the hash).
2021-02-02 20:03:39 +01:00
Rémi Verschelde
3115ac4b60
Merge pull request #45663 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 19th batch
2021-02-02 19:19:31 +01:00
Rémi Verschelde
5506143522
Linux: Enable udev support by default
This has been enabled for years in official binaries, and users making custom builds
may end up not enabling it unknowingly, so it's best if we default to the same as
what official builds do.

The original reason for having it opt-in was likely the addition of a dependency on
libudev, but that should be fairly ubiquitous by now.

(cherry picked from commit e8b69fccbe)
2021-02-02 13:30:54 +01:00
Rémi Verschelde
43ab32ae7e
Linux: Build with use_static_cpp=yes by default for x86_64
This enables `-static-libgcc -static-libstdc++` which help make custom Linux
builds more portable (official builds have been using this option for years).

For some obscure reason Ubuntu 18.04 i386 crashes when using the option for
i386 builds, so let's play it safe and enable for x86_64 only for now.

(cherry picked from commit 1ebd66daff)
2021-02-02 13:30:54 +01:00
zaevi
56535539d4
add search extensions for scons' path
(cherry picked from commit befbfecd4d)
2021-02-02 13:02:47 +01:00
Jari Ronkainen
299769a99a
Go through all event devices, not just event[0-32]
There are no guarantees that joypads are in event0-event32
range.  Some devices, such as laptops with detachable keyboards
and wacom can reserve events all the way up to 32.

Some udev rules with e.g. custom controller firmwares may
load the device as /dev/input/eventX, where X is greater than
32.

This patch uses POSIX dirent to enumerate the event devices, so
entries outside 0-32 range are not skipped.

(cherry picked from commit 01c030f9b7)
2021-02-02 13:02:45 +01:00
Sergey Minakov
19d240c8a7 [iOS] Initialize plugins earlier
Initialize iOS plugins before 'Main::setup' call to have access to them in script's '_init' function.
2021-02-01 15:28:14 +03:00
Marcel Admiraal
4616d843ba Don't handle BaseException in JavaScript build script 2021-01-28 19:43:08 +00:00
Rémi Verschelde
c2ea80348c
Revert "[3.2] Add separate simulator flag for iOS build, change main library to xcframework." 2021-01-27 21:53:16 +01:00
Sergey Minakov
d2af815039
[iOS] Rework push notification methods usage
Moved AppDelegate push notifications methods implementation to 'GODOT_ENABLE_PUSH_NOTIFICATIONS'
which can be used in plugins to implement APNS plugins.

(cherry picked from commit 366ce084f4)
2021-01-26 22:11:10 +01:00
Sergey Minakov
7c076fbd0b
[iOS] Fix embedding of plugin libraries
(cherry picked from commit 6d67827f4e)
2021-01-26 17:00:15 +01:00
Sergey Minakov
7689f05786
[iOS] Added support for '.xcframework' in plugins
(cherry picked from commit 01d513f3ca)
2021-01-26 17:00:15 +01:00
Rémi Verschelde
c5a22d7284
Merge pull request #45480 from bruvzg/ios_arm64_sim_3
[3.2] Add separate `simulator` flag for iOS build, change main library to `xcframework`.
2021-01-26 15:20:27 +01:00
Rémi Verschelde
061f87e064
Merge pull request #45336 from naithar/feature/plugins-migration-3.2
[3.2] [iOS] iOS Plugins Migration
2021-01-26 15:06:46 +01:00
bruvzg
389a4bfa59
[3.2] Add separate simulator flag for iOS build, change main library to xcframework format. 2021-01-26 16:00:26 +02:00
Fabio Alessandrelli
f8d7067bf7 [HTML5] Builtin HTTP server disable browsers cache
We don't want browsers to cache our temporary exports (since they will
always differ).
2021-01-25 20:16:44 +01:00
Fabio Alessandrelli
276b831c45 [HTML5] Better editor HTML, small refactor.
Side and GDNative libraries are now added by engine.js , the dynlink pre
js had been deleted.
2021-01-25 20:16:44 +01:00
Fabio Alessandrelli
31b5c5ee03 [HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
2021-01-18 13:07:37 +01:00
Sergey Minakov
d4096285b6 [iOS] Remove plugins from modules. 2021-01-17 14:46:03 +03:00
Rémi Verschelde
7e207cfd48
i18n: Sync translations with Weblate 2021-01-15 16:49:47 +01:00
Rémi Verschelde
c47ad12e80
Merge pull request #43557 from naithar/feature/pluggable_app_delegates_3.2
[3.2] [iOS] Pluggable application delegate
2021-01-15 16:14:21 +01:00
Sergey Minakov
64923945b3 [Plugins] Rename 'PluginConfig' struct to platform specific name 2021-01-15 02:12:53 +03:00
Sergey Minakov
cb15abda29 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.
2021-01-14 15:38:16 +03:00
Sergey Minakov
d5047603a3 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.
2021-01-14 15:38:05 +03:00
Sergey Minakov
03cf3d5d4b iOS: change platform code to support plugins 2021-01-14 15:30:09 +03:00
Sergey Minakov
614f701373 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.
2021-01-14 15:30:00 +03:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
Fabio Alessandrelli
6988b21d00 [HTML5] Reorganize build script.
Simplify helper functions, fix env/sys_env confusion and depends for
externs and pre-js.
2021-01-10 12:34:03 +01:00
Rémi Verschelde
d6fecf7686
Main: Create user data dir in setup()
Custom backport of #39563 with preliminary change to make
`OS::ensure_user_data_dir()` public as done in f8a79a9.

Fixes #32488.
2021-01-08 10:24:48 +01:00
Rémi Verschelde
3d88ea8468
Merge pull request #42397 from dsnopek/webxr
Add WebXR support (for Godot 3.2)
2021-01-05 00:13:10 +01:00
David Snopek
22cfa90ef5 Add support for WebXR 2021-01-04 17:01:42 -06:00
Fredia Huya-Kouadio
170752c5a5 Update the logic to sign prebuilt Godot Android apks.
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK.
The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary.

Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
2021-01-01 13:27:27 -08:00
Rémi Verschelde
95b3feb675
Merge pull request #44639 from m4gr3d/export_format_util_method_3_2
[3.2] Hardcode the export format for the editor 'run' feature
2020-12-30 09:12:00 +01:00
Fredia Huya-Kouadio
3ba1a8ccb3 Add utility method to export the project using a preset format and sign parameter. 2020-12-29 09:01:21 -08:00
Fredia Huya-Kouadio
c27c436785
Fix invalid invocation of get_class_loader.
The call was made on a `Godot` instance instead of an `Activity` instance.

(cherry picked from commit 2d492ff8ba)
2020-12-29 16:02:02 +01:00
Rémi Verschelde
60959b085d
SCons: Add only selected platform's opts to env
Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.

Fixes #44304.

This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.

(cherry picked from commit 0f84d8dc49)
2020-12-29 16:02:00 +01:00
Rémi Verschelde
7ef143faaf
Merge pull request #44620 from bruvzg/m1_dragdrop_3
[3.2] Fix file drag-drop on M1 Macs.
2020-12-23 18:24:17 +01:00
bruvzg
36a6a713b4
[3.2] Fix file drag-drop on M1 Macs. 2020-12-23 18:01:02 +02:00
Sergey Minakov
8b6357cf28 iOS: fix keyboard display 2020-12-16 05:05:38 +03:00
Rémi Verschelde
fd6b3060c1
Merge pull request #44316 from madmiraal/fix-handles-baseexception-3.2
[3.2] Don't handle BaseException in build scripts
2020-12-12 12:44:17 +01:00
Marcel Admiraal
e21adf2bc6 Don't handle BaseException in build scripts 2020-12-12 10:10:23 +00:00
Rémi Verschelde
8bd5fa9556
HTML5: Code style cleanup for export code
(cherry picked from commit 8020515717)
2020-12-10 17:57:13 +01:00
Fabio Alessandrelli
0a67b23913 [HTML5] Fix errors when Mic is not allowed. 2020-12-10 09:27:53 +01:00
Fabio Alessandrelli
a7126e7153 [HTML5] Improve platform buildsystem.
Check emcc version requirements when building GDNative.
Add more build options (sanitizers, initial memory).
2020-12-10 09:27:53 +01:00
Fabio Alessandrelli
6936ac9d5d [HTML5] Add logo and favicon to editor html. 2020-12-09 18:09:30 +01:00
Fabio Alessandrelli
299be786a1
Remove unused FileAccessJAndroid.
(cherry picked from commit 09a9712a6a)
2020-12-09 12:00:50 +01:00
Fabio Alessandrelli
f73c9e555f
Remove now unused FileAccessBuffered.
(cherry picked from commit 781efc26e0)
2020-12-09 11:36:58 +01:00
Fabio Alessandrelli
87e9fbc8a0
[HTML5] Use regular unix FileAccess implementation.
(cherry picked from commit 1396c74734)
2020-12-09 11:35:21 +01:00
Bastiaan Olij
94fff8abb9
Added driving joystick type to windows joystick handling
(cherry picked from commit cf5737acbe)
2020-12-09 11:22:05 +01:00
Rémi Verschelde
b33fd415da
OSX: Remove tmp .app folder instead of moving to trash
Fixes #42232.

And fixes memory leak with use of DirAccess, and harmonize the use of
the sanitized pkg name.

(cherry picked from commits 707a62783b
and 02d228554b)
2020-12-09 11:22:04 +01:00
Lyubomir Vasilev
d6a65fb13a
Add 'use_static_cpp' option for MinGW and MSVC builds
(cherry picked from commit e52c9c26fc)
2020-12-09 11:22:04 +01:00
Rémi Verschelde
2beb36fbad
Merge pull request #44170 from Faless/js/3.x_gdnative
[3.2] [HTML5] Optional GDNative Support
2020-12-07 18:15:13 +01:00
Fabio Alessandrelli
79a1418e7d [HTML5] Make GDNative support feature-based.
This is suboptimal as it requires adding an extra flag, but rewriting
how feature tags work is beyond the scope of this work.
2020-12-05 01:14:03 +01:00
Fabio Alessandrelli
2cbfe1afd4 [HTML5] Allow selecting the export type.
Available types:
- Regular
- GDNative (support dynamic linking and thus GDNative WASM files)
- Threads (uses WebAssembly Threads)
2020-12-05 01:00:32 +01:00
Fabio Alessandrelli
4ad95cc039 [HTML5] EditorRunNative works with GDNative.
This "breaks" our loading bar logic (libraries are not counted).
Fixing it is non trivial and probably deserves investigating a different
strategy.
2020-12-05 01:00:29 +01:00
Fabio Alessandrelli
4d1ebaad0f [HTML5] GDNative support via SIDE_MODULE.
Working, with emscripten > 2.0.9
Yes, the unreleased version. 2.0.9 works, but throws and error due to a
bug in emscripten with the thirdparty ENet library.
The issue is fixed upstream so newer releases will work.
2020-12-05 01:00:02 +01:00
Fabio Alessandrelli
8ebb52fad6 [HTML5] Add function signatures to JS libraries. 2020-12-04 23:37:41 +01:00
Rémi Verschelde
185520c5b0
Merge pull request #43907 from alan-w-255/fix_android_wrong_multitouch_pointerid
fix android wrong multi-touch pointerid
2020-12-03 14:49:30 +01:00
Rémi Verschelde
8633cbc825
X11: Include limits.h for LONG_MAX
Fixes #44030.

(cherry picked from commit f1a9de9c59)
2020-12-02 16:00:54 +01:00
Fabio Alessandrelli
0f40391924 [HTML5] Fix broken layout on load in HiDPI screens
This was caused by the devicePixelRatio being applied twice, once by the
HTML code, once by the OS code.
More specifically, OS.get_window_size() would return the canvas element
size, while OS.set_window_size() would set the element size to the
specified value times the devicePixelRatio.
Calling OS.set_window_size(OS.get_window_size()) would reapply the
devicePixelRatio every time.
This commit changes the behaviour so that OS.set_window_size() do not
apply the devicePixelRatio to the canvas element size, by it divides the
CSS size instead.
2020-11-30 11:29:35 +01:00
Fabio Alessandrelli
8d93c723f1 [HTML5] Remove file flags from writeFile in setup.
Flags where deprecated and partly in removed in emscripten 2.0.9.
2020-11-30 11:29:32 +01:00
alan-w-255
cbda02991f fix android wrong multi-touch pointerid 2020-11-27 16:46:21 +08:00
Sergey Minakov
067d015d38
iOS: fix native video
Fixed view not being displayed.
Fixed view orientation change.

(cherry picked from commit 6b2483c331)
2020-11-26 09:38:47 +01:00
Rémi Verschelde
4a1643114e
Export: Reorder options for consistency across platforms
(cherry picked from commit 504efc5f9b)
2020-11-26 09:38:46 +01:00
Rémi Verschelde
eafb021015
SCons: Remove unnecessary $LINK overrides
As of SCons 4.0.1, the default value for $LINK is $SMARTLINK, which itself
is a function that will use $CXX as linker for C++:

https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L327-L328
https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L54-L76

So we don't need to manually specify the same value as $CXX for $LINK.

(cherry picked from commit 2e4bff1cfe)
2020-11-26 09:38:45 +01:00
Rémi Verschelde
797850321b
Merge pull request #42685 from nekomatata/x11-clipboard-fixes-3.2
[3.2] Fix issues with Linux clipboard
2020-11-26 09:34:53 +01:00
Rémi Verschelde
0b38c50311
SCons: Do not define TYPED_METHOD_BIND on Linux/OSX with clang
Port of #43862.
2020-11-25 21:17:48 +01:00
Rémi Verschelde
633c9555dc
Merge pull request #43804 from m4gr3d/update_signing_and_zipalign_logic_3_2
[3.2] Update gradle build files to automatically perform signing and zipalign tasks for custom builds
2020-11-24 08:39:16 +01:00
Rémi Verschelde
7dfd4ced51
Merge pull request #43792 from Faless/js/3.x_lint
[3.2] [HTML5] Linting, fixes.
2020-11-23 14:44:58 +01:00
Fabio Alessandrelli
f316a1719d [HTML5] Run eslint --fix.
Should I write a poem about this whole new world? ;)
2020-11-23 13:27:13 +01:00
Fabio Alessandrelli
0813008b8a [HTML5] Enforce JavaScript style with eslint.
Applies to javascript files inside the platform library folder, the
exposed Engine code, and any javascript files in modules.

Files ending with ".externs.js" will be ignored, you can create a
".eslintignore" file to specify extra files to be ignored.
2020-11-23 13:26:19 +01:00
Fredia Huya-Kouadio
d13d29240c Update gradle build files to automatically perform signing and zipalign tasks for custom builds. 2020-11-22 17:54:12 -08:00
Fabio Alessandrelli
e4cdae3624 [HTML5] Libraries refactor for linting.
Initial work to make liniting easier.

This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
  functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
2020-11-21 14:23:32 +01:00
Fredia Huya-Kouadio
16181a38eb
Fix zipalign command name on Windows machines.
(cherry picked from commit c4f2d87747)
2020-11-19 17:15:28 +01:00
Rémi Verschelde
387597a4a4
OSX: Fix linking with osxcross for arm64
For some reason the `-target` option on the `LINKFLAGS` was causing a weird
issue where osxcross' clang wrapper would attempt using the system `/bin/ld`
instead of the osxcross version (which is Apple's `ld64`).

The error message would be:
```
/bin/ld: unrecognized option '-dynamic'
```

Also removed from `CCFLAGS` for consistency, it seems to work fine with only
`-mmacosx-version-min`.

(cherry picked from commit dbbbb53927)
2020-11-19 17:15:27 +01:00
bruvzg
bc25b80c0f
[macOS / ARM64] Remove "-msse2" flag from ARM64 release export template build.
(cherry picked from commit 09f301029a)
2020-11-19 17:14:56 +01:00
PouleyKetchoupp
336506a273
OSX: Fix compiling for arm64 with OSXCross
(cherry picked from commit 08b0fd4330)
2020-11-19 17:14:52 +01:00
bruvzg
718ff146e0
Fix focus loss on macOS. 2020-11-19 11:55:25 +02:00
Pedro J. Estébanez
0642f3efeb Ignore query to maximize/minimize window on Windows and X11
This makes these platform behave as MacOS in that regard and also fixes the editor window appearing in some cases even when --no-window has been passed.
2020-11-18 00:33:39 +01:00
Marcel Admiraal
e1b72e1943
Add missing javascript semi-colons.
(cherry picked from commit f42284ed07)
2020-11-17 22:25:32 +01:00
Marcus Brummer
a822bb9844
Fixed exit code retrieval of spawned processes on Windows
Use GetExitCodeProcess() on Windows to retrieve the exit code of a process in
OS:excute()

(cherry picked from commit f0f4220b05)
2020-11-17 12:07:02 +01:00
Connor Lirot
1e01963d29
Fix for linux joypad D-pad zeroing
Some controllers (notably those made by 8bitdo) do not always emit an event to zero out a D-pad axis before flipping direction. For example, when rolling around aggressively the D-pad of an 8bitdo SN30 Pro/Pro+, the following may be observed:

```
ABS_HAT0X : -1
ABS_HAT0Y : -1
ABS_HAT0Y : 0
ABS_HAT0Y : 1
ABS_HAT0X : 1
```

Notable here is that no event for `ABS_HAT0X: 0` is emitted between the events for `ABS_HAT0X: -1` and `ABS_HAT0X: 1`. Consequently, the game engine believes that both the negative _and_ positive x-axis directions of the D-pad are activated simultaneously (i.e `is_joy_button_pressed()` returns `true` for both `JOY_BUTTON_DPAD_LEFT` and `JOY_BUTTON_DPAD_RIGHT`), which should be impossible.

This issue is _not_ reproducible on all controllers. The Xbox One controller in particular will not exhibit this problem (it always emits zeroing out events for an axis before flipping direction).

The fix is to always zero out the opposite direction on the D-pad axis in question when processing an event with a nonzero value. This unfortunately wastes a small number of CPU cycles on controllers that behave nicely.

**I have verified this issue is also reproducible in the stable 3.2 branch**

(cherry picked from commit dd021099ff)
2020-11-17 12:07:01 +01:00
Vaughan Ling
7a9660e8d2
Change android orientations from sensor to user
# Conflicts:
#	platform/android/java/lib/src/org/godotengine/godot/GodotIO.java

(cherry picked from commit d658063833)
2020-11-17 12:01:59 +01:00
Fredia Huya-Kouadio
566835e181
Update the logic to query for the 'scons' command executable path.
(cherry picked from commit 46cc3233d8)
2020-11-17 12:01:59 +01:00
Marcus Brummer
75f33fddab
Added the .jks file extension as valid preset for Android keystore files
(cherry picked from commit e1b9be4a6b)
2020-11-17 12:01:59 +01:00
Sergey Minakov
4991872305 iOS: Implement pluggable application delegate. 2020-11-15 14:27:07 +03:00
Rémi Verschelde
c36a755472
Merge pull request #43022 from Klowner/3.2-android-display-orientation
Implement OS.get_screen_orientation() for Android
2020-11-15 09:39:29 +01:00
Rémi Verschelde
b6d76c9d34
Merge pull request #43525 from m4gr3d/address_new_custom_build_logic_issues_3_2
[3.2] Address new custom build logic issues
2020-11-14 22:59:26 +01:00
Fredia Huya-Kouadio
380022637e Add missing zip alignment step for generated apks. 2020-11-14 13:16:56 -08:00
Fredia Huya-Kouadio
e87ee41fd4 Fix issue causing Export all to fail. 2020-11-14 13:16:56 -08:00
Fredia Huya-Kouadio
adf2b36179 Clear unneeded assets when generating an apk expansion.
Clean up export wording to account for the different export formats.
2020-11-14 13:16:08 -08:00
Fredia Huya-Kouadio
c9b5e912dd Remove duplicate Android orientation settings. 2020-11-13 12:18:37 -08:00
Mark Riedesel
92ff6c5164 Implement OS.get_screen_orientation() for Android 2020-11-13 10:14:06 -05:00
thebestnom
8405f1225e [3.2] Android: Keyboard modifier and arrow key support 2020-11-13 15:10:17 +02:00
Rémi Verschelde
adf2dabbde
Merge pull request #43456 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 7th batch
2020-11-11 22:33:31 +01:00
Rémi Verschelde
941e2f2ff3
Merge pull request #43454 from Faless/js/3.x_audio_worklet
[3.2][HTML5] Port inline JS code to libraries, AudioWorklet support.
2020-11-11 15:31:10 +01:00
unknown
31cdf8d9b4
Use LONG instead of DWORD (unsigned int) when interacting with DIJOFS constants.
(cherry picked from commit 4a6e53b3c9)
2020-11-11 15:30:57 +01:00
Fredia Huya-Kouadio
835d4535b7
Add a separate nativeSrcsConfigs module to handle Android Studio constraints for native code editor support.
(cherry picked from commit edf762fba6)
2020-11-11 15:30:56 +01:00
Fredia Huya-Kouadio
3b547457d7
Update the gradle plugins
(cherry picked from commit aff7cf4390)
2020-11-11 15:30:55 +01:00
Ev1lbl0w
f279f657a5
Changed path behaviour for Windows
(cherry picked from commit 525a5be01d)
2020-11-11 15:30:55 +01:00
Hugo Locurcio
4907911bf8
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.

(cherry picked from commit ff1f0d2cb5)
2020-11-11 15:12:01 +01:00
Fabio Alessandrelli
6d939b72f0 [HTML5] AudioWorkletAPI 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 download) in the thread build.
2020-11-10 11:05:15 +01:00
Fabio Alessandrelli
e52ed6d89e [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 10:56:13 +01:00
Pedro J. Estébanez
3ec62c82a3 Implement no-window mode for X11 and MacOS
Bonus: Homogeinize and improve OS::alert() for no-window mode
2020-11-09 20:56:12 +01:00
Fabio Alessandrelli
a7ecb3c048 [HTML5] Update syntax for lto. 2020-11-06 18:23:08 +01:00
Fabio Alessandrelli
f39b46f7c1 [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 15:38:08 +01:00
thebestnom
191c84f952 Android: Mouse Implementation
Implement mouse
Move touch to inputManager
Change to use android/input.h
2020-10-30 15:23:29 +02:00
PouleyKetchoupp
4ccde80d9d
Release .build_version file handle in Android custom build export
(cherry picked from commit b271315bac)
2020-10-28 15:09:13 +01:00
Ev1lbl0w
f41cc7d644
Changed shell_open behaviour
(cherry picked from commit 9e57a395cf)
2020-10-28 14:05:41 +01:00
Mark Riedesel
5740bd808a
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].

(cherry picked from commit 5fe902244a)
2020-10-28 14:05:40 +01:00
Mark Riedesel
2bec10fd1c Implement OS.get_window_safe_area() for Android 2020-10-27 11:52:20 -04:00
bruvzg
df6ea27ab3
[3.2] Disable iOS SDK version check on osxcross.
Currently, osxcross `xcrun` supports only macOS SDKs.
2020-10-21 07:56:05 +03:00
Rémi Verschelde
3b4005026d
Merge pull request #42593 from bruvzg/ios_sdk_ver_check
[3.2] Add iOS SDK version check.
2020-10-20 15:12:59 +02:00
Rémi Verschelde
0181819339
Merge pull request #42773 from bruvzg/macos_inertia_32
[macOS, 3.2] Suppress momentum scrolling after key press.
2020-10-20 15:11:02 +02:00
Rémi Verschelde
e78fbd94e5
Merge pull request #42852 from naithar/fix/in-app-store
[3.2] [iOS] InAppStore fixes
2020-10-20 15:09:41 +02:00
Rémi Verschelde
04fb41a0f3
Merge pull request #42531 from BastiaanOlij/add_get_native_handle
Add get native handle
2020-10-20 13:27:07 +02:00
Bastiaan Olij
1ea7358405 Add get_native_handle to OS 2020-10-20 20:23:37 +11:00
unknown
ae75e7d8f9
Fixed an issue in UWP export caused by duplicate entry for extensions in content types file.
(cherry picked from commit 9cb46ed4e7)
2020-10-19 16:09:59 +02:00
Rémi Verschelde
f33ca5444a
SCons: Refactor and cleanup warnings definition
(cherry picked from commits 97f116d36b
and 56f3aba7b2)
2020-10-19 16:09:59 +02:00
Sergey Minakov
b07877cd27 iOS: fix in app store
Enforce strong reference for SKRequests and delegate objects for transactions to work correctly
2020-10-16 15:51:12 +03:00
lawnjelly
c2290dbedd Unified GLES2 / GLES3 Batching
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.

Batching is extended to cover more primitives.
2020-10-16 10:34:47 +01:00
Fabio Alessandrelli
a3179aa8fc Disable WebGL2, window maximize in editor builds. 2020-10-14 12:32:35 +02:00
Fabio Alessandrelli
0452c2fced Improve Project Manager video driver selection.
Now suggests the current video driver instead of defaulting to GLES3.
2020-10-14 12:32:35 +02:00
Fabio Alessandrelli
55f04952c5 [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 11:20:20 +02:00
Fabio Alessandrelli
294e9752bd Add JavaScript editor html file. 2020-10-14 11:20:20 +02:00
Fabio Alessandrelli
1bfc582633 [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 11:18:41 +02:00
Fabio Alessandrelli
47e82bcb58 [HTML5] Expose request_quit via Engine class.
So it can be called when closure compiler is enabled.
2020-10-14 11:17:08 +02:00
Fabio Alessandrelli
f72bbc4c3b 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 11:17:03 +02:00
bruvzg
6ea9ee563a
[macOS, 3.2] Suppress momentum scrolling after key press or modifier change to prevent unexpected change of action. 2020-10-13 19:05:05 +03:00
PouleyKetchoupp
de4a1d09b0 Fix issues with Linux clipboard
Backport for X11 Display Server fixes on 3.2 branch.

1. Implement SAVE_TARGETS mechanism

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

2. Implement INCR mechanism

Allows pasting from x11 clipboard to receive data incrementally, which
is required when handling data size > 256KB.
2020-10-10 10:56:52 +02:00
Rémi Verschelde
4040cd350d
Merge pull request #42582 from naithar/feature/3.2-arc-refactor
[3.2] [iOS] Port 4.0 changes
2020-10-07 21:17:01 +02:00
bruvzg
d44bc8d5bc
[3.2] Add iOS SDK version check. 2020-10-06 11:33:52 +03:00
Sergey Minakov
5d1284204d iOS: port ARC support 2020-10-06 00:23:25 +03:00
Sergey Minakov
2bdfec2418 iOS: Refactor platform code
Change project structure to be more like 4.0
Refactor and remove old code as followup after deprecations fix
2020-10-06 00:23:09 +03:00
Fabio Alessandrelli
2d5f9c53b0
[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.

(cherry picked from commit 7998745237)
2020-10-04 20:54:56 +02:00
Fabio Alessandrelli
61d4b8045c [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 16:25:19 +02:00
Fabio Alessandrelli
a57bd798cd Add extra suffix for HTML5 thread builds. 2020-10-02 16:25:18 +02:00
Fabio Alessandrelli
0ca7bc374e 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 16:25:18 +02:00
Rémi Verschelde
7ef6aa7342
Merge pull request #42266 from Faless/js/3.0_sync_fs_size_handlers
[3.2] [HTML5] Synchronous main, better persistence, handlers fixes, optional full screen.
2020-10-02 16:23:35 +02:00
Rémi Verschelde
014147e511
Merge pull request #40557 from PoqXert/game-center
iOS Game Center improvements
2020-10-02 10:58:14 +02:00
Rémi Verschelde
e35687a116
Merge pull request #42478 from bruvzg/macos_dpi_32
[3.2] Fix `get_screen_dpi` on macOS.
2020-10-01 23:03:28 +02:00
bruvzg
610728c9f1
[3.2] Fix get_screen_dpi on macOS for non fractional display scales and update documentation. 2020-10-01 22:55:54 +03:00
Rémi Verschelde
dbb1df2acc
Merge pull request #42459 from naithar/ios-warnings-3.2
[3.2] [iOS] Fix compilation warnings and deprecated API
2020-10-01 19:12:23 +02:00
Rémi Verschelde
1815a90796
Merge pull request #42466 from nekomatata/x11-events-mutex-leak
[3.2] Fix leak with events mutex in OS_X11
2020-10-01 19:10:30 +02:00
Poq Xert
ea5833fc4c iOS GameCenter: Add authenticate method
And no longer connect automatically.
2020-10-02 01:20:11 +10:00
Sergey Minakov
3386fac02c iOS: fix deprecations
Change deprecated method calls to new ones.
Guard iOS version dependant functionality behind availability checks.
2020-10-01 18:09:55 +03:00
PouleyKetchoupp
936c701838 Fix leak with events mutex in x11 Display Server 2020-10-01 16:16:23 +02:00
Rémi Verschelde
4ad74609ce
Merge pull request #40205 from bruvzg/click-through-3
[3.2] Add mouse event pass-through support for window.
2020-10-01 13:58:24 +02:00
Rémi Verschelde
0c3e0ab194
Merge pull request #40994 from qarmin/sanitization32
[3.2] Added Linux sanitizer with xvfb to github workspace
2020-10-01 13:56:09 +02:00
Rémi Verschelde
58f5b25340
Merge pull request #41173 from naithar/fix/iphone-os-values-3.2
[iOS] [3.2] Simplify OS values retrieval
2020-10-01 13:09:36 +02:00
Sergey Minakov
42de81e235 iOS: move touch delay to settings 2020-10-01 12:36:57 +03:00
Rémi Verschelde
904773149d
Merge pull request #42341 from nekomatata/x11-events-thread-3.2
[3.2] Fix issues related to delay when processing events on Linux
2020-09-30 16:39:55 +02:00
Haoyu Qiu
7840a550b5
Hides special folders in FileDialog for macOS
(cherry picked from commit 1998f78679)
2020-09-29 13:57:58 +02:00
Bartłomiej T. Listwon
858bdbacfd
Add all headers to VS Project
(cherry picked from commit 317c2b194d)
2020-09-29 13:57:56 +02:00
Fredia Huya-Kouadio
91a1e4c9ee Fix splash screen loading on Android 2020-09-28 11:24:02 -07:00
Rémi Verschelde
8ca9680b13
Merge pull request #38076 from DrMoriarty/fix_pvrtc
iOS: Fix multiple issues with PVRTC import, disable ETC1
2020-09-28 10:17:22 +02:00
Rémi Verschelde
ec01d6f25e
Merge pull request #42328 from bruvzg/3_mac_captured_fix
[macOS, 3.2] Fix mouse position in captured mode.
2020-09-28 10:08:16 +02:00
Rémi Verschelde
fc50d5b38c
Merge pull request #42186 from m4gr3d/3.2-android-subview
[3.2] Godot Android Subview Implementation
2020-09-27 20:05:33 +02:00
PouleyKetchoupp
f725d9cb73 Fix issues related to delay when processing events on Linux
3.2 backport of PR #41910:
Fix general keyboard input lag on X11 display server
Fix delay to process clipboard content from Godot in other programs
2020-09-26 15:32:40 +02:00
bruvzg
df5499fedf
[macOS, 3.2] Fix mouse position in captured mode. 2020-09-25 08:54:30 +03:00
Vasiliy Makarov
f388ea00bf 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 both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
2020-09-23 11:13:50 +02:00
Fabio Alessandrelli
35fcc1835c 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).
2020-09-19 18:27:21 +02:00
Fabio Alessandrelli
e7d00d08f5 Make canvas resize optional in HTML5. 2020-09-19 18:27:21 +02:00
Fabio Alessandrelli
40f73f74ce Better HiDPI support in HTML5. 2020-09-19 18:27:21 +02:00
Fabio Alessandrelli
afb81abae5 Window event listener do not use capture. 2020-09-19 18:27:21 +02:00
Fabio Alessandrelli
c0e0247f39 Small refactor to JavaScript handlers.
Crated helper class in native/utils.js.
Simplify code in OS/DisplayServer.
2020-09-19 18:27:21 +02:00
Fredia Huya-Kouadio
8d9733f90c Add overridable init method for the Godot fragment instance. 2020-09-18 16:45:46 -07:00
Fredia Huya-Kouadio
e99dc65b64 Enable the ability to use Godot as a subview within an Android app
(cherry picked from commit 920639511d)
2020-09-18 16:45:40 -07:00
Aman Jain
59da1db188 Add 'Export App Bundle' to Android Export Options 2020-09-18 16:38:30 -07:00
Aman Jain
654342d3bf refactor apk signing into it's own method 2020-09-18 16:17:31 -07:00
Aman Jain
452af201b0 Write an AndroidManifest.xml file to be merged with app module's manifest. 2020-09-18 16:17:31 -07:00
Aman Jain
a323a1eacd Added methods to copy project icon files to Gradle project 2020-09-18 16:17:31 -07:00
Aman Jain
ee9127bd20 Create strings.xml files to mimic behavior of _fix_resources method 2020-09-18 16:17:27 -07:00
Aman Jain
824f0b0569 Refactored permissions and command line flags into separate methods 2020-09-18 16:12:15 -07:00
Aman Jain
29a71edd76 Utility methods for writing files to Gradle project. 2020-09-18 16:12:15 -07:00
Fabio Alessandrelli
c610ad3739 Move request_quit to javascript_main. 2020-09-18 18:54:11 +02:00
Rémi Verschelde
c8859f0463
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 14:09:51 +02:00
Rémi Verschelde
8b5061aae7
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.

(cherry picked from commit 413ff7938d)
2020-09-18 11:56:42 +02:00
Rémi Verschelde
cb78a5d7ae
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.

(cherry picked from commit 5f4d64f4f3)
2020-09-18 10:29:52 +02:00
bruvzg
e51fed9d1b
[3.2] Add window click-through support. 2020-09-17 12:36:01 +03:00
Rémi Verschelde
6b5102cf90
Merge pull request #41504 from naithar/fix/analyzer-3.2
[3.2] [iOS] Leaks and deprecations fix
2020-08-25 18:37:02 +02:00
Sergey Minakov
f81c6c52fc iOS: fix deprecations and leaks
Fixes some deprecations and leaks reported by Xcode Analyzer
2020-08-25 17:17:17 +03:00
Rémi Verschelde
2a692f41a3
Merge pull request #41364 from m4gr3d/fix_textedit_movement_bug_3_2
Fix issue causing the textedit to move upward
2020-08-21 02:25:25 +02:00
Rémi Verschelde
9bf5a0b791
Merge pull request #41081 from naithar/feature/ios-framework-import-3.2
[iOS] [3.2] Export: Add a method to embed a framework
2020-08-19 14:11:27 +02:00
Sergey Minakov
910c554a1a 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 14:54:59 +03:00
Fredia Huya-Kouadio
a8240f7351 Fix issue causing the textedit to move upward 2020-08-18 17:05:23 -07:00
bruvzg
2b996cca67
[Windows] Fix modifier keys when using tablet input. 2020-08-17 14:43:23 +03:00
Gordon MacPherson
c1a5e9f513 fixed linker being slow on OSX
(cherry picked from commit 788c521ce8)
2020-08-17 11:05:53 +02:00
bruvzg
2b1cfad591
[macOS] Fix "on top" not set on init, and reseting on window update. 2020-08-15 18:05:59 +03:00
Rafał Mikrut
abd7c1833e Added Linux sanitizer with xvfb to github workspace 2020-08-14 12:15:58 +02:00
Andreas Haas
abdcb7d299 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

(cherry picked from commit 802a0316c5)
2020-08-14 00:32:05 +02:00
Christopher Davis
f19bab5165 platform: Update metadata for export platforms
Updates the logos of for macOS, Android, and iOS.

Addresses https://github.com/godotengine/godot-proposals/issues/1161

(cherry picked from commit 41d8c0c818)
2020-08-14 00:32:05 +02:00
Rémi Verschelde
5972495d99 Revert "Virtual keyboard size adjustment fixes"
Also reverts "[3.2] Move PopupWindow logic to GodotEditText on Android".

This reverts commits 69db38742f and.
ff0ada164b.
2020-08-14 00:32:04 +02:00
Sergey Minakov
8a8f0a3b79 iOS: simplify OS values retrieval 2020-08-10 16:21:42 +03:00
Rémi Verschelde
c49be9bf84
Merge pull request #40791 from nekomatata/android-keyboard-cleaning-3.2
[3.2] Move PopupWindow logic to GodotEditText on Android
2020-07-31 13:00:50 +02:00
PouleyKetchoupp
ff0ada164b [3.2] Move PopupWindow logic to GodotEditText on Android 2020-07-28 21:03:55 +02:00
Fabio Alessandrelli
31c21b9750 Implement HTML5 cancel/ok button swap on Windows.
Platform is detected on init via the `navigator.platform` string.

(cherry picked from commit 0b286a287c)
2020-07-28 00:55:46 +02:00
bruvzg
a2f034d3ab [macOS] Refocus last key window after DisplayServer::alert is closed.
(cherry picked from commit a05776e20d)
2020-07-28 00:45:06 +02:00
Rémi Verschelde
4b9bb50176 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.

(cherry picked from commit c71e189efd)
2020-07-28 00:41:52 +02:00
Rémi Verschelde
37bac7d75d
Merge pull request #40672 from nekomatata/virtual-keyboard-height-fix-3.2
[3.2] Virtual keyboard size adjustment fixes
2020-07-27 08:57:52 +02:00
Rémi Verschelde
a2edf04fd2
Merge pull request #40469 from nekomatata/virtual-keyboard-enter-fixes-3.2
[3.2] Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:26:02 +02:00
Rémi Verschelde
db6d7499c0
Merge pull request #40723 from naithar/fix/ios-touch-events-master-3.2
[3.2] Fix for iOS touch recognition
2020-07-26 15:42:59 +02:00
Sergey Minakov
16f9ff5866 iOS: added delay gesture recognizer
This gesture recognizer will prevent GLView from processing unwanted gestures.
Emulates UIScrollView behavior
Fires delayed touches on significant movement
2020-07-26 15:49:09 +03:00
PouleyKetchoupp
69db38742f Virtual keyboard size adjustment fixes
1. Disable virtual keyboard focus adjustment on Android
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

2. 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 18:26:20 +02:00
Rémi Verschelde
b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
Rémi Verschelde
f1cdb91f34 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?

(cherry picked from commit dcf902df85)
2020-07-24 10:31:57 +02:00
Zae
6f2be6b05c [3.2] fix crlf for clipboard 2020-07-20 15:42:32 +08:00
PouleyKetchoupp
c0b394572f 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.
2020-07-17 18:25:40 +02:00
Fabio Alessandrelli
e7099ed2ea Fix setenv not defined in older emscripten verions. 2020-07-15 22:21:47 +02:00
bruvzg
26a825aac3
[macOS, 3.2] 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 17:38:16 +03:00
Rémi Verschelde
0246a1a276 Revert "Enable the ability to use Godot as a subview within an Android app"
This reverts commit 920639511d.

The changes are good, this revert is only done for release management reasons
as we want this feature to get more testing before making it in a stable build,
but a 3.2.3 release is imminent to handle some regressions in 3.2.2.

This will be re-committed in a 3.2-based feature branch, and we'll merge it
again once we're confident about it (probably for 3.2.4).
2020-07-10 08:51:21 +02:00
Rémi Verschelde
6fd712c874
Merge pull request #40173 from naithar/feature/ios-storyboard-usage
[3.2] [iOS] Option to use storyboards for launch screens.
2020-07-09 08:36:07 +02:00
Sergey Minakov
a4028b99ec iOS Export: use relative path for res:// files
(cherry picked from commit 7b64f2df50)
2020-07-08 09:01:58 +02:00
bruvzg
e9ab41b71d
[macOS, 3.2] Implement seamless display scaling. 2020-07-07 22:54:33 +03:00
Sergey Minakov
6264c5146c iOS Export: Storyboard custom values 2020-07-07 02:12:50 +03:00
Sergey Minakov
46c6383c8d iOS Export: add option to use storyboard for launch screen 2020-07-07 00:01:35 +03:00
Daniel Ting
3f5f58b9d8 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.

(cherry picked from commit b8e6ff9a7f)
2020-07-06 14:18:18 +02:00
bruvzg
14b8124074 [macOS export] Set correct external file attributes (Unix mode), and creation time.
(cherry picked from commit accae11fe3)
2020-07-03 13:17:57 +02:00
Rémi Verschelde
24f527b561
Merge pull request #39996 from naithar/feature/ios-gdnative
[3.2] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:45 +02:00
Rémi Verschelde
a3e525ba0f
Merge pull request #40054 from bruvzg/macos_confined_mouse_mode_3
[macOS, 3.2] Implement confined mouse mode.
2020-07-03 00:11:27 +02:00
bruvzg
b233cb640d
[macOS, 3.2] Implement confined mouse mode. 2020-07-02 17:12:16 +03:00
Fabio Alessandrelli
357e99a31e Use dummy driver when JS AudioContext is unavailable. 2020-07-02 14:30:23 +02:00
Fabio Alessandrelli
399e2c1db0 Limit FPS in JS by skipping iterations. 2020-07-02 14:30:23 +02:00
Fabio Alessandrelli
c7d2767ab9 [JS] Check canvas size each loop, force redraw.
Remove ResizeObserver, fix compatibility issues, achieve smoother
resizing.
2020-07-02 14:30:23 +02:00
Fabio Alessandrelli
093c463ebf [HTML5] Early FS initialization.
So that "/userfs" is created and mounted before `setup`.
2020-07-02 14:30:12 +02:00
Sergey Minakov
e2a45fe840 iOS Export: Updated Info.plist. Framework embedding. Fixes for search paths 2020-07-02 12:46:57 +03:00
Sergey Minakov
519024829a iOS Export: turn .dylib into .framework on export 2020-07-02 12:45:14 +03:00
Rémi Verschelde
b833296cbb
Merge pull request #39943 from bruvzg/macos_apple_silicon_3
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target.
2020-06-29 15:30:03 +02:00
bruvzg
43888ebfaf
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 14:43:29 +03:00
Rémi Verschelde
08ee1de535 X11: Ensure XGetWindowProperty data gets freed
Fixes a small memory leak reported by lsan:
```
Direct leak of 73 byte(s) in 1 object(s) allocated from:
    #0 0x7f29825f3e70 in malloc (/lib64/liblsan.so.0+0xee70)
    #1 0x7f29824a5729 in XGetWindowProperty (/lib64/libX11.so.6+0x29729)
```
2020-06-29 13:05:24 +02:00
Fredia Huya-Kouadio
623a1ae5b3 Fix the logic to enable focus awareness 2020-06-27 16:40:22 -07:00
Rémi Verschelde
28c0088d86
Merge pull request #39558 from m4gr3d/godot_fragment_3_2
[3.2] Enable the ability to use Godot as a subview within an Android app
2020-06-26 22:07:43 +02:00
Rémi Verschelde
34c5133e6a
Merge pull request #39604 from Faless/js/3months_backport
[HTML5 - 3.2] Backport most changes/improvement in master.
2020-06-26 20:50:58 +02:00
Fredia Huya-Kouadio
920639511d Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:57:03 -07:00
Fredia Huya-Kouadio
944210923f Follow up cleanup for the godotpayment project module
(cherry picked from commit 206cbd960b)
2020-06-24 22:52:05 +02:00
Rémi Verschelde
8f28e0861f
Merge pull request #39762 from naithar/feature/ios-modules
Enable iOS modules and fix missing symbols errors (3.2)
2020-06-24 22:50:05 +02:00
Poq Xert
bd71925726 Updated purchase receipt suitable for sending to apple verification server 2020-06-24 17:34:20 +10:00
Sergey Minakov
e564ca0c1b Export: Fix iOS enabling push notifications capability 2020-06-22 23:16:22 +03:00
Sergey Minakov
a678ceaeae SCons: Enable modules for iOS 2020-06-22 23:15:52 +03:00
bruvzg
a662b853dd Fix use uninitialized ofs variable introduced in 39701.
(cherry picked from commit 439c97e0ff)
2020-06-22 15:41:36 +02:00
bruvzg
1468c0b4d4 [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.
(cherry picked from commit fc1d1c3557)
2020-06-22 13:08:53 +02:00
Rémi Verschelde
f2f11bc752
Merge pull request #39744 from timoschwarzer/remove-godot-payment-plugin
Remove GodotPayment android plugin (3.2)
2020-06-22 12:15:36 +02:00
bruvzg
e2675e9462 macOS, prevent multiple CGDisplayHideCursor calls unpaired with CGDisplayShowCursor.
(cherry picked from commit 7a250b579f)
2020-06-22 12:04:31 +02:00
Timo Schwarzer
5053ab684a
Remove GodotPayment android plugin
This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
2020-06-22 11:11:41 +02:00
Rémi Verschelde
8ac13e50cf 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.

(cherry picked from commit efcc508ee5)
2020-06-21 21:42:26 +02:00
Bastiaan Olij
70fb79efa0 Fix missing slider joystick handling on Windows
(cherry picked from commit aa01b327d6)
2020-06-21 21:41:14 +02:00
PouleyKetchoupp
cdbbc75e90 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.

(cherry picked from commit 4501771fd8)
2020-06-21 21:40:57 +02:00
Rémi Verschelde
f99cbb94cc Export: Rename 'Windows Universal' to 'UWP'
It's otherwise too easy to be confused between 'Windows Desktop' (Win32)
and 'Windows Universal' (UWP).

(cherry picked from commit 08ef0aab16)
2020-06-21 21:39:44 +02:00
unknown
d080c0de51 adding check for syskeydown on control and alt
(cherry picked from commit d191a8b9f8)
2020-06-21 21:34:50 +02:00
Ev1lbl0w
4d7ac36e84 Allow Godot to kill it's own PID
(cherry picked from commit 75ce45440a)
2020-06-18 11:29:28 +02:00
Fabio Alessandrelli
b146bf2528 Canvas resize callback, to update buffer size. 2020-06-18 09:21:14 +02:00
Fabio Alessandrelli
21c9f37757 [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.
- Optional closure compiler run for JS and generated code.
- Enable lto support (saves ~2MiB in release).
- Can now build with tools=yes (not much to see yet).
- Dropped some deprecated code for older toolchains.
- Add onExit, and onExecute JS function.
- Add files drag and drop support.
- Add support for low precessor usage mode (via offscreen render, swap).
2020-06-18 09:21:14 +02:00
Rémi Verschelde
7f6767470d
Merge pull request #39580 from m4gr3d/provide_activity_to_godot_plugin_constructor_3_2
Clean up the GodotPlugin public API.
2020-06-16 20:45:49 +02:00
Fredia Huya-Kouadio
61aa477e1c Clean up the GodotPlugin public API. 2020-06-16 09:24:41 -07:00
Aaron Franke
01061c6fbb Simplify some code in platform/uwp/export
(cherry picked from commit 068054002d)
2020-06-15 14:34:35 +02:00
Rémi Verschelde
50c4834548
Merge pull request #39502 from bruvzg/kbd_layouts_3
[3.2] Add keyboard layout enumeration / set / get functions.
2020-06-15 11:11:08 +02:00
Fabio Alessandrelli
1c0abd6393 Use 2-phase setup in JavaScript.
Make the first iteration as soon as the canvas is setup, avoiding a
black screen before the next animation frame is requested.
Also create OS and do setup before syncing FS to avoid crash when IDBFS
access is denied.
2020-06-14 15:43:18 +02:00
bruvzg
2256946f79
[3.2] Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11). 2020-06-13 11:01:49 +03:00
lawnjelly
b330766c30 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.

(cherry picked from commit db9fa88160)
2020-06-11 09:40:04 +02:00
Rémi Verschelde
7bf9787921 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.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Fabio Alessandrelli
8b321354d8 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.

(cherry picked from commit 0a35b97b62
with help of https://github.com/Faless/godot/tree/js/keyCode)
2020-06-05 12:49:50 +02:00
Marcus Brummer
a6e9001579 Check if the specified Android release keystore exists
(cherry picked from commit 21263a65a9)
2020-06-05 12:45:46 +02:00
Fredia Huya-Kouadio
d1e4cede90 Add support for focus awareness 2020-06-04 15:51:51 -07:00
PouleyKetchoupp
aa935c262a Fix inconsistent error messages with Android custom export templates
(cherry picked from commit be22a1f9bc)
2020-06-04 12:16:39 +02:00
Marcel Admiraal
eef442f32d Update Windows GUID to SDL uid conversion.
(cherry picked from commit a833db80d9)
2020-06-04 12:09:40 +02:00
Marcel Admiraal
5dfd4fc84d Update OSX GUID to SDL uid conversion.
Co-authored-by: John Wakley <johncwakley@users.noreply.github.com>
(cherry picked from commit d04cbbd76b)
2020-06-04 12:09:40 +02:00
Marcel Admiraal
91590b0cf0 Add dinput nullptr checks.
(cherry picked from commit bc49d34123)
2020-06-04 12:09:39 +02:00
Marcel Admiraal
6c9c6885a2 Do not probe joypads if DirectInput cannot be initialized.
(cherry picked from commit 97a529b1d8)
2020-06-04 12:09:39 +02:00
Hugo Locurcio
d814352d92 Tweak the DirectInput initialization failure message
This closes #36662.

(cherry picked from commit fe09b4d2b3)
2020-06-04 12:09:39 +02:00
bruvzg
1642c4163d Ignore invalid tablet driver name, when non are available.
(cherry picked from commit ef1a305e50)
2020-06-04 12:09:39 +02:00
Fredia Huya-Kouadio
bea913a874 Stop ignoring hidden files and directories in the assets directory
(cherry picked from commit bf76d2afcf)
2020-06-04 12:09:39 +02:00
Marcus Brummer
b6c536317b Perform a clean Gradle build if android plugins changed
Fixes #38986

(cherry picked from commit abd66c1bb0)
2020-06-04 11:17:11 +02:00
bruvzg
c994eb1daf
[3.2] Fix macOS global menu removal and preserve order. 2020-06-02 16:37:19 +03:00
volzhs
c86ddd6b61 Add missing consumePurchase plugin method for GodotPayment 2020-05-28 11:51:14 +09:00
Rémi Verschelde
f03bc21e09
Merge pull request #39103 from m4gr3d/enable_legacy_external_storage
Enable legacy external storage for Android 10
2020-05-27 22:57:24 +02:00
Fredia Huya-Kouadio
2e7e3dcfe4 Enable legacy external storage for Android 10 2020-05-27 13:34:40 -07:00
Fredia Huya-Kouadio
0181e89e43 Validate that Use Custom Build is enabled when Plugins are selected
Remove `GodotPayment` from the default build template
2020-05-27 12:04:31 -07:00
Rémi Verschelde
9aeb9ea826
Merge pull request #39081 from m4gr3d/fix_emit_signal_3_2
[3.2] Fix parameters passing when emitting signal
2020-05-27 12:53:35 +02:00
Fredia Huya-Kouadio
3c0b26e29c Fix parameters passing when emitting signal
The issue was caused because we were using variables local to the `for` loop block.
Address [feedback](https://github.com/godotengine/godot/pull/39047#issuecomment-634545849) by @pouleyKetchoupp regarding the use of arrays on stack with dynamic size.
2020-05-27 03:38:38 -07:00
Fredia Huya-Kouadio
06b7f611f8 Provide the ability for clients of the Godot library to add their own command line arguments 2020-05-27 02:12:54 -07:00
Timo Schwarzer
8373c0792a
Re-implement GodotPayment Android plugin using the Google Play Billing library 2020-05-25 21:09:45 +02:00
PouleyKetchoupp
f4f4b77d23 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.

(cherry picked from commit 39f59786fa)
2020-05-25 16:36:34 +02:00
Fabio Alessandrelli
d0613a2243 Fix JS audioContext parameters.
Were not passed along correctly.
`latencyHint` is supposed to be in seconds, not milliseconds.

(cherry picked from commit 57bdb4cc35)
2020-05-25 15:53:18 +02:00
bruvzg
28aabf4f73
[3.2] Block WM_MOUSEMOVE during Windows Ink pen handling. 2020-05-22 14:05:53 +03:00
Rémi Verschelde
b6c551e864
Merge pull request #38875 from bruvzg/tab_drv_sel_32
[Windows, 3.2] Add tablet driver selection.
2020-05-20 13:58:26 +02:00
SkyJJ
2197ef0566 Fix Android LineEdit editing bugs
(cherry picked from commit cc473b948f)
2020-05-20 12:07:08 +02:00
bruvzg
e3be0520a1 [Windows] Add quotes only to the command line arguments with special characters.
(cherry picked from commit cac399a829)
2020-05-20 11:39:55 +02:00
Fredia Huya-Kouadio
2c81a82d53 Update the permission string for the Oculus hand tracking to match the latest api update
(cherry picked from commit 6e2988f26a)
2020-05-20 11:37:24 +02:00
bruvzg
9669c437ef macOS signing improvements: allow signed app exporting as ZIP, sign DMG after exporting.
(cherry picked from commit 4bec713b8c)
2020-05-20 11:33:57 +02:00
bruvzg
71b2abbfa3
[Windows, 3.2] Add tablet driver selection. 2020-05-20 09:36:56 +03:00
Eric Rybicki
c2eea4bde0 Fix certain characters being recognized as special keys in Windows when using the us international layout
(cherry picked from commit e460456e60)
2020-05-19 10:19:52 +02:00
Fabio Alessandrelli
92031098bf Move mixrate and latency definition to AudioServer
Each driver used to define the (same) project settings value, but the
setting names are not driver specific. Ovverriding is still possible via
platform tags.

(cherry picked from commit 90c7102b51)
2020-05-18 16:40:33 +02:00