Commit Graph

398 Commits

Author SHA1 Message Date
Pedro J. Estébanez 58a54f534e Improve input event accumulation
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
2021-08-08 12:37:55 +02:00
Hugo Locurcio 8fbdcb6fea
Point at software OpenGL when OpenGL fails to initialize on X11 2021-08-05 18:24:42 +02:00
miere43 9a22f4b8df
Replace backslash with forward slash in OS_Windows path methods
(cherry picked from commit 119a59f872)
2021-07-06 11:22:04 +02:00
Marcel Admiraal 7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Hugo Locurcio 12236d2868
Only allow absolute paths in XDG environment variables
The XDG Base Directory specification does not allow using relative paths
(which broke things in Godot anyway). If a relative path is detected,
it should be ignored.

(cherry picked from commits 011a99316a
and 0e1d45b210)
2021-05-21 12:53:11 +02:00
bruvzg dab4cf3ed6
Add `physical_scancode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2021-05-06 23:19:45 +03:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde 7e61be3cb0
Style: Remove executable bit from non-runnable files 2021-05-04 14:45:07 +02:00
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
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 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
Fabio Alessandrelli f73c9e555f
Remove now unused FileAccessBuffered.
(cherry picked from commit 781efc26e0)
2020-12-09 11:36:58 +01:00
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
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
Ev1lbl0w f279f657a5
Changed path behaviour for Windows
(cherry picked from commit 525a5be01d)
2020-11-11 15:30:55 +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
Bastiaan Olij 1ea7358405 Add get_native_handle to OS 2020-10-20 20:23:37 +11:00
bruvzg e51fed9d1b
[3.2] Add window click-through support. 2020-09-17 12:36:01 +03:00
bruvzg 2b996cca67
[Windows] Fix modifier keys when using tablet input. 2020-08-17 14:43:23 +03:00
Zae 6f2be6b05c [3.2] fix crlf for clipboard 2020-07-20 15:42:32 +08:00
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
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
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
bruvzg 1642c4163d Ignore invalid tablet driver name, when non are available.
(cherry picked from commit ef1a305e50)
2020-06-04 12:09:39 +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
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
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
Rémi Verschelde a9bcd8ba26
Merge pull request #38659 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.2) - 5th batch
2020-05-11 12:55:46 +02:00
bruvzg bd5413e05f
WinTab: Make movement smoother and handle pressure/tilt changes when cursor is not moving [3.2]. 2020-05-11 12:32:15 +03:00
bruvzg c4e00f3d57 Remove WinTab error message.
(cherry picked from commit ba85db5a79)
2020-05-11 11:01:13 +02:00
Technohacker 0456311be3
Don't force borderless mode when using per-pixel transparency 2020-05-10 21:05:37 +05:30
Technohacker 9584f24be5
Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
Affects per-pixel transparency

The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.

This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
2020-05-10 21:05:37 +05:30
bruvzg 78266c09c4
Add support for the WinTab API for pen input. (3.2) 2020-05-05 14:56:02 +03:00
bruvzg da2ca9e22a [Linux/Windows] Set pressure to 1.0f when primary button is pressed and device is not pressure sensitive.
(cherry picked from commit 0128947894)
2020-05-05 13:41:29 +02:00
Mateo Dev .59 d6c94fd527 os: execute parse the command output from utf8
(cherry picked from commit 8a88637705)
2020-03-04 12:40:15 +01:00
Rémi Verschelde e33914e0c1 MinGW: Avoid GCC -Wcast-function-type warnings on GetProcAddress
Using the same method as GNUlib and various other projects.
https://lists.gnu.org/archive/html/bug-gnulib/2018-08/msg00109.html

The warning is valid, but there's no way around it since the issue
comes from the Windows SDK. It's also harmless in this case.

Part of #29801.
2020-01-16 12:10:25 +01:00
Rémi Verschelde 8454804972
Merge pull request #33967 from Calinou/add-os-is-window-focused
Add an `OS.is_window_focused()` getter
2020-01-06 11:39:18 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
TerminalJack e1dda5195c Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00