Commit Graph

2789 Commits

Author SHA1 Message Date
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
Fabio Alessandrelli
6d1ddf7eb1 AudioDriverJavaScript now compute buffer size.
Based on mix rate and expected latency.

(cherry picked from commit 245c179bd3)
2020-05-18 16:40:33 +02:00
Fredia Huya-Kouadio
a71a338c59 Implementation of the Godot Android Plugin configuration file 2020-05-16 23:09:45 -07:00
Rémi Verschelde
d784cb23ec
Merge pull request #37929 from thebestnom/migrate-to-androidX-3.2
Android: Migrate deprecated support library to AndroidX [3.2]
2020-05-16 09:03:44 +02:00
Rémi Verschelde
d45b96d2b1 Android: Check for deprecated GodotPaymentV3 module, direct to new plugin
Fixes #38581.
2020-05-15 13:32:30 +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
Eric M
77ef3bb416 Added mapping for KEY_MENU to VK_APPS (0x5d) so context menu's triggered by the keyboard menu button work
(cherry picked from commit 97e77bcd19)
2020-05-11 11:04:04 +02:00
bruvzg
c4e00f3d57 Remove WinTab error message.
(cherry picked from commit ba85db5a79)
2020-05-11 11:01:13 +02:00
thebestnom
30680a4afe Android: Migrate deprecated support library to AndroidX 2020-05-10 19:08:27 +03:00
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
Rémi Verschelde
e637fe9dd3 clang-format: Add JavaImportGroups for Java code
(cherry picked from commit 6038325470)
2020-05-07 13:36:27 +02:00
Fredia Huya-Kouadio
918f5dee23 Address OS.request_permissions() bug when non-platform permission(s) is included
(cherry picked from commit ef62506e5c)
2020-05-06 23:29:29 +02:00
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
Marcel Admiraal
a286edb821 Fix X11 pressure and tilt values.
(cherry picked from commit a2ad0878ed)
2020-05-05 13:41:29 +02:00
Christoph Schröder
d70cb49eef 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)

(cherry picked from commit b1e8ac7b08)
2020-05-04 16:10:22 +02:00
Marcel Admiraal
48bc3fd297 Fix Android export throwing Unicode errors.
(cherry picked from commit e74f8aaaf1)
2020-05-01 10:56:58 +02:00
Hugo Locurcio
9b6df1ed00 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.

(cherry picked from commit eecce139ea)
2020-04-27 10:19:33 +02:00
Rémi Verschelde
aecba58e92 Windows: Appease capricious MSVC versions with moody headers
Fixes #37799.
Fixes #37986.

(cherry picked from commit 4d3a18d9ff)
2020-04-27 10:19:08 +02:00
Fredia Huya-Kouadio
2d9725b89d 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)

(cherry picked from commit 328354f878)
2020-04-27 10:15:56 +02:00
Fredia Huya-Kouadio
17ad99c206 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.

(cherry picked from commit 2f38cfd9ab)
2020-04-23 11:08:46 +02:00
Fredia Huya-Kouadio
b7fa9cf8ff Fix compilation issue by updating a call to runOnGLThread that was missed by PR #37175 2020-04-16 16:16:24 -07:00
Rémi Verschelde
c4a849588b
Merge pull request #37175 from m4gr3d/make_godot_plugin_callbacks_generic_3.2
[3.2] Update the naming scheme for the GodotPlugin's methods
2020-04-17 00:08:27 +02:00
Marcel Admiraal
b4ab045444 Fix loss of precision in X11 device info.
(cherry picked from commit 9369b37f1f)
2020-04-16 12:47:19 +02:00
SkyJJ
96e381ac03 Validate supported architectures when exporting to Android
(cherry picked from commit 7fcd13575e)
2020-04-16 11:41:41 +02:00
fhuya
373db27788 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.

(cherry picked from commit c591cb8fda)
2020-04-16 11:41:23 +02:00
Rémi Verschelde
88e1264893 Android: Bump build tools to 29.0.3
(cherry picked from commit ca896ddbf0)
2020-04-16 11:41:11 +02:00
fhuya
ff7b455478 Delete unused drawable resources.
(cherry picked from commit 73d4e2eefb)
2020-04-16 11:40:56 +02:00
fhuya
fd045b8b91 Update Android custom template build configuration.
(cherry picked from commit 9c11076a20)
2020-04-16 11:40:06 +02:00
Ignacio Etcheverry
0e43565a7c Fix exporting corrupted Xcode pbxproj if project name has spaces 2020-04-14 18:03:10 +02:00
Ignacio Etcheverry
445f1c6e7b 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.
2020-04-14 18:03:10 +02:00
Rémi Verschelde
5698a9ec74
Merge pull request #37305 from m4gr3d/implement_plugin_signals_3.2
[3.2] Add signal support to Godot Android plugin:
2020-04-10 18:42:32 +02:00
Rémi Verschelde
798bf901b8 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

(cherry picked from commit ba2ec53a26)
2020-04-02 23:34:02 +02:00
fhuya
b995256bca Update the naming scheme for the GodotPlugin's methods in preparation of the vulkan integration. 2020-03-28 15:42:21 -07:00
fhuya
0c782ca2b2 Backport Kotlin support 2020-03-27 10:18:30 -07:00
fhuya
f69760b4be Add signal support to Godot Android plugin:
Supports registering and emitting signal from a Godot Android plugin
2020-03-27 01:37:41 -07:00
fhuya
7135bc3e37 Miscellaneous cleanup for the Android codebase:
- update gradle plugins versions
- cleanup java_godot_lib_jni

Note: logic was mostly moved around and no new logic/functionality was added.
2020-03-25 09:00:37 -07:00
Rémi Verschelde
acd14e645a 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
```

(cherry picked from commit 9d24541597)
2020-03-25 11:38:54 +01:00
Rajat Goswami
19e71f94d8 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143

(cherry picked from commit 2ecf928ae3)
2020-03-25 11:38:54 +01:00
unknown
fcde11222a Removed unused code in android detect.py and SCsub
(cherry picked from commit 90cdacd741)
2020-03-25 11:38:54 +01:00
m6c7l
dec7014ca8 issue-37239 add relaxation to conditions in the joystick check routine for being identified as joystick
(cherry picked from commit 36293f4256)
2020-03-25 11:38:54 +01:00
Pedro J. Estébanez
f57579ba6c Make stack size on Windows match Linux and MacOS
(cherry picked from commit 29f8530afe)
2020-03-25 11:38:53 +01:00
PouleyKetchoupp
2e4e1e0324 Fix text_entered signal when max_length is used in LineEdit on Android
Fixes #35954

(cherry picked from commit c169367e83)
2020-03-25 11:38:53 +01:00
fhuya
9a035efe62 Complete the implementation of the GodotPayment plugin.
Move the remaining plugin components within the plugin source code.

(cherry picked from commit 99173c5fc4)
2020-03-25 11:38:53 +01:00
fhuya
cd2b2bf8bf Enable Android studio debugger.
(cherry picked from commit 41dadb2b2b)
2020-03-25 11:38:53 +01:00
Rémi Verschelde
ec752f7c9b 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
```

(cherry picked from commit db28e7ef69)
2020-03-25 11:38:53 +01:00
Rémi Verschelde
4a38ec3937
Merge pull request #36336 from m4gr3d/android_plugin_v2_for_godot_3_2
Re-architecture of the Godot Android plugin. [3.2]
2020-03-17 16:27:59 +01:00
Rémi Verschelde
e5526544a3 Revert "Change LINKFLAGS to FRAMEWORKS which is supported since Scons release 0.96.91"
This reverts commit 2e152b945f.

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 09:56:37 +01:00
fhuya
c3660bb4dc Re-architecture of the Godot Android plugin. 2020-03-09 10:30:02 +01:00
Rémi Verschelde
98d0bf7d7a 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.

(cherry picked from commit 9d8a9ea826)
2020-03-06 23:53:23 +01:00
bruvzg
5bbce634ad Replace IOHIDDeviceRegisterRemovalCallback with IOHIDManagerRegisterDeviceRemovalCallback to fix gamepad disconnection callback on macOS Catalina.
(cherry picked from commit 6b23e36dbc)
2020-03-06 23:51:26 +01:00
hungrymonkey
2e152b945f 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

(cherry picked from commit c924e83a64)
2020-03-06 23:51:26 +01:00
Rémi Verschelde
75164169c4 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.

(cherry picked from commits c7dc5142b5
and df7ecfc4a7)
2020-03-04 14:40:12 +01:00
Rémi Verschelde
c34b351b24 SCons: Explicitly define our C (C11) and C++ (C++14) standards
On GCC and Clang, we use C11 and C++14 with GNU extensions (`std=gnu11`
and `std=gnu++14`). Those are the defaults for current GCC and Clang,
and also match the feature sets we want to use in Godot.

On MSVC, we require C++14 support explicitly with `/std:c++14`, and
make it strict with the use of `/permissive-` (so features of C++17 or
later can't be used).

Moves the definition before querying environment flags and platform
config so that it can be overridden when necessary.

(cherry picked from commit 342f127362)
2020-03-04 14:12:19 +01:00
Christoph Schroeder
031aed3bb7 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

(cherry picked from commit 5134317afc)
2020-03-04 12:40:15 +01:00
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
Rafał Mikrut
d001ca320d Fix suspicious | and + operators
(cherry picked from commit d0621b954b)
2020-03-04 12:40:14 +01:00
Marcus Brummer
9190f516b1 Improved custom Android template exports
Prevent newlines from beeing appended in AndroidManifest.xml and
build.gradle. Fixes #36708.
2020-03-03 10:49:13 +01:00
Twarit
6d78636163 Remove unused driver/dummy/audio_driver_dummy.h
(cherry picked from commit 04882a481b)
2020-02-20 08:00:34 +01:00
Hugo Locurcio
30ca4a32a8 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.

(cherry picked from commit 4492cf856b)
2020-02-14 16:15:40 +01:00
Relintai
34a16ae239 Fix startGame's logic in engine.js.
(cherry picked from commit cb29ce8a3b)
2020-02-14 16:10:41 +01:00
muiroc
50727d7b22 Allow per pixel transparency in javascript platform
(cherry picked from commit e51c6a0d28)
2020-02-14 16:07:03 +01:00
bruvzg
a7ff22ea6d Fix pressure / tilt ranges on Linux.
(cherry picked from commit d552f93f8b)
2020-02-14 15:58:15 +01:00
Alexander Holland
489b3c2949 Fix double tap pressed event regression
(cherry picked from commit d2a5b7367b)
2020-02-14 15:56:26 +01:00
Hugo Locurcio
9a8455f5a7 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.

(cherry picked from commit 2dd3a01d11)
2020-02-06 13:02:08 +01:00