Commit Graph

93 Commits

Author SHA1 Message Date
Ruslan Mustakov f5b3b24c22 Enhance iOS export
- The export process now builds complete .ipa on macOS, instead of just
   creating XCode project.

 - The project includes Capabilities games usually require: Game Center,
   Push Notifications, In-App Purchase.

 - Icons and launch screens can be specified in export preset.
2017-09-26 00:18:08 +07:00
Ross Hadden 1a97d6455d Fixed a bunch of typos, including an error code. 2017-09-21 23:58:29 -04:00
Hein-Pieter van Braam 833c3917b2 Allow booleanization of all types
We now allow booleanization of all types. This means that empty versions
of all types now evaluate to false. So a Vector2(0,0), Dictionary(),
etc.

This allows you to write GDScript like:
if not Dictionary():
  print("Empty dict")

Booleanization can now also no longer fail. There is no more valid flag,
this changes Variant and GDNative API.
2017-09-19 18:55:31 +02:00
Konstantin Zaitsev 28dc30cd59 Change structure order for godot nim compatibility 2017-09-19 11:35:51 +07:00
Konstantin Zaitsev c386a02654 Fix MSVC compilation errors 2017-09-19 10:33:07 +07:00
Thomas Herzog 259778ce8c Merge pull request #11296 from touilleMan/gdnative-api-struct
[GDnative] pass api as struct of function pointers to loaded gdnative modules
2017-09-17 20:59:46 +02:00
Emmanuel Leblond 8d57a3f3d5
[GDnative] Use X macro to define godot_gdnative_api_struct and it instantiation 2017-09-17 18:33:08 +02:00
Emmanuel Leblond e4c9f8895e
[GDnative] create godot_gdnative_api_struct and pass it to godot_gdnative_init_options 2017-09-17 16:13:14 +02:00
Rémi Verschelde 2d4f6ef0bf Apply clang-format again to recent changes
Also add missing copyright headers.

[ci skip]
2017-09-16 19:48:45 +02:00
Marcelo Fernandez 12a7f15bdc Fix compile error on gd_native_library_editor.cpp with tools=no 2017-09-15 13:29:29 -03:00
Thomas Herzog 5636ac526e Merge pull request #11237 from endragor/gdnative-variant-ref
Construct Variants from Reference properly in GDNative
2017-09-14 21:21:50 +02:00
Juan Linietsky 35ed1eef2a Added a menu to enable/disabled GDNative singletons in project settings 2017-09-14 15:02:51 -03:00
Ruslan Mustakov f08bc0df7c Construct Variants from Reference properly in GDNative
Previously godot_variant_new_object constructed Variant without
accounting for the fact that the Object can be a Reference, so refcount
was not increased and References were destructed prematurely.

Also, Reference::init_ref did not propagate refcount increment to the
script instance, which led to desync of refcount info on the script
side and Godot side.
2017-09-14 19:40:36 +07:00
Rémi Verschelde 4f51211dfb Merge pull request #11028 from mrawlingst/color-RGBA32
Change Color.to_32() to Color.to_rgba32() and lowercase other functions
2017-09-12 13:44:43 +02:00
bncastle fc83821316 Fixed attempt to delete NULL pointer error
Fixed: Error cause by attemptng to delete a NULL pointer.
unregister_gdnative_types() now checks discoverer to see if it is NULL
before deleting. After selecting a godot project to edit (in Win10), the
discoverer_callback() wasn't called thus discoverer was NULL.
2017-09-10 17:39:42 -04:00
mrawlingst 6aa5bc2347 Change Color.to_32() to to_rgba32() and format as RGBA 2017-09-07 16:19:44 -04:00
Ruslan Mustakov 269203a022 Provide NativeScript properties in definition order 2017-09-05 12:45:23 +07:00
Karroffel 54a9c1ee43 [GDNative] added singleton GDNativeLibraries
A GDNativeLibrary now has a field "gdnative_singleton" which can be
used to let the `godot_gdnative_singleton` procedure be executed on
Godot's startup. In future this can be used to register new
scripting languages or resource importer types.
2017-09-03 16:56:00 +02:00
Karroffel 7878329e6f merged gdnative and nativescript module 2017-09-03 15:28:43 +02:00
Hein-Pieter van Braam f9467ec1ea Fix signed and unsigned comparisons
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00
Emmanuel Leblond 6151adfe8c
Correct GDnative's godot_string_find_last method name 2017-08-31 23:24:26 +02:00
Rémi Verschelde 6f762ad709 Merge pull request #10422 from endragor/gdnative-android
Make GDNative work on Android
2017-08-31 13:51:10 +02:00
Ruslan Mustakov 5ccdeccb6e Make GDNative work on Android
The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.

 - .so libraries are exported to lib/ folder in .apk, instead of assets/,
   because that's where Android expects them to be and it resolves the
   library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
   the current device. So we establish the convention that Android .so
   files in the project must be located in the folder corresponding to
   the ABI they were compiled for.

 - Godot callbacks (event handlers) are now called from the same thread
   from which Main::iteration is called. It is also what Godot now
   considers to be the main thread, because Main::setup is also called
   from there. This makes threading on Android more consistent with
   other platforms, making the code that depends on Thread::get_main_id
   more portable (GDNative has such code).

 - Sizes of GDNative API types have been fixed to work on 32-bit
   platforms.
2017-08-30 18:14:19 +07:00
Hein-Pieter van Braam ec63438231 Remove 10778 related methods from GDNative
After #10778 master didn't build any longer with GDNative. This removes
the methods removed in that PR from the GDNative bindings for Basis
also.
2017-08-30 12:54:59 +02:00
Ruslan Mustakov 415f7da025 Fix GDNative API generator after changes to MethodBind 2017-08-30 10:45:10 +07:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Juan Linietsky 36e0a72c77 -Code completion for enumerations
-Disabled GDNative and GDNativeScript so build compiles again
2017-08-24 00:06:56 -03:00
Wilson E. Alvarez 738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
Juan Linietsky 541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Emmanuel Leblond 00d552b1cd
[GDnative] Correct godot_string_chars_to_utf8_with_len function name 2017-08-19 17:08:33 +02:00
Ignacio Etcheverry 90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Rémi Verschelde b1ecaaa22b Merge pull request #10307 from Rubonnek/update-argument-names
Updated function argument names
2017-08-16 17:17:56 +02:00
Pedro J. Estébanez 2a26c5ce62 Comment include order to avoid errors
So as to not revive #10071, as suggested by @akien-mga.
2017-08-15 22:12:57 +02:00
Wilson E. Alvarez 428f03cf06 Updated function argument names 2017-08-12 15:12:49 -04:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
ducdetronquito 0b55363a82 Implemented String C API. 2017-08-08 23:42:54 +02:00
Karroffel 76ce18c290 [GDNative] fixed double variant call
This bug got discovered thanks to clang!
2017-08-06 02:04:06 +02:00
Juan Linietsky cfe4b30941 renamed node path, closes #5691 2017-08-05 09:13:59 -03:00
Ruslan Mustakov d71171026f Dont call nativescript callbacks if lib is not initialized 2017-08-04 21:17:33 +07:00
Karroffel ab3b1e67c7 [GDNative] fixed a bug with ambiguous include paths
fixes #10071. The problem is that the json.h file includes the
local variant.h instead of the "absolute" core/variant.h
2017-08-04 03:26:32 +02:00
Karroffel c143f86968 [GDNative/NativeScript] fix -rdynamic and removed _init call
The _init call was buggy anyway and in the end shouldn't be a
thing that's called via ClassDB, it should be something that's
language specific, so we leave this out for the bindings.

In the commit 66a7763 the SCsub file for GDNative was changed to
use a cloned environment, that bricked -rdynamic which needs to be
passed down to the linker, which didn't happen with the new env.
2017-08-02 14:21:12 +02:00
Karroffel 880048377d [GDNative] better header include paths
The old include paths caused some problems on some compilers, for
example including "string.h" was ambiguous.
2017-08-02 03:50:33 +02:00
Ruslan Mustakov 3193460c4a Pass GDNativeLibrary pointer to library init 2017-07-28 22:43:23 +07:00
Karroffel 135c2112ad added an optional parameter to OS symbol lookup
When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
2017-07-27 11:13:21 +02:00
Thomas Herzog 9caf9fa76f Merge pull request #9720 from endragor/stack-bottom
Add a way to retrieve stack bottom of the main thread
2017-07-26 15:30:04 +02:00
Ruslan Mustakov 3b88476130 Add a way to retrieve stack bottom of the main thread
I'm working on Nim bindings and Nim GC needs to know the stack
boundaries to check whether certain pointers are located on the stack
or in the heap. This commit adds godot_get_stack_bottom procedure
to gdnative module which returns pointer to the stack bottom of the
main thread. Later on this may be improved to return stack bottom of
the current thread.
2017-07-25 10:53:31 +07:00
Karroffel 5e1abaf348 [GDNative] basic OS detection 2017-07-24 22:43:32 +02:00
Karroffel 534d62d2f4 [GDNative] new GDNative API
This adds GDNative as a separate class type.
It can be used to interface with native libraries by
using "native calls", which can be registered by modules
(and in future other GDNative libraries?).

It also reworks the currently called "GDNativeScript" into a
"NativeScript" that just makes use of the new GDNative instead
of it being the component that implements that functionality.
2017-07-24 04:23:37 +02:00
Ramesh Ravone af8a40e554
gdnative bug fix in get (return null check) 2017-07-22 06:39:03 +05:30